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Hash, Inc. - Animation:Master

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Posted

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

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Posted

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

Posted

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

Posted

Make sure the name all your intermediate bones includes the word "right", otherwise Flipper will ignore them.

 

Steve

Anzovin Studio

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