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Hash, Inc. - Animation:Master

T-Dogg

*A:M User*
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Posts posted by T-Dogg

  1. Wow! Your version seems to have worked perfectly. I am jealous!! It's kind of funny. I've seen several threads where people were worried that TSM wouldn't work with the newer versions of A:M. Looks like it actually works BETTER with the newer versions!

     

    I tried redoing my CPM with the same settings you mentioned and it turned out the same as my other convoluted pose.

     

    I am still a complete noob at animation. I was trying to make some different types of walk cycles as practice. I rely heavily on CPM, so it's a big deal for me when it doesn't work. When you pay $300 for a program, you kind of expect it to work. :(

     

    But that's beside the point, since this thread is about TSM2....

     

    I think it's a pretty decent rig after I manually fix the leg rolls and add foot control nulls (as a matter of my own preference). A:M problem or not, I still don't understand why CPM doesn't work with the TSM spine when it worked perfectly with my other setup, but I'll figure out how to deal with it. I think the ease and speed of setup far outweigh the problems I've ran into thus far.

  2. Another weird thing about it is that the right and left legs' roll handles point in different directions!!! I thought they would at least be mirrored. It has me completely baffled! Just a quirk of TSM, I guess.

     

    It's an easy enough fix though. I just wish my problems with the spine were as easily dealt with. I can't even make a walk cycle as it is. I guess I'll have to mirror the arms & legs seperately and set the pelvis and spine poses manually.

  3. I've also been reading through the legs script trying to figure out if there's a way to fix the legs' z-rotation problem when switching to FK so I won't have to manually rotate the bones for every model. I removed the relationship part of the script and saw that the bones were created with the roll handles pointing the right way. I didn't think a relationship would change a bone's position in the actual model itself though, so I am at a loss right now.

    I was wrong. The bones are NOT created with the roll handles the right way. As far as I can tell, the problem lies with the "inter upper leg" bones being created wrong. The "upper leg" bones are duplicates of those, which is why they are also wrong.

     

    I've tried setting the "with the roll of "leg"" part of the script to other bones with the correct roll, but it doesn't help things. I wonder if roll was calculated differently in older versions of A:M when TSM was originally created. I have no clue. I just know that something isn't working quite like it should.

     

    Since the leg bones in TSM are all vertically straight, you can change the roll part of the script to "rotation 90, 0, 0", but that won't work right if your model's legs aren't perfectly vertical. If only there was a way to set just the z-rotation to 0, but I don't know how.

     

    It looks like I'll just have to manually fix those bones for every model after all.

     

    I still haven't figured out the spine issue either, but I got side-tracked with this whole leg-twisting thing.

     

    I used to think I had at least a rudimentary understanding of rigging, but now I just feel dumb. :unsure:

  4. If you have a windows machine (the laptop), right click on the action file and select the "send to" option. There you can select the "compressed (zipped) folder" option.

    Thanks! I never tried that before.

     

    I hadn't saved the previous version, so I quickly made a new one. The same thing happened, so it's obviously repeatable. I embedded everything into this project and zipped it. I sure hope you can figure out what's causing this because I'm at my wits end.

     

    As always, thanks for your time!

     

    TSM_Problem.zip

  5. I can't offer much help. A while back I tried this once myself as well. I was also going for a cartoony look using toon shading, so I figured hair simulation would be overkill. I had a lot of major problems with intersecting, so I tried to make my mesh denser. It still didn't work like I wanted, though. As I recall, I finally gave up on cloth sim and went with bone dynamics.

     

    I've seen cloth used in various programs to simulate everything from ocean waves to footprints, so I am certain it could be used for hair. I just didn't have the patience or perserverance to figure it out.

     

    I'll be keeping an eye on this thread to see how you deal with this problem. Good Luck!!!!!!!!!!!!!!!!!

  6. Try setting the Null's Roll-Method (In the Properties Panel) from "Y-Poles-Singularity" to "Z-Singularity".

    That solved my problem completely! Is there a way to permanently change this for the model? I was only able to find that opton by opening an action window.

    Open the model window, select the null (in the model window or in the Bones tree) and look in the Property Panel. Roll Method should be there.

    I couldn't find it there, but I was able to solve the problem. I opened up my "setup" relationship and selected the null and was able to change the property there.

     

    Can you post the action file? Zip it up first.

    I would, but I don't have any zip software installed. (Using the kids' laptop here.) If you have the basic TSM character (I think he either comes with TSM or was in the hash extras library.) Just try making a pose and then doing a paste mirror.

     

     

    I've also been reading through the legs script trying to figure out if there's a way to fix the legs' z-rotation problem when switching to FK so I won't have to manually rotate the bones for every model. I removed the relationship part of the script and saw that the bones were created with the roll handles pointing the right way. I didn't think a relationship would change a bone's position in the actual model itself though, so I am at a loss right now.

     

    One last thing. I've rigged another character and none of the control bones had falloff, so I guess I must have accidentally turned that on myself.

     

    Thanks everyone for your time and help.

  7. So I tried adding nulls to the TSM rig by adding "orient like" and "translate to" constraints to the foot control bones. After I did that, the TSM foot also began to have the same flipping problem as my other rig. So my question is this: Does anyone know a good way to set up nulls for the TSM2 feet that won't change the normal behavior?

    Try setting the Null's Roll-Method (In the Properties Panel) from "Y-Poles-Singularity" to "Z-Singularity".

    That solved my problem completely! Is there a way to permanently change this for the model? I was only able to find that opton by opening an action window.

     

    Here's an example of the spine problem I'm having. I just threw this one together quickly using the basic TSM guy to see if it also happened with other models. He's not as deformed as my own model was, but he definitely suffers from the same paste mirrored issue.

     

    post-8893-1265757437_thumb.jpg post-8893-1265757446_thumb.jpg

    .......................Original Pose.....................................................Paste Mirrored.......................

  8. I took one of my previously rigged characters and deleted all the bones and relationships. Then I set up and rigged it from scratch following Caroline's excellent tutorial for TSM2. (THANKS SO MUCH FOR THAT CAROLINE!!!) I'm still getting used to using this new setup, but so far everything seems to work great. My own rig wasn't bad, but TSM2 offers some features I hadn't bothered with adding to mine (like stretching).

     

    I have a few questions though.

     

    1. I love how I can rotate a foot back very far with TSM2! The leg on my rig is almost identical to the David Rogers' setup in "Animation Master - A Complete Guide". It's a very good setup, but one thing bothers me. When I have the leg bent back, if I try to rotate the foot back too far it will flip in the oppopsite direction. This doesn't happen with the TSM2 rig. However, I find the nulls on my rig much easier to grab and work with than the control bones of TSM2. So I tried adding nulls to the TSM rig by adding "orient like" and "translate to" constraints to the foot control bones. After I did that, the TSM foot also began to have the same flipping problem as my other rig. So my question is this: Does anyone know a good way to set up nulls for the TSM2 feet that won't change the normal behavior?

     

    2. This one is easier to explain. I was making a walk cycle and when I try to paste mirrored a pose something weird happens to the spine and makes my character try to stick her head up her own butt. (Something I thought only my bosses at work were able to do!) Has anyone else encountered this problem, and is there a fix for it?

     

    3. Why do some control bones have falloff? I thought falloff was only used for bones that have CPs associated with them.

     

    I had some other questions that have slipped my mind at the moment, so I'll add them later if I remember them.

     

    Overall, I am really pleased with TSM2. It really simplifies things and makes a dandy little rig! I would like to thank everyone at Anzovin for creating it and also for making it freely available.

  9. I also use v13, so I will try to help.

     

    When you run the installer and it asks for a location, type in AM's main folder... not the hxt folder like it sounds like you did. In my case it was C:\Program Files\Hash Inc\V13.0.

     

    Try running the uninstall and then re-installing it.

     

    It shows up for me, although I haven't tried using it yet. It should be under File>Plug-Ins>Wizards. You should see TSM Builder, Flipper, and Rigger.

  10. Got the files via FTP Commander. Thanks so much for posting these!

     

    One more question... You said in your first post there were 7 movies. I only saw 5. Have the other 2 been removed?

  11. sorry.. somehow I double-posted so I am editing this one.

     

    I get an error saying "Internet Explorer cannot display the webpage"

     

    Thanks for any help. I'd really like to see these videos.

  12. I am downloading them right now using IE8 on WinXP Pro SP3 32 bit.

     

    Al

    Did you have to change any IE settings or do anything special? I cannot get it to work for the life of me.

  13. This brings back some memories for me! I modelled a Radio Flyer wagon for the November 2006 Toys contest. For some reason my shadows came out all screwy though. Maybe I had the normals backwards or something. I should dig up that model and try to fix it.

  14. Well, after rendering those frames where Woot was bald, I figured things had to get better. Unfortunately, that is not the case. After rendering a few frames from Act 2, I now find my machine chugging along on frames back in Act 1. Act 1, Sequence 4, Scenes 4 & 7 to be exact. Apparently both these scenes are being re-rendered because somebody decided to remove the DOF. Here's what it looks like before & after:

     

    post-8893-1209304248_thumb.jpgpost-8893-1209304242_thumb.jpg

     

    post-8893-1209304254_thumb.jpgpost-8893-1209304260_thumb.jpg

     

     

    I have to say that they look much better without the DOF!

     

    What is bothering me is that 1_04_07 marks the FOURTH time I've rendered frames that ended up having to be re-rendered because somebody somewhere either made a mistake or decided to change something after the fact. At this point I have to wonder if there is any kind of quality control going on. Maybe somebody should do a test render or two before entire scenes are being sent out with mistakes to be net rendered. All the time being wasted re-rendering old scenes could have been used rendering new scenes and getting this project closer to completion. Just my 2 cents.

  15. Wow, I must be getting good!! I think those are the 4 images I voted for.

     

    I have not yet ordered plaques for last month, but I plan to....

    When do you plan to order those plaques for last month's contest? I've been eagerly checking the mail every day looking for mine. I know I only got 3rd place, but I am still eager to show it off! :lol:

  16. These renders are kinda old, (They were done back on March 11th.) but I didn't see anyone else post anything about it. In Act 1, Sequence 1, Scene 17 the little orange-haired dude is bald! You may have already fixed this by now, but I figured I'd mention it just in case.

     

     

    post-8893-1206889660_thumb.jpgpost-8893-1206889668_thumb.jpg

     

    I will try to install the new webrender soon and help out some more. Lately my computer has been too busy with other things.

  17. Congratulations Stian! Congrats to everyone else too.

     

    I got 3rd place!!!! So Congrats to me as well!! :D I said after the last contest that I was going to practice. I guess it paid off. (Of course, asking all my friends and everyone who came into my house to vote for me probably helped too!)

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