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Hash, Inc. - Animation:Master

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Posted

Are there any plans to post a sample TSM2 rig for users to test drive? I'd really like to try out the stretchy limbs and IK/FK switching before I consider buying. I've found TSM1 rigs for download on the Azovin web site, but not TSM2.

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Posted (edited)

Thanks Steve!

 

*Checked out the Centaur and the rig seems impressive. I do have one important question though.

 

Is the rig setup to control the splines in this sample?

 

Out of all the bones I've touched (as an attempt to set the centaur into a basic pose) only one actually moved any splinage. The one that worked for me was "right rear shoulder int'.

 

Obviously, I'm missing something important here. ;)

 

V11s here. Upgraded to v11t just to make sure... same thing. Rig moves without effecting the mesh.

 

I'm just curious if this is by design as an example of the TSM2 rigging... or something else.

 

Anyone else care to try the sample out?

Edited by Rodney
Posted

Hi Steve,

I would like to get the default rig to perform the way the upper arm does in example animation character you provide with the TSM2 in the fk. Upper arm does not move when moving forearm and hand but when moving upper arm it moves forearm and hand.

The default TSM set up does not do this. What do i need to do to get the rig to perform this way?

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Posted
Have you tried turning on the constraints pose?

 

I certainly *thought* I did. I spent quite a bit of time with it.

It looks like the constraints are turned off that is for sure.

 

Since no one else has chimed in to say they are getting the same results it's even more likely the constraints pose is the solution.

 

I'll check that out as soon as possible and report back in.

 

Thanks!

-Rodney

Posted

The constraints pose is turned off by default, because there is no way to turn on the pose using the SDK. So that's always the first thing to check when the mesh doesn't seem to be attached to the rig.

 

Steve

Anzovin Studio

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Posted
The constraints pose is turned off by default, because there is no way to turn on the pose using the SDK.

 

Thanks Steve... that's good to know.

 

It was indeed constraints! I had turned on the Constraints Pose. It was the TSM Constraints pose that I had overlooked. Doh!

 

I assume both must be turned on but haven't tested for myself yet.

 

Thanks much! I'm now experimenting with the rig.

If anyone comes up with some actions they'd like to share for this sample I would like to collect a few. :)

Posted

I havent played much with TSM2 yet but am glad to know about having to turn-on the constraints pose...this is 100% different from TSM1 where the default was ON.

Posted
Hi Steve,

I would like to get the default rig to perform the way the upper arm does in example animation character you provide with the TSM2 in the fk. Upper arm does not move when moving forearm and hand but when moving upper arm it moves forearm and hand.

The default TSM set up does not do this. What do i need to do to get the rig to perform this way?

 

This all depends on what is being considered an IK chain-- what is "attached to parent." For some reason there is a difference between the sample rig and what the TSM creates, but configuring the arm IK so that it works the way you want is very easy. Just open up the model in bones mode and grab the lower arm control bone. Check make sure it's attached to parent if you want it to influence the arm movement, or unattached to parent if you don't want it to. This can also be changed on the fly while animating by locking joints.

 

--Raf

Posted
The constraints pose is turned off by default, because there is no way to turn on the pose using the SDK. So that's always the first thing to check when the mesh doesn't seem to be attached to the rig.

 

Steve

Anzovin Studio

Hmm, Morgan and Raf tell me that it probably is possible to have the TSM constraints pose turned on by default after all, so that's something we will do in a future release.

 

Steve

Anzovin Studio

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