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Squetchy Thom


itsjustme

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This quote from the Mike Brown puppet link I refered to previously:

 

8. There are two different schools of thought regarding setting up the feet. Working from the heel of the foot and working from the ball of the foot. I prefer to work from the ball of the foot for a couple of reasons.

 

a. Your character is going to need to pivot on their toes from time to time. If you're working from the heel this is going to be hard to do and may look odd.

 

b. You're going to want your character to spring off the ball of their foot a lot. Have you ever tried to jump or walk with out pushing off with your toes?

 

c. Try climbing up a ladder or walking up stairs on your heels and see how far you get.

 

d. How many times have you reached for something up high with out standing on the ball out your foot?

 

e. Balance, try balancing yourself on the ball of one foot, then try balancing on the heel of one foot, which is easier?

 

Regardless of which school of thought you choose to work with here. Give your self a method of rotating your puppets' foot at the ball and the heel. I.e... If you work from the heel, make sure you can still get your character up on their toes. If you work from the ball, make sure you can easily get your character to rock back on their heels for those strong heel strike poses.

 

The feet are really the only part of your rig, David, that I struggle with sometimes. They work fine as is, but I think the flexibility to use both heal and ball rotation would be great.

 

I'm still finding all sorts of nice features every time I use it. Great job! Keep us posted on your progress.

 

Mark

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BTW and I know this is a long way off but Raf maybe coming out with a scripting language for TSM2 which would be able to install any rig in a character.

 

That would be incredibly cool, David. I hadn't heard that, but if it does get made it would be very nice to have.

 

but I think the flexibility to use both heal and ball rotation would be great.

 

I'll put that on my list, Mark. Thanks for pointing it out, I definitely need to address that.

 

At this point, I've got the fingers fixed, better bicep rotation, added a shoulder fan bone, added a hat and am in the middle of ironing out some bone flipping things in the arms and fixing the arm rotation in IK. For anyone interested, the twisting in the fingers was caused by bones flipping over when they rotated across from negative to positive in the rotation arc. To fix it, I added one or two bones (one for the second finger joint and two for the third) as parents of the affected bones that would rotate in the same way...this has the effect of reducing the rotation of the bone so that it doesn't reach the flipping point.

 

Hopefully, I'll get some more time to work on it tomorrow...I'll post something as soon as I cover the remaining outstanding issues.

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It's not completely finished yet, but I haven't posted anything in about a week...so, here's a "so far". I still have to fix the arm rotation in IK to match what happens in FK. Hopefully, in the next day or so I'll get that done.

 

Changes in this version:

 

------------------------------------------------------

 

The balls of the feet now have controls in IK...one to bring the heel up and one to rotate on the ball of the foot. The feet controls in IK may look a little busy...maybe I should add a pose to hide them.

 

The arm rotation has been fixed (as far as I can tell) in FK. The biceps rotate using the roll handle on the "right/left_bicep_FK" bones, the forearms have controls limiting their rotation to the 'X' axis. Also, I've added some parent bones to the arm geometry bones to reduce the chances of bone flipping.

 

The finger bone flipping should be fixed, it's the same solution as the arm fix.

 

I added a baseball cap that I modified from the one on the A:M CD...I took off the decal, fixed the brim, took off the roughness of the material and fit it to Thom's head.

 

--------------------------------------------------------

 

I think that's all of the additions...as far as I can remember at least. If anyone finds any problems, let me know. I'll try to get the IK issues fixed soon.

 

 

 

----------------------------------

EDIT

----------------------------------

 

Of course, after posting this, I found some things that'll be fixed in the next one with the squetch in the legs breaking the IK control and a slight finger problem when the hand is stretched 100%. Sorry about those.

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This Gets Better and Better and Better!!!

 

Promissing new standard in rigging (as long as I am concerned)

 

One (probably stupid) question!

 

Setup looks quite complicated... in your oppinion, how long would it take (rough estimate) to transfer this rig to another character (sans smart skinning)

 

Keep us posted!!!

 

 

Drvarceto

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.. in your oppinion, how long would it take (rough estimate) to transfer this rig to another character (sans smart skinning)

 

I'm not sure at the moment, Drvarceto. I don't think it would take much longer than installing the 2001 rig...that's the first experiment I have on my list once I get this thing finalized. I'm hoping to have another version posted by tomorrow.

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Let's try this again....I found a lot of little things I had broken in previous versions. I fixed the problems I found and added some small stuff. I haven't had time to really give this one a good test, but, I'm posting it in case someone sees something I don't.

 

Changes in this version:

-----------------------------------------------------

 

Fixed the remaining twisting of fingers when the hands are stretched to 100%.

 

Fixed the IK being broken in the legs when using the squetch controls.

 

Added a bicep rotation control for IK...I messed with automating it, but decided to leave it as a manual control.

 

Tweaked the elbow CP weighting a little.

 

------------------------------------------------------

 

There were other issues I cleared up, I just don't remember if I introduced them while working on this version or if they were pre-existent. Anyway, slap this one around a little and see if it breaks.

 

This rig looks like a good candidate for the loon characters for TWO.

 

I'll see about trying that out once I get everything finished, Mark.

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So far, this rig gives really nice control over body movements during the walk/run actions I've been playing with. I especially like the independent hip and shoulder rotation capability, and the knee and foot control.

 

One odd thing I'm finding as the model is keyed is that the fingers over-clench and the arms kind of collapse at the shoulders after I've set a few keys - almost like the slider values for the hand clench are being added to with each new key set (even though the actual slider values don't change). It's possible I have the key filters set wrong or something. I have the "translate, scale, rotate, constraints, poses, etc." filters set to be keyed for the whole model. Take a look at the screenshot and see if you have any ideas for why this is happening. It very well may be just my inexperience in animating that's the problem.

 

It's a fun rig to use, David. Keep it up!

post-43-1125545444.jpg

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One odd thing I'm finding as the model is keyed is that the fingers over-clench and the arms kind of collapse at the shoulders after I've set a few keys - almost like the slider values for the hand clench are being added to with each new key set (even though the actual slider values don't change).

 

I think I know what's happening...I had some strange things happen that made me change some of the parenting, I think it's causing your problem as well (it looks like it's making the shoulder fan bone pop). I also found an arm IK control problem that I'll have fixed. I'll run it through something similar to what you've been doing and see if my other fix cures that problem as well. I'll try to have a new version up by tomorrow.

 

Thanks for giving this thing a workout, Mark. I tend to miss things when I concentrate on a single tree in the forest. I think it's very close though.

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Once again, I think I fixed everything...we'll see how true that actually is though.

 

Changes in this version:

 

-------------------------------------------------

 

Fixed some parenting that caused problems in the arms when moving the model from the starting position.

 

Added/modified the IK arm controls. There is now a designated translate bone, a designated elbow control and a null controlling bicep roll.

 

-------------------------------------------------

 

I still have to dig through the poses to fix some of the bone hiding...it doesn't affect usage, but can be annoying. If anyone finds anything that needs fixing, let me know.

 

Mark, if you get the same problem post an Action and I'll try to decipher it using that...but, I think that one is fixed.

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Just trying it and it's a very nice rig. Some things I noted that may be answered (I haven't been keeping track of the thread):

 

1) No finger controls...I assume you're getting to these.

 

2) In the image I've selected the "hips IK" bone. As you can see, it's strayed away from the middle of the body. I don't know if that can be "constrained" to stay there?

 

Edit: OK, I've just found the pose sliders. I love the close/open fist control! Also, love the breathing controls....I wonder if they could be controlled with an expression...probably.

 

There are alot of tabs in the slider window! I'm glad we can now access these from the properties panel as the pose slider window doesn't let you pan across.

Kick.jpg

Edited by KenH
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Using version 6a, I'm still getting the odd finger and arm movement. The test action file I'm including has only 5 keyframes (on frames 0-4). Only the hand_left_spread/clench slider was moved. It's keyed at 0% on frame 0, then 20% on frame 1, then left untouched on frames 2-4. But you will see that the fingers continue to curl on frames 2-4 even though the slider value is unchanged.

 

For this action, the "key constraints" filter was ON when I forced the keyframes. I did the same test using "key constraints" OFF, and the model behaved as expected... no finger movement on frames 2-4, so it has something to do with including constraint info while keying.

 

I'm afraid this might be one of those times where a swift smack to the head is in order, but I'm willing to take my lumps and move on for the sake of learning if I can find to answer to this "problem" I'm having. :P

 

I thought the "key constraints" button was meant to be left on if you are using constraints in the rig. Am I wrong?

HandAction.act

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David, time for you to sign up to put your rig into one of the "Tin Woodman of Oz" characters. Because of the organic nature of your rig, you should pick something that exemplifies its strengths.

 

I'll definitely do that...where do I sign up? As has been mentioned earlier in this thread, it would be a good rig for the Loons. I've only seen a couple of the other characters, but it could probably be used in most humanoid bipeds.

 

1) No finger controls...I assume you're getting to these.

 

The finger controls are hidden so that you can manipulate the hand to where you want without them in the way. It's an on/off pose on the "hands" tab of the pose sliders at the top labeled "show_finger_controls".

 

2) In the image I've selected the "hips IK" bone. As you can see, it's strayed away from the middle of the body. I don't know if that can be "constrained" to stay there?

 

The "hips_IK" bone will move the entire model when translated or rotated...to move the hips independently, use the "hips_lower_controller" bone that points downward from the hips. It looks like you have pointed the "hips_lower_controller" to the character's right...repositioning that should center it again. The squetch controls can move any part of the body independent of the IK/FK setup, so, you can really get things moved around depending on what you're doing. Or am I misunderstanding, Ken?

 

Using version 6a, I'm still getting the odd finger and arm movement.

 

Hmmm, maybe you're having a problem that I had a while back...I was hitting the "force keyframe" button instead of just letting AM auto-key everything. It caused some rotation that I couldn't figure out when I hit that button several times. I'll take a look at the Action later tonight and see if I can isolate what's going on. I'll also go back and nail down the hiding of the controls so that they are hidden when they should be.

 

 

--------------------------------

EDIT

--------------------------------

 

After taking a look at the Action, I think it's the forcing a keyframe, Mark. If you force a keyframe, set it to key the bone instead of the model...it appeared to work for me that way. Although you might just let it auto key for you. If the "Smart Force Key" is checked in the "Action" tab of the "Options" menu it should set the keys for you for the bones you have manipulated. To set a key on a bone you haven't changed position on, wiggle it and put it back in the same position so that the auto keying will key it as well. Jeff Lew's DVD illustrates this method, it's well worth the money IMHO.

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You answered my problem with the hip bone.

I'm just looking at the rig and wonder if there is any smartskin in it? Or is it all weighted? How did you avoid the joint scaling problem if it is? It moves great.

 

So, are you going to start rigging the loon now? I hope it will allow for easy variation eg lengthening the arms/making hands bigger etc...

 

Have I any more questions? No, I think that's all for now. :D

 

PS I love how if you have a finger bent already and then do the hand clench pose, it will still look right ie the bent finger won't go inside the hand when it's clenched.

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Hi David;

 

I'm getting back to being very interested in rigging as I have some of that to do. My question is this (after reading some of the commentary on your rig) - How would I go about installing your rig in my model? Is it as simple (chuckle chuckle) scaling certain bones and reassigning geometry? Essentially, I know squat and am looking for a primer.

 

Bill

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I'm just looking at the rig and wonder if there is any smartskin in it? Or is it all weighted? How did you avoid the joint scaling problem if it is?

 

The smartskin used in the rig is just for skeletal stuff, Ken. As an example, the on-hand finger curl bones use smartskin to tie the pose slider for curling to the control bone. The actual model geometry is purely CP weighting...I tried to avoid any smartskinning on the actual model so that everything you see the rig do is transferrable. For the most part the CP weighting is enough, if I were to do any smartskinning on the geometry it would be when the arms are scaled to 100% on the slider the elbows look a little strange. It's just careful weighting...moving things to their extremes and adjusting things.

 

So, are you going to start rigging the loon now? I hope it will allow for easy variation eg lengthening the arms/making hands bigger etc...

 

That's what I was thinking, it will give me a chance to see how long it would take to transfer the rig to another character. Of course the more times I install the rig, the faster it will go. I'll probably also try it on a more standard looking biped...when I get some time.

 

how long does it take you to install this from scratch?

 

I haven't tried installing this from scratch completely yet, it's been experimentation and modification thus far, Mike. Now that I have the design worked out, I don't think it would take more than a couple of hours to make the rig. However, the CP weighting might take more time than the actual rig building...I don't use the bone falloff when I'm weighting. Although, the weighting in Squetchy Thom would be a good reference.

 

How would I go about installing your rig in my model? Is it as simple (chuckle chuckle) scaling certain bones and reassigning geometry?

 

Actually, it shouldn't be much different from installing the 2001 rig, Bill. The difference though is the layout. I'll be working out a method while trying to install this in a couple of other characters and post my findings.

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I went over Squetchy Thom pretty good, I found a couple of flipped normals and an interpolation in the IK pose that needed to be changed to "linear". Other than that, I think he's done. Here's the final on Squetchy Thom.

 

The installation instructions should be finished sometime this week, I made a special version of the rig to try to make it a little easier. I'll post that as well when I'm sure everything works correctly. I'm using the "Loon" for TWO as the test for installation...hopefully, I'll get it posted in a couple of days.

 

Anyway, once again, if you find a problem, let me know.

 

-------------------------------------

EDIT

-------------------------------------

 

I corrected a problem with the right thumb position...sorry for any inconvenience.

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I found out that I had knocked the right thumb controller askew in the "Final" version, so I had to go back and fix it. I reposted it as the same name because it was dubbed "Final"..."Final_v2" didn't sound very final. Anyway, if you downloaded the final, you'll probably want to re-download it.

 

Sorry for any problems this may have caused.

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David, I've been using the rig for abit. I wonder why the foot bone (see selected in the image) doesn't extend right to the heel of the foot? It's causing me some problems when the foot rotates....I have to line it up by hand sort of thing. Or maybe I'm going about it wrong.

 

Also, it'd be cool if we could seperate the hat from his head. On the Oz models this would be needed in case it should blow off.

foot.jpg

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I wonder why the foot bone (see selected in the image) doesn't extend right to the heel of the foot?

 

The foot control bone has it's origin at the center of the calf. You could move it in the bones window to where you want it...I'll take a look at it tonight, it shouldn't cause any problems.

 

Also, it'd be cool if we could seperate the hat from his head. On the Oz models this would be needed in case it should blow off.

 

The hat has a bone that is the child of the head, you could always change the parenting if you need it to be completely independent.

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  • Hash Fellow

Hey David, this look's like real interesting stuff. I've been curious about what you were cooking up here but haven't had time until now to load Squetchy Tom up.

 

I dont understand it all yet, but a couple of Q's:

 

- is it really necessary to have the bone that positions the wrist be different from the one that orients the hand? In TSM I like the fact that they are the same bone and in AM2001 I hate the fact that they are different. Likewise notions for the feet.

 

- I made a squetchy ball that allowed the orientation of the squetch to be in any arbtrary direction. Could Tom's head be rigged in such a manner? The vertical squetch is useful for vertical motions, but if he was rapidly swinging his head from side to side we might want to elongate his head sideways.

 

-How long would it take to put this in a new character? (Ok, that's three questions)

 

-When I stretch his chest target up his waist line actually goes down. That seems off. (Yeah, that wasn't a question)

 

But really interesting work. My AnimationMentor mentor for the last quarter was Jason Ryan who's been doing all sorts of squetchy stuff on Chicken Little. This looks like it has similar possibilities.

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- is it really necessary to have the bone that positions the wrist be different from the one that orients the hand? In TSM I like the fact that they are the same bone and in AM2001 I hate the fact that they are different. Likewise notions for the feet.

 

I'm not understanding something in this question...the feet controls are separate so that you can isolate each movement, one control for the overall foot position, one for positioning the knee, one for pointing the toe and one for rotating the foot while on the toe. It was the easiest way for me to set it up...the bones your are manipulating are the parent bones of the targeting bones. The arms are a similar setup.

 

One of the things that I tried to eliminate is unintended rotations/movements. Combination controls can be problematic sometimes. It could be done a number of ways...what problems does this way create? Ideally, what would the controls look like to you? Other animators' input is extremely helpful, I want this to be as easy to use and as functional as possible. I could always go back and rework things if this is a deal breaker for everyone. This rig has a lot of unique problems that had to be overcome, my solutions aren't necessarily the best, just what I came up with at the time.

 

- I made a squetchy ball that allowed the orientation of the squetch to be in any arbtrary direction. Could Tom's head be rigged in such a manner? The vertical squetch is useful for vertical motions, but if he was rapidly swinging his head from side to side we might want to elongate his head sideways.

 

I don't doubt it could be rigged in a similar manner...I saw the post, I just haven't looked at the setup. I'll take a look at it tonight.

 

-How long would it take to put this in a new character? (Ok, that's three questions)

 

I'm working on the installation version of this rig now...it'll be at least a couple more days until I'm sure it does the job. It's looking like the actual positioning of the bones will be relatively fast once you get used to it...maybe a half hour, the first time will probably take you longer though. The real time is in the CP weighting...that depends on how fast you are at it.

 

-When I stretch his chest target up his waist line actually goes down. That seems off. (Yeah, that wasn't a question)

 

It's tough to get everything to work conventionally and squetched (there is only CP weighting, no smarskin on the model)...sometimes I have to compromise unless I want to increase the complexity. I could make the rig more complex, fix it with smarskin, fiddle with the CP weighting some more or a combination of the three. I'll take another look at that as well...maybe a little better job of weighting will do the trick.

 

I probably didn't adequately answer all of the questions you asked, Robert....I'm a little slow sometimes. I'd be willing to try again though. :)

 

------------------------------

EDIT

------------------------------

The weighting change did fix the waist squetch problem, Robert...I think I was thinking about the whole torso when I weighted it, but it is better without the chest influence there. I'll have a version with the changes posted late tonight. I'll have to go with "Final_v2" though, just to eliminate confusion.

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  • Hash Fellow
- is it really necessary to have the bone that positions the wrist be different from the one that orients the hand? ...

 

I'm not understanding something in this question....

for example there's a bone that moves the wrist in XYZ space and therefore takes the hand orienting bone with it.

 

Why not combine the positioning and orienting into one bone? HAve the hand orienting bone be draggable and take the wrist along with it.

 

Every extra bone means a longer and longer list of bones to keep track of in the PWS, which is tedious to sort thru and also dimishes the possibility of having all the keyed bones visible in the PWS at once. If we had folders for bones, that might be less important, but we got no folders. Once you key a bone it starts taking up space in the timeline. Anyway, that's one reason for combining functions. The other is that it does take time to switch between bones and it's non-intutitve to have to use two bones to control one thing.

 

Another new thing I notice is that if I animate an arm in FK for a bit and then switch to IK, the hand is offset from the IK controller bones. That's weird.

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Every extra bone means a longer and longer list of bones to keep track of in the PWS, which is tedious to sort thru and also dimishes the possibility of having all the keyed bones visible in the PWS at once.

 

Makes sense...I'll have to do some thinking about how best to incorporate a change like that. I'm sure it's doable, I'll spend a little time on it.

 

Another new thing I notice is that if I animate an arm in FK for a bit and then switch to IK, the hand is offset from the IK controller bones. That's weird.

 

I'll roll it around in my head a little and see what happens.

 

Thanks for taking the time to give it a once-over, Robert. I should have something in a day or two. Then, I'll update the installation version to match.

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David,

 

When you position the arms in a "flexing your biceps" FK position the wrist get twisted up. Normally I would just fix this with smartskin but I see you have three

geometry bones in the forearm so maybe a fan bone would be better for this.

Just wanted to see what you think?

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Hmmm, could you show me an image, David? Also, how did you manipulate the bones? Here's an image of what I think you're trying to get...this worked without a problem for me in FK. The bicep is rotated 90 degrees on the 'Z' axis using the roll handle, the forearm is rotated about 90 degrees on the 'X' axis the hand is rotated -.05 (X), 53.16 (Y), 97.5 (Z) and the hand is clenched 100%.

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Yes, that is exactly what I was after and it worked perfectly for you so I opened the model in version 11.1 and it worked perfectly as well. So it must be a version thing. I attached a pic of what I get in the latest update of v12. What version are you working in?

bicep_pose1.jpg

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Okay, this is just a stop-gap until I get everything worked out. I'll stick with this new odd naming convention for the time being.

 

Changes/fixes in this version:

----------------------------------------------------------

 

Knees and elbows scale correctly in v12 now.

 

Forearm rolls correctly in v12 now.

 

Foot ball controls combined into one control.

 

CP weighting problem at the waist corrected...and a few other CP weighting tweaks.

-----------------------------------------------------------

 

I'm still thinking about the hand controls and head squetching...next version, hopefully in a day or two. On the foot controls, I only eliminated one by combining both foot ball controls, although I could add the knee rotator to the control...I'm still debating whether to do that. Show of hands?

 

I hadn't been double checking things in v12, I will now. Sorry for any problems this may have caused. In case anyone was wondering, the forearm problem was a percentage on the "aim roll at" constraint on the "forearm_left/right_geom_base" and the elbows and knees problem was a percentage setting in the "scale like" on them. The fixes work in both v11.1 and v12.

 

I'll put my thinking cap on a little longer on the remaining issues.

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That's an improvement in v12. Thanks.

 

I wonder is there a way to rotate the hip bone and have the legs/feet rotate along with it.

 

Also, there are two bones at the toes. Sometimes, it can be tricky to pick the one you're working with as they exactly overlap each other.

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Thanks for using Squetchy Thom in your exercises, Ken! It'll help find any problems that I have overlooked. You're off to a good start, by the way.

 

I wonder is there a way to rotate the hip bone and have the legs/feet rotate along with it.

 

If you put the legs into FK you can rotate the "hips_IK" bone...that rotates the thigh and calf bones as well, but you still have to position the feet once you do that since that won't make them rotate. If that solution isn't adequate, let me know and I'll see what I can do.

 

Also, there are two bones at the toes.

 

I'll iron that out in the next version (sometime tomorrow, I hope)...what happens is that there are actually two toe manipulators, one for IK and one for FK and I set them to hide when not in use. Sometimes I get a conflicting "hide" that I have to track down.

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Another stop-gap update while I continue to think about the arms...also, see what you think about the head squetching. To use the original head squetching control, set the "head_aim_at_SQUETCH_target" control to 100%.

 

Changes in this version:

 

------------------------------------------------------

 

New head squetching based on Robert Holmen's squetch ball.

 

Fixed hiding the toe controls.

 

Made the hat bone visible in case someone wants to use it.

 

The foot control bone was moved to the back of the foot in one of the previous updates, I just forgot to mention it.

 

-------------------------------------------------------

 

So, it's only a few things.

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Hi David. I appreciate all the work you've put into this project for us to use as we please.

 

You mentioned in a previous post about working out installation instructions? Do you mean that this isn't a simple download - plug & play model?

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You mentioned in a previous post about working out installation instructions? Do you mean that this isn't a simple download - plug & play model?

 

No, I have to make some additions in order to make the installation easier...that's not to say it can't be done without them, just that it would be tons easier with them. Maybe a thirty minute install as opposed to three or four hours (not including the CP weighting)...you would also need to know a lot more about the rig without the installation version. Once I get everything nailed down, I'll get the install version posted.

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Hi David,

 

Rig seems to be getting very close!

 

I have been playing around with the rig quite a bit and I have been adding an orient like constraint to the chest FK bone to the Hips IK bone and just using the lower hips bone when I have to tweak the hips independently.

 

I thought I would just suggest it, in case you feel like throwing in another pose slider or something :D

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I have been playing around with the rig quite a bit and I have been adding an orient like constraint to the chest FK bone to the Hips IK bone and just using the lower hips bone when I have to tweak the hips independently.

 

I'll look at that tonight, David. I'm also thinking that the head squetch needs to be divided into front and back.

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You mentioned in a previous post about working out installation instructions? Do you mean that this isn't a simple download - plug & play model?

 

I just realized that I probably misunderstood you, Dhar. Squetchy Thom can be animated as-is...the rig isn't in a condition to be easily transferred to another character though. That's why I'm making the installation version. Sorry about that, I don't always have my brain working.

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Another update, arms still haven't been updated but I changed the head squetch controls. I don't think I really did a good job with first method, however, I like this better for the job.

 

Changes in this version:

 

---------------------------------------------

 

Head squetch controls redone (unhide the head/neck squetch controls).

 

Chest orient like hips slider added.

 

---------------------------------------------

 

I'll try to have something on the arms in the next day or so.

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I LOVE new head squetch controls!!! Great job, David!

 

I can hardly wait for the 'installable' version of your rig!!! Please, just remember to put normal number of fingers in it ;oD

 

One question, though: when I squetch this guy all over the place, I have problems bringing controls back where they belonh, to 'unsquetch' him (I just invented new word). If you were me, what would you do?

 

Once again, GREAT WORK! Keep us posted!

 

Drvarceto

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I LOVE new head squetch controls!!! Great job, David!

 

Very cool, Drvarceto. I think they're better than my first attempt.

 

I can hardly wait for the 'installable' version of your rig!!! Please, just remember to put normal number of fingers in it

 

I'm going to make a five fingered version as well, as soon as I get everything tied up into a neat bow.

 

One question, though: when I squetch this guy all over the place, I have problems bringing controls back where they belonh, to 'unsquetch' him (I just invented new word). If you were me, what would you do?

 

To set the squetch control back to the origin, just select the control in the Action/Choreography, select the "Object's Properties/Transform/Translate" and set the 'X', 'Y' and 'Z' to "0". For the "hips_lower_controller" you might also have to reset the "Object's Properties/Transform/Rotate" values to "0".

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for example there's a bone that moves the wrist in XYZ space and therefore takes the hand orienting bone with it.

 

Why not combine the positioning and orienting into one bone? HAve the hand orienting bone be draggable and take the wrist along with it.

 

Another new thing I notice is that if I animate an arm in FK for a bit and then switch to IK, the hand is offset from the IK controller bones. That's weird.

 

robcat (Robert Holmen), I'm still a little confused on these points. Here's what I have seen on some other models...maybe it's not what you're talking about.

 

The other models I checked had a pose slider that made it where the IK hand could also control the FK hand. It did give you one hand control with the option of using two, but there were still two controllers. I can very easily do that.

 

I haven't seen a model that had the IK bones mirror the FK bones movement and have a truly FK option. What I have seen is that when I switched to FK, there were still IK things going on. I'm not sure what rig was actually used since I'm not really that familiar with what everyone else uses...maybe I checked strange rigs, could you point me at a rig that does what you're talking about?

 

I do agree that I could cut it down by at least one control bone in IK by making another hand controller (I would probably make it a null so that it would differentiate it from the FK controller) and could also give the option to use the IK foot control in FK. I'm just having a mental block about some of the other stuff. Also, I think it might aid the transition from FK to IK if I make the visibility of the IK controls an option.

 

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EDIT

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I think I understand now....maybe. If you have the option of using the IK control to manipulate the FK hand in FK, then the IK stuff will be in the right place...am I close? :)

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