Jump to content
Hash, Inc. Forums
Sign in to follow this  
Madfox

Resampling

Recommended Posts

Surfing on the board I came to an example of someone who wanted to explore the new advantages of AM17.

It was an example of, I think resampling a model. It had a model cached out locked and it showed how to add new splines on the model that were positioned with help of the magnetic mode. In this way it is possible to recreate the model in another spline fetched .

I looked several times but  I can't find it. 

Share this post


Link to post
Share on other sites

Hey thanks, Robocat

That was what I was looking for.

:clap:

Share this post


Link to post
Share on other sites

I Had seen the patch-to-spline button earlier, but was not able to use it. Untill I read the tutorial from Fucher and then it became clear to me. I just thought it would work on the model itself but it had needed a special setup. Thanks for that. 

I decided to make use of it, as it is a good way to cloath a model. Using the Basic Man model I made a thunderbird astronaut. As I could not use the face I took one I made of my own face. It is a bit scattered, but after some transistions it started to look a bit like Scotty Tracey.

Yes, a good move to simplify high vertice models into squads, or again, cloathes. I got that funny error in the trowsers, I think I need to make another patch.

retopology0.jpg

retopology1.jpg

Share this post


Link to post
Share on other sites

He looks quite spiffy!

Share this post


Link to post
Share on other sites

Yeh, thanks for advice. It starts to make a look. I was quiet astonished about the scale model relayed to the airplane.

Something else caught my attention as I was reading about more skeleton models, at least the one of Am11 skeleton2001.mdl I asked earlier what was wrong with the skeleton model, but now I find there something else happening. What is: I have my boneless model, I take the skeleton2001.mdl, I copy all bones and relationships to my own model, and discovered my feet to ground attachment were gone. So to go around this I take the skeleton2001.mdl and copy my own model.mdl into it. Then I have feet bound to the ground. ( I know eventually what this cause was reminding of hand targets and so on.)

What now fails is a roll action of the left forearm. First I didn't realize what it was, then it became a faulty error. It seems the left forearm fails to turn in x and z direction. The right fore arm works just fine. So I couldn't find no difference between them what could cause this error. So I blamed the skeleton2001.mdl for it, untill lately I discovered the skeleton2001 works fine. It is something that happens by importing the new model into it, although it has no bones. Fortunately something in the relationships causes the left fore arm to turn into x nor z direction.

 

 

 

skeleton2001.jpg

 

 

Edited by Madfox
typo

Share this post


Link to post
Share on other sites

The zip has so much nested stuff in it can't figure out what to load and it doesn't have anything named "Virgil" in it.

Is "Virgil" what we are wanting to fix?

 

Share this post


Link to post
Share on other sites

I had embedded and zipped th file. Maybe a bit encapsulated. Here is a simpeler file. It is very straight forward. Why won't left forearm not turn as right forearm?

skelton2001.jpg

Scotty.zip

Share this post


Link to post
Share on other sites

Hmmm... my expectation of FK arms (which is what these arms are in by default) would be that the forearm should only turn on the Y axis because the elbow only turns on that plane.

When any portion of the forearm rolls on the z axis it would be because it is is following z-axis rotation of the hand, but you would not manually turn the forearm itself on the z axis.

And a forearm would never turn on the X axis.

That is what I have come to expect of FK arms because that matches what our anatomy does.

Is the 2001 rig supposed to do that?  I'm not sure.

Do we have any 2001 rig experts here?

Share this post


Link to post
Share on other sites

The skeleton2001.mdl does have that atitude, before I adjusted the model.mdl. My suspicion is that I took a step too far.

If I use an already encapsulated model ( ie. a model that is allready been imported into a skeleton model) will hold this properties.

Here is the  skeleton2001.mdl. You can turn and change the fore arms all directions after the bicep bone is  moved. 

2001_Skeleton.mdl

Share this post


Link to post
Share on other sites

When I try animating the stock Thom model, which seems to have this rig, it behaves as I expect... forearm rotation on Y only.

Share this post


Link to post
Share on other sites

When I have some time, like if the world shuts down due to an epidemic or something, I'll try the whole 2001 Rig process from start to finish and see what happens.

I've been using TSM2 forever, so i'm not highly familiar with the 2001Rig.

Share this post


Link to post
Share on other sites

It's in the rigging forum.

To use it you will need to install v15 first, install TSM2 to v15, and use the TSM2 functions in v15. The character you rig will still be usable in later versions.

You can run v15 with your current subscription

The TSM2 installer includes a manual and intro tut.

 

Share this post


Link to post
Share on other sites

If you should try that, let me know if it works for you.

Share this post


Link to post
Share on other sites

I try to put ResoluteWalk (action from Hash CD) to scotty.mdl and then re-Rig use "Skeleton_myFinger_full_ok2" (the same as 2001_Skeleton except Fingers Rig).

Clip: ScottyResoluteWalk and the project.

scotty_2a.prj

Share this post


Link to post
Share on other sites

Yes, that looks good Bobby! I haven't tried examples with excisting pose files yet, because I'm entangled in the rig setup. Just when I had the whole model rigged and all I came up to that silly point I couldn't use the three circle movements with the fore arms. I feel its sounds strange to say that forearms won't move in three directions. Or that only one moves right and the other won't. Where it comes to is that in the original skeleton2001 they move both and in my model not.

I have tried earlier to make this clear, but something in my explenation did not make it clear. So I went through the whole stage of rigging the boneless ( and relationship less) model and came to a severe crosspoint.

I did stated before so let me be short. When importing the bones group of the skeleton2001 to my model everything is fine, except the feet targets gets lost.

After Robocat explained me how this is done with a four legged cat and four feet targets I invented how to make this work.

The major problem starts when I import the skeleton2001 relation group. I ususally do this as the manual tells me to do, but when I examined my model (although without feet targets) acts precise the way it has to do. (two 3d moving forearms) So as soon as I add the relationship group to the model my left forearm starts blocking in x and z directions.

Pff, that took a long shot to trace the problem. I suspect there is a twitch in the relationship group that makes it so. Further it is a usefull group for hand clatching and all. But in a way they are easily to add after wards.

Then thanks for the TM2 model. It is much more delicate then I suspected, but with the same straight learn curve. First of all my Amv11 won't work under windows7. It will install but then lacks all excistance. The start icon in the programm fills have a directory but the start icon won't appear. So I copied the TM2files from v11  to my updated version v17 which crashed spontaneously. Only way to go on is version16 which does. Made my first model, attached all splines, asked the machine to count my rigs, and ended with a scrambled model. Nevermind.

The streak emitter you made Robocat looks good! I finally learned how to use these sprite and streak emitters, as they caused much trouble before I saw that you can shut off the emitters so modelling the choreography is easy. My god, I waited years before I saw when they are off locked the choreography goes just fluwently. (me donkey!)

Here a small example of a streak and sprite emitter. And it took almost four and a half houre to get me 20 sec VGA format. 

 

Share this post


Link to post
Share on other sites
Quote

So I copied the TM2files from v11  to my updated version v17 which crashed spontaneously.

Remember, I said you have to use TSM2 in v15. It was compiled for v15. It wont' work in v11 or v17

Share this post


Link to post
Share on other sites

Ah, would it be that bad? It installed well on Amv.11, which in my case I think worse, because v.11 won't start up on WIndows7. Just the folder with the usual subfiles. So I couldn't use it anyway.

The Amv.16 handels the file well, so that's no problem. 

Just got a bit scatter with my attitude like what to do with a AM v.11 I can update to Amv.12 or a AMv.16 that updates to AMv.17. I would not even try it out because I can catch AMv.15. Is the compatibillity realy that tight?

Almost makes me want to downgrade. :P

 

Share this post


Link to post
Share on other sites

the TSM2 plugins only operate in 32 bit A:M

For me, v15 A:M is the last version that TSM2 works in.

It appears to load and run in 32-bit v16, but it only works properly in v15.

You only need to be in v15 when you use the plugins. You can save your model and do CP weighting or smartskinning in a later version.

Remember there are 3 parts to TSM2

  1. Builder. This makes the geometry bones. Do your fan-boning/smartskinning/CP weighting after Builder and save your work.
  2. Flipper. I don't use this. I use A:M's MirrorBone plugin (in later versions) instead, to mirror bones and weights. If i added any fan bones with constraints, I use MirrorConstraints to mirror those. Then save your work again.
  3. Rigger. This hides the geometry bones and adds constraints and controls. Save your work again.

 

You don't have to use TSM2. If you prefer AM2001, that is OK.

Share this post


Link to post
Share on other sites

After tracing out the forearm error skeleton2001 is good enough for me on 32bit.

TM2 is always welcome to explore other ways to do it even in amv16. 

Great it is a free plug-in now. 

^_^

 

Share this post


Link to post
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.

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.

Sign in to follow this  

×
×
  • Create New...