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Hash, Inc. - Animation:Master

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Posted

Glad to see this forum. Not sure what to think!

 

So let me start with this:

 

I've heard a lot about TSM. It really seems like a must have utility.

Now with the impending change/addition to an A:M plugin it would seem like this is the time to jump on board.

 

So convince me... why do I need The Setup Machine?

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Posted

IMHO:

 

The question is, why don't you need the Setup Machine? :D

 

I became a convert to complex rigs which simplify animation after getting Raf Anzovin's original rigging video set. But they were a major pain in the butt to create, what with all the constraints, etc. required. So I wound up using an inferior rig which took a lot more work and time to animate.

 

Then came TSM, and the first thing I did with it was this, rigging included, in about three hours of work:

 

Jump-Bang!

 

Remember, this includes rigging, and it was my first time with the rig.

 

If a picture is worth a thousand words, and that was 4 seconds X 30 pictures/second, well, you get the idea. ;)

 

Zach

Posted

I got it because I hate rigging characters, it would take me forever to get the functionality of TSM in a hand-made rig. It feels nice and solid when I work with a TSM-created rig and almost always behaves like I expect it to. Money well spent.

Posted

Isn't there a fully TSM-rigged model somewhere? Just play with it and you'll see how nice the rig is. Then imagine being able to create it with a button press.

Posted

I personally won't comment on why TSM is good because I work for anzovin, and I'm sure there are hundreds of people who own TSM who can tell you why it's good for them. I'll try and help Morgan respond to peoples issues here. So the first thing I'll add is that yes there is a free sample of some rigs you can get them by going Here and clicking on the sample rigs link. This contains a single biped, and quadruped rigged with TSM. These are demo's of the rigs, and so may not have the best joint smoothing to them. There are several ways to smooth a characters joints including Smart Skin, Fan Bones/ Cogs, and weighting with programs like A:M weights, Weight mover, or Hash's own weighting system. What you choose in that department is up to you.

Posted

TSM is for making rigs to control a character. Things like cloth and joints are issues that people will handle differently with each character. You need to ask your self do I plan on simulating the clothing, or am I going to use smart skin to cause the folds to wrinkles? As the setup machine can't answer these kind of question they have to be addressed by a user. So what you are asking is related to how you will set up joints, cloths ect. TSM steps in partially before this step when you are placing bones, and just after this step when creating the control rig.

 

That being said I think that your character doesn't look to need simulated cloth, so I personally would do this with other options like Smartskin, Fan Bones/ Cogs, some form of weighting system or a combination of any of these options. Hope this answers your question.

Posted

Just reading thru- an interesting topic.

 

I have used TSM to rig several biped characters, and have become quite familiar and adept at animating using the rig that TSM installs upon my characters. The only issue, is that at extreme angles joints will need extra 'help' to get them to bend smoothly. Many solutions exist, smartskin- fan bones- weights... all of which succeed and fail from scene to scene. (I havent tried cogs yet, I disclaim)

 

My approach- and this WORKS for me. Model your character and don't think ONE BIT about rigging it. When done and happy, run it thru TSM. This part is literally MAGIC! Open your new file and put it in a chor or action and you will FALL IN LOVE with what the Anzovins just did for you. Imagine, if you will, it is 20 years ago and you are modelling a character out of clay that you want to animate. Along comes some dude named 'Anzovin' and for a nominal fee he installs a fully articulated (down to the FINGERS and TOES) skeletal rig that is fully poseable and animateable. THANKS is not a big enough word for how you feel.

 

As far as which approach for extreme joint solutions? I have a cheap/hybrid solution that works for me. I animate with my TSM rig without concern for extreme bends. THEN- I'll look at all joints thru camera before render, if I see creases, ugly joints....crapola- I'll go into muscle-mode and smooth them out, animating if need be. If the camera can't see the problem- I don't fix it.

 

But to answer your general inquiry as to if TSM is worth the cost- YES- several times over. And I have no affiliation with the Anzovins. This product is an animators DREAM.

 

SJH

  • Admin
Posted

Thnaks for the answers thus far.

I'm very close to taking the leap and purchasing TSM.

 

I think I've seen several posts related to rigging characters that don't meet the normal criteria for either biped models or four legged animals.

There was someone who posted efforts with a centaur I believe, half man half horse.

 

Anyone care to share on how TSM works with such characters?

Posted

for chars like that you gotta know

what the basic-setup for bipeds & quads look like

& what's necessary for your char

 

then you can easily build your own basic-setup with all you need

 

f.i. like this -> biped-char with horse-legs

 

& btw tsm 2.0 is said to be working within a:m without those basic-setups

then it's sure going to be as easy as any other char

  • Admin
Posted

Thanks for that.

 

The fact that 2.0 will be a plugin pretty much fixes the deal.

It could be time to buy... ;)

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