satyajit2000 Posted June 1, 2006 Posted June 1, 2006 Please forgive me if this is addressed before. 1. Problem 1 While animating with TSM2 rigged characters, a series of hidden control bones gets keyed when I try to make keyframe. Again all of the bones are not keyed, I have to initialise the unhidden bones. Those which are keyed are not required to be keyed during animation. So, too many unnecessery channels in the timeline is creating a problem. This was not like this in TSM1. 2. Problem 2 Paste Mirror command for keyframes are creating weird poses. It is also creating weird rotating fingers when I tried using it in a walk cycle. I usually take help of paste mirror command for keyframes in walk cycles. Again this was not in TSM1. Can anyone help me with these. These are causing real problems. Or am I missing something easily understandable. Satyajit Quote
Paul Forwood Posted June 1, 2006 Posted June 1, 2006 I haven't noticed any bones being automatically keyed that I didn't expect to be keyed. Please check that you have A:M set to 'key bone', rather than 'key hierarchy', and remember that when using inverse kinematics the next bone up the hierarchy is likely to be keyed aswell as the bone that you explicitly moved. I never use the paste mirrored function so I can't comment on that. Probably a feature that wasn't working properly when I first started using A:M and I have learned to do without. Not the best approach, I know. What versions of A:M and TSM2 are you using, Satyajit? Quote
Hash Fellow robcat2075 Posted June 1, 2006 Hash Fellow Posted June 1, 2006 1. Problem 1 While animating with TSM2 rigged characters, a series of hidden control bones gets keyed when I try to make keyframe. Again all of the bones are not keyed, I have to initialise the unhidden bones. Those which are keyed are not required to be keyed during animation. So, too many unnecessery channels in the timeline is creating a problem. This was not like this in TSM1. One possibility (not actually TSM2 specific)... Hold Shift when you hit the "force-Keyframe" button and make sure that "only in filtered channels that pre-exist" is selected. [attachmentid=17156] the other option will cause hidden non-keyed bones to be keyed. Quote
satyajit2000 Posted June 2, 2006 Author Posted June 2, 2006 Paul, I'm using A:M 11.1 and TSM 2.0.6. I always use pre-existed channels for keying. It's absolutely impossible to manage the keyframes with 'all channels'. May be I'll repeat my problem. When you start keyframing a TSM rigged character. After hitting the force keyframe/make keyframe, with 'key entire model' selected, a range of hidden bones gets keyed. Mind it, I haven't selected any specific bone, this'll work on any bone. Anybody got thru this problem, is there a workaround? Also, there must be someone who use Paste mirror in a TSM rig. If not, would I ask morgan? Satyajit Quote
Hash Fellow robcat2075 Posted June 15, 2006 Hash Fellow Posted June 15, 2006 Also, there must be someone who use Paste mirror in a TSM rig I've discovered that Paste Mirror can fail if the control bones in the rig do not exactly mirror each other For example if the XYZ start of Left Foot IK control is 3.56, 7.34, 2.21 then Right Foot IK Control needs to be exactly -3.56, 7.34, 2.21. Likewise with the ends of the bones. Rig Flipper is supposed to create a perfectly symmetrical bone layout, but in practice I've often nudged the bones out of place while assigning CPs. Quote
satyajit2000 Posted June 21, 2006 Author Posted June 21, 2006 Thank you for that Robcat, that helped. Quote
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