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Quadruped TSM2 Rig


TNT

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I am working on rigging my cartoon Goat (he is in the WIP).

Are there any tuts on rigging a quadruped with TSM2?

I have a great one for bypeds (GALA by Caroline) but can't find any on the quads.

 

I'd like to see how the bones were placed and find any advise on where "tricks" might be required.

 

I did a very basic rig and auto assigned the CP's just to get a feel of what I was going to get.

After doing so I feel my bones are not quite where they were intended to be.

In an action the tail seems wrong (moves his whole butt) and the neck can't drop at all between the front shoulders.

The neck seems to flex well at the joint near the head only. The rest is kinda stiff.

This is my first quad so I am on uncharted ground.

I would appreciate any pointers to tuts, good rigged quad examples, etc. to get me headed down the right path.

 

Here a a few pics to show what I did to start.

 

post-10558-1237647352_thumb.jpgpost-10558-1237647360_thumb.jpgpost-10558-1237647368_thumb.jpg

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I am working on rigging my cartoon Goat (he is in the WIP).

Are there any tuts on rigging a quadruped with TSM2?

 

I haven't made a study of TSM2 quadruped yet, but you may want to investigate some of the options for "necks" to see which you prefer.

 

If you chose "IK Neck" there are really two neck controls.

 

"head" controls just the stub at the base of the head.

 

"IK neck control" handles the longer chain of bones in the neck.

 

 

Here's a PRJ that shows animating the IK neck control (and head) to lower the head below the shoulders. Look in Action 2 from the side. It's bones only, no mesh. I've made visible the neck bones which would normally be hidden so you can see their movement.

 

IKNeckMovement.zip

 

 

Tail problem can probably be solved by placing the base tail bone to the base of the tail in the model.

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I am working on rigging my cartoon Goat (he is in the WIP).

Are there any tuts on rigging a quadruped with TSM2?

 

I haven't made a study of TSM2 quadruped yet, but you may want to investigate some of the options for "necks" to see which you prefer.

 

If you chose "IK Neck" there are really two neck controls.

 

"head" controls just the stub at the base of the head.

 

"IK neck control" handles the longer chain of bones in the neck.

 

 

Here's a PRJ that shows animating the IK neck control (and head) to lower the head below the shoulders. Look in Action 2 from the side. It's bones only, no mesh. I've made visible the neck bones which would normally be hidden so you can see their movement.

 

IKNeckMovement.zip

 

 

Tail problem can probably be solved by placing the base tail bone to the base of the tail in the model.

 

Thanks for take the time to help me on this.

I just got back home and downloaded the file you made.

I'll give it a look.

I'm sure it will help.

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