Dhar Posted July 12, 2022 Share Posted July 12, 2022 Is there a way to create targets (like the nurbs curves in the pic) instead of bones? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 12, 2022 Hash Fellow Share Posted July 12, 2022 "Target" must mean something different in Maya than it does in A:M. What does that target do for you? (You are talking about the thing with the RGB arrows, right?) Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 12, 2022 Hash Fellow Share Posted July 12, 2022 By "Target" you mean an IK target? Quote Link to comment Share on other sites More sharing options...
Dhar Posted July 12, 2022 Author Share Posted July 12, 2022 So instead of using bones, use a target the bone is constrained to, it follows and points to where you place the target? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 12, 2022 Hash Fellow Share Posted July 12, 2022 That sounds like Null in A:M? In Bones mode, RMB>New>Null You move it and place it and Hierarchy it like any Bone but it has the three-axis appearance and you don't assign CPs to it. (Don't tell anyone I told you: you can change a Bone to a Null in a text editor and it retains its CP assignments.) 1 Quote Link to comment Share on other sites More sharing options...
Dhar Posted July 12, 2022 Author Share Posted July 12, 2022 2 hours ago, robcat2075 said: (Don't tell anyone I told you: you can change a Bone to a Null in a text editor and it retains its CP assignments.) That would be better. How? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 12, 2022 Hash Fellow Share Posted July 12, 2022 I'm afraid I'll have to retract that. It had worked in a previous version but not now. You can still change a Bone to a Null by changing it's <SEGMENT></SEGMENT> tags to <NULLOBJECT></NULLOBJECT> but it will not retain its CP assignments. Quote Link to comment Share on other sites More sharing options...
Dhar Posted July 12, 2022 Author Share Posted July 12, 2022 I found one of the old models and it's the IK control. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 12, 2022 Hash Fellow Share Posted July 12, 2022 After using TSM2 for so long I'm fine with animating bones, but Nulls are there if you want them. 1 Quote Link to comment Share on other sites More sharing options...
Fuchur Posted July 14, 2022 Share Posted July 14, 2022 I think he is just asking for an IK chain and blend out bones, isn't he? Best regards *Fuchur* Quote Link to comment Share on other sites More sharing options...
serg2 Posted July 15, 2022 Share Posted July 15, 2022 Можно подставлять произвольные фигуры вместо Control Bones и Nulls, но в AM это не так удобно, как в других программах. Quote Link to comment Share on other sites More sharing options...
Wildsided Posted July 15, 2022 Share Posted July 15, 2022 7 hours ago, serg2 said: Можно подставлять произвольные фигуры вместо Control Bones и Nulls, но в AM это не так удобно, как в других программах. translation - You can substitute arbitrary shapes instead of Control Bones and Nulls, but in AM this is not as convenient as in other programs. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 15, 2022 Hash Fellow Share Posted July 15, 2022 @DharIn TSM2, the bone that is presented as the arm IK controller is not one that should have CPs attached to it anyway, so it should be safe to convert it to a <NULLOBJECT> with the text editing process. Likewise for several others... I recommend this change be the last thing you do in rigging your character, after you are satisfied with all the previous parts of the process. 1 Quote Link to comment Share on other sites More sharing options...
Dhar Posted July 17, 2022 Author Share Posted July 17, 2022 Is anyone else having a problem when saving rigging steps (ie Model_Boneless > Model_TSM_Builder > Model_TSM_Flipper > Model_TSM_Rigger etc..) that your last save also affects your first save? What I mean is Model_Boneless is where the model has no bones, then you begin to add the bones and save it with different names, make a mistake, go back to Boneless and yet the bones are in there! Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 17, 2022 Hash Fellow Share Posted July 17, 2022 Is Model_Boneless a PRJ or an MDL? If you are saving PRJs but the models are not embedded, then when you save you are overwriting old models. When you load an old PRJ you just get new models... and the old ones are gone forever! I always save PRJs with everything embedded when I am developing anything. That way I can revert to a previous state of my work with none of it having been overwritten by later work. 1 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 17, 2022 Hash Fellow Share Posted July 17, 2022 BTW, if anyone is a new Windows user, I recommend that it be set so that the dot-three extension shows for ALL files. That way you don't get trojaned by a file named sexybabe_jpg.exe Quote Link to comment Share on other sites More sharing options...
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