wwoelbel Posted October 6, 2004 Posted October 6, 2004 I am curious as to how you go about adding fan bones and other personal additions when using TSM2. Under TSM1, the linkage was through the geometry bones. In the demo vid I saw, the whole skeleton is added by the plugin. Can anyone give me the scoop on how this get done? Yep. Your right. I don't own TSM2 (yet but maybe soon). Bill Quote
Far Star Productions Posted October 7, 2004 Posted October 7, 2004 Yes this question has come up on our end as well. Would be nice to see a demo of this in the TSM 2 manual. Lets say we want to add a cog for the shoulder to orient with the bicep. There are two bones in this area. which one do you set the constraints to? I think it would be the bone nearest to the shoulder bone. I would also like to know for the elbow, hip to thigh, knee. Thanks Quote
no0ne Posted October 7, 2004 Posted October 7, 2004 guess, it goes like this: 1. use tsmbuilder to get the right side of the rig & make it fit your char 2. put your cogs, fans - intermediates into the rig 3. use tsmflipper to flip rig+intermediates to the other side intermediates gotta stick to the naming conventions 4. assign cps to rig & intermediates - setup constraints for intermediates 5. use tsmrigger to get tsm-rig hope this helps Quote
anzovin Posted October 9, 2004 Posted October 9, 2004 Make sure the name all your intermediate bones includes the word "right", otherwise Flipper will ignore them. Steve Anzovin Studio Quote
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