Hash Fellow robcat2075 Posted May 24, 2005 Hash Fellow Posted May 24, 2005 I think I've seen demonstrations of turning a foot at the "ball" of the foot in characters rigged with TSM 1, but how do you do it? Turning the toe or heel control (which originate near the ball of the foot) just gets me a twisted foot. Quote
Hash Fellow robcat2075 Posted May 26, 2005 Author Hash Fellow Posted May 26, 2005 Trying one more time here. Quote
Morgan Posted May 26, 2005 Posted May 26, 2005 This isn't really something that the TSM1 rig was designed to handle, but you may be able to achieve an acceptable result by rotating the heel control and then moving the knee pointer to match. Quote
Gerard Posted May 28, 2005 Posted May 28, 2005 You may be getting confused with the RafV3 setup. In this, the foot control originated at the ball of the foot, so when you rotated the bone, the foot/leg appeared to rotate about the ball and not the heel as is currently the case. Gerard Quote
Hash Fellow robcat2075 Posted May 28, 2005 Author Hash Fellow Posted May 28, 2005 Here's where my "confusion" originates: "The heel control can be used to pull up the heel, and also to swivel the whole foot around the ball of the foot (as in Fig. 17)." -TSM1 manual (pg. 20) BTW, in the fully rigged biped supplied with TSM1, turning on the ball of the foot seems to work. Quote
ZachBG Posted May 28, 2005 Posted May 28, 2005 Do you have your "dir foot" bones set up correctly? Is their origin the same as the origin of the toe bones? Quote
Hash Fellow robcat2075 Posted June 1, 2005 Author Hash Fellow Posted June 1, 2005 Do you have your "dir foot" bones set up correctly? Is their origin the same as the origin of the toe bones? Yes, I input numerical position values so that both originated at the same point. It was pretty close to begin with, and there's no improvement in functionality with it being exact now. Quote
ZachBG Posted June 1, 2005 Posted June 1, 2005 Hierarchy, maybe? I know some of the sample models have the dir foots (feet?) parented to the foot controls, while some do not. I know this has worked, because I've used it! Quote
Hash Fellow robcat2075 Posted June 7, 2005 Author Hash Fellow Posted June 7, 2005 I'm using the heirarchy that's in the "model for import". The manual doesn't say to change that. Quote
Morgan Posted June 8, 2005 Posted June 8, 2005 Hmm. Okay, I assume you're looking at the v8.5 "full rigged guy"? Because on closer examination, it looks like this foot twisting issue was introduced in 9.0. I automatically checked the latest (v11) model, saw the problem there, and assumed it was a setup design problem, rather than a bug. But yeah, it's a bug. According to Raf, TSM1 was basically rewritten between 8.5 and 9.0, so it's not too surprising that this got broken -- although I am surprised that no one reported it at the time. Anyhow, we're no longer updating TSM1, but if you send the file my way, I'll see if I can fix it by hand. morgan [at] anzovin [dot] com Quote
Hash Fellow robcat2075 Posted June 25, 2005 Author Hash Fellow Posted June 25, 2005 Morgan, Could you post the procedure to fix the feet? I have a model that I'm using for a class that I need to modify and re-rig frequently. It wouldn't be practical to send it to you each time I needed to change it. thanks Quote
Guest jandals Posted June 26, 2005 Posted June 26, 2005 Here's what I do: Put a null under the Ball of the foot. Put Translate To and Orient Like constraints on the foot control bone(s) with the null as the target (use compensate mode to prevent jumping) If you turn the null, the foot bone follows so the center of rotation is at the ball. EDIT: Yeah. I just tried this to make sure TSM didn't have a problem and I didn't run into one so you should be all clear. THis is a good trick for any situation where you need to change the center of rotation of an object Quote
Hash Fellow robcat2075 Posted June 26, 2005 Author Hash Fellow Posted June 26, 2005 I have been doing that as the work-around but since I'm already making keyframes on the heel bone (which is supposed to control this) I'd like to keep all my rotations in one place and use the functionality that the rig is intended to have anyway. Quote
Guest jandals Posted June 26, 2005 Posted June 26, 2005 Whoops, I guess I read too quickly. AND I never noticed that about TSM's foot controls. Anyway, I import TSM's basicbones_v10x.mdl and the heel control like you'd ask. Sorry to be not-helpful. But I'm more enlightnened... Quote
ZachBG Posted June 26, 2005 Posted June 26, 2005 Morgan, Could you post the procedure to fix the feet? I'll second this. I realize you're not supporting TSM1 anymore, but don't forget--for Mac users like myself, TSM1 is the ONLY OPTION. Quote
Morgan Posted June 26, 2005 Posted June 26, 2005 Okay, here's the fix: In your project workspace, expand "left foot control." Grab "left foot worker3," and parent it to "left heel control." Repeat procedure for right foot. This should give you the same functionality that existed in the older rigs. It's not ideal, but it's definitely an improvement. And I'm working on the Mac version of TSM2. I'll have more news on that soon, I hope. Quote
Hash Fellow robcat2075 Posted July 3, 2005 Author Hash Fellow Posted July 3, 2005 That seems to work. Thanks. Quote
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