sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Wandering hips


Simon Edmondson

Recommended Posts

I'm not a new user but am unsure where to ask the question so ...?

 

I am doing a little character test for a figure and have it sitting on a stool but I keep getting positional drift on the hip null.

I tried using Hold for the interpolation method to no avail.

I tried using zero slope, again no joy.

I deleted all the key frames for the hips except the one on frame 0, still no luck, It keeps drifting

I have deleted the keyframes for the foot targets too so neither they or the hips should move after frame 0. ~Still the hips keep drifting position.

 

Is there something I am missing here ?

regards

simon

 

Mac OSX 10-68, V15J,

Link to comment
Share on other sites

  • Replies 13
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

I'm not a new user but am unsure where to ask the question so ...?

 

I am doing a little character test for a figure and have it sitting on a stool but I keep getting positional drift on the hip null.

I tried using Hold for the interpolation method to no avail.

I tried using zero slope, again no joy.

I deleted all the key frames for the hips except the one on frame 0, still no luck, It keeps drifting

I have deleted the keyframes for the foot targets too so neither they or the hips should move after frame 0. ~Still the hips keep drifting position.

 

Is there something I am missing here ?

regards

simon

 

Mac OSX 10-68, V15J,

 

 

 

Sorry

 

I should have added that I am using the 2001 rig off of the CD

Link to comment
Share on other sites

Also check your "Model Bone" itself...and any other "area" controllers you might have on your rig. If that has a key on it somewhere, it might have a wide spline curve making the shift.

 

 

Pardon my ignorance but, How do you check that ? I don't know what an area controller is and where would I check it ?

I am using the 2001 rig

regards

simon

Link to comment
Share on other sites

Whisperin_Grass.prj

It's very difficult to diagnose this sort of stuff by text message. If you can post something, that will be so much more transparent. :)

 

Rob

 

Thank you for your response. I did post to the address you suggested but here is the file ( hope it works ).

Thank you both for your time.

regards

simon

Link to comment
Share on other sites

  • Hash Fellow

OK, I see it.

 

The ultimate problem is that ghastly "balance" feature built into the AM2001 rig. Worst idea ever. It's a fake sort of averaging of the hips to the feet positions and not at all a good approximation of real "balance". Send your complaints to Rafael Anzovin who invented that.

 

If I delete the second key on "Balance Right Foot" the drifting of the hips will stop. You may have moved it inadvertently.

 

However, I recommend you go back to frame 0, set the User Properties "Balance" and "Balance Rigid" to 0% and then delete all the "Balance" channels in the action. Then repose anything as necessary.

 

Posing the character's hips and feet will be far more predictable with those two "Balance" sliders set to 0. Do that at the outset for any animation you embark on with the AM2001 rig.

Link to comment
Share on other sites

Rob

 

Thank you, that fixed the wandering hips.

 

On a related question if I may?

The bone for the Balance right foot seems to have grown to a huge length so that when I switch viewpoints the figure is very small in the view because it is allowing for the extra length.

I have deleted the channel keys and adjusted it in the original model to 30cm but, it doe not appear to make a difference in the action?

Is there a way around this ?

regards

simon

Link to comment
Share on other sites

  • Hash Fellow

Sometimes a bone gets set to an absurd length. I'm not sure why.

 

Select the bone (or Null) in the model (not in the Action) and change its "length" property to something more normal.

 

If you have the show-properties triangle enabled you can see this property in the PWS, otherwise you can see it in the Properties Window.

 

BoneSize.JPG

Link to comment
Share on other sites

Rob

 

Thank you once again for your response.

I tried that and entered a more suitable value. 10.27 cm ( same as the left ), but the problem remains.

I've tried going through all the bones in the properties section and checking the length value but they all seem reasonable.

When I select make all bones visible they all seem to be in the right length.

Do you think I should report it as a fault ?

regards

simon

 

Ps you must be a very early riser !

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...