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itsjustme

Squetch Rig videos

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In this post I will be adding videos showing how to animate with and install the Squetch Rig as I get them done. If anyone finds a problem with the tutorials, let me know.

 

Inside each ZIP file, is an H.264 encoded 1280x720 MP4 video and a subtitle file (.SRT).

 

Some of the video players able to use the subtitle files include (there are others, but I am familiar with these):

 

 

Windows:

KMPlayer

GOM Media Player

VLC

UMPlayer

 

 

Mac

VLC

UMPlayer

Squetch_Rig_Animating_Neck_and_Head.zip

Squetch_Rig_Animating_Torso.zip

Squetch_Rig_Animating_Legs.zip

Squetch_Rig_Animating_Hands.zip

Squetch_Rig_Animating_Arms.zip

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Wow! You've packed a lot of versatility into the Squetch Rig. (Things I didn't know were there!)

I'm going to have to watch these videos a few times just for all of that information to sink in.

 

I was playing with the Squetch Rig a lot last week and plan to use it for some projects.

You've implemented some wonderful features!

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kudos. amazing settings on this amazing rig. I would pay for use it.

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I have added a tutorial on animating the legs in the first post of this thread.

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If I was impressed before... I'm almost overwhelmed now.

Thanks for the effort you've put into making (not only the Squetch Rig) but the accompanying videos.

 

I have a confession to make...

As I was getting into this video I suddenly was overwhelmed by the simplicity of the technology involved in the .SRT subtitling.

Most of my day was spent (away from the computer/internet) considering the benefits that can be derived from it.

Later I even downloaded a program dubbed "Subtitle Workshop" to explore the benefits further.

 

I don't mean to go off topic but these SRT subtitles are good stuff.

Not only are they documentation on their own (above and beyond that of the video) they are a great way to visualize how time plays out.

A:M's Dopesheet use to import something similar but I think it recently lost that functionality.

One could hope that reason was because Steffen might hope to leverage the format.

 

I know you are busy these days but if you ever have the spare time I'd love to hear more about how you setup your subtitles.

Based on previous posts I'd say you are using Handbrake?

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I know you are busy these days but if you ever have the spare time I'd love to hear more about how you setup your subtitles.

Based on previous posts I'd say you are using Handbrake?

 

I'm using GIMP to make the opening graphics, AbiWord to write the script, Audacity to record and edit the audio, CamStudio to capture the video (using the CamStudio lossless codec), Virtualdub to edit the video (using the CamStudio lossless codec) and to combine the opening graphics, audio and video, HandBrake to convert the AVI file to an MP4 and Aegisub to make the subtitles (I copy and paste from the original script and adjust the timing using the MP4 played as a guide in Aegisub and then export it as an SRT file).

 

I used to use Subtitle Workshop, but it isn't an active program now. It still works, but Aegisub is a lot like it, is cross platform and is still active.

 

I like including subtitle files in case a word gets clipped (or I mumble or something), for the hearing impaired and for conversion into other languages.

 

Hope that helps, Rodney.

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Hope that helps, Rodney.

 

It does indeed David.

 

Aegisub is a very interesting program.

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I have added a video on animating the hands in the first post of this thread.

 

RE: Squestch Rig Hands

 

Very nice David! Very nice indeed.

Thanks! And especially for the video outlining usage. :)

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Those are some impressive features in the Arm setup.

The one that really got my attention... well, there was more than one but the last one that got me going... was where you have the Arm stretch and then bake at the stretched length and the animator can press on to control the arm via the Hand as if that were the standard length of the arm all along. [You call it "Right Arm Scale to Reach (IK Only)... with the feature kicking in once the setting is set to 0%]. Now that is sure to be useful!

 

Nice work David,

Thanks!

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Fantastic tons of features....

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How do I "unhide" the geometry bones in the "squetch sam" model?

BTW David - the model and rig is extraordinary!  I'm exploring it within an action in v.19.0g and am fascinated with not only the vast amount of poses you've created but also the results of the render.  I'm accustomed to rendering in v.18, but it seems to me that rendering in v.19 is much quicker and the depth in the render is of a much better quality.  Is that due to changes in v.19? Or is it also because the default in the "advanced rendering" window has 5 passes assigned in the "progressive render passes"?

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To unhide the majority of the geometry bones, you can turn on the "Show_and_Hide_Rig_Components/show_geom_bones" Pose. 

For the hands, turn on the "Animation_Controls/Hand_Controls/show_right_finger_controls", "Animation_Controls/Hand_Controls/show_left_finger_controls", "Animation_Controls/Hand_Controls/show_right_thumb_control" and "Animation_Controls/Hand_Controls/show_left_thumb_control". 

For the face, turn off the "Show_and_Hide_Rig_Components/hide_face_setup_bones/hide_face_geom_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/eyes_and_eyelids/hide_eye_geom_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/eyes_and_eyelids/hide_eyelid_geom_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/eyes_and_eyelids/hide_eyelid_FAN_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/mouth/hide_lip_geom_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/mouth/hide_lip_roll_geom_bones" and "Show_and_Hide_Rig_Components/hide_face_setup_bones/mouth/hide_mouth_fan_geom_bones".

I think that's all of them.  Hope that helps.

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13 hours ago, cribbidaj said:

Or is it also because the default in the "advanced rendering" window has 5 passes assigned in the "progressive render passes"?

The number of passes chosen here applies only to on-screen progressive renders (Shift-Q)

Choosing a lower number gives you a shorter wait before the render returns full control of the interface to you.

"1 pass" is often all you need to judge light/shadow/AO results.

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