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Hash, Inc. - Animation:Master

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Posted

For a scorpion-like critter with 4 leg pairs (bug legs), 1 main "arm" pair with pinchers, a tail and two antenae, how should the model be laid out? Should the 4 leg pairs be modelled in the bent, natural bug leg position (like the way TSM2 adds the bones) or straight out to the sides?

 

What should I use for the antenae ("tail" from parts builder perhaps)?

 

My tail has 6 segments. TSM2 adds 3 bones per segment. Is this the way it's supposed to work?

 

Do I use "arms" from parts builder for the main arm pair with pinchers? Should they be modelled straight out or or bent?

 

Any advice would be GREATLY appreciated.

 

Thank you!

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Posted

Hi Strobehn,

 

>For a scorpion-like critter with 4 leg pairs (bug legs), 1 main "arm" pair with pinchers, a tail and >two antenae, how should the model be laid out? Should the 4 leg pairs be modelled in the bent, >natural bug leg position (like the way TSM2 adds the bones) or straight out to the sides?

 

You can model your leg pairs either bent or straight, your choice.

 

>What should I use for the antenae ("tail" from parts builder perhaps)?

 

An arm without a hand would work better, possibly.

 

>My tail has 6 segments. TSM2 adds 3 bones per segment. Is this the way it's supposed to >work?

 

Specify 6 TSM2 tail segments. Ignore the number of bones per segment.

 

>Do I use "arms" from parts builder for the main arm pair with pinchers? Should they be >modelled straight out or or bent?

 

Yes, use arms from Parts Builder and parent them to the spine. Bent arms are fine.

 

>Any advice would be GREATLY appreciated.

 

Love to see what you come up with!

 

Steve

Anzovin Studio

Posted

Hi Steve,

 

Thanks for the reply.

 

I've spent several hours now with TSM2 testing out rigs for this critter and am having the following problems:

 

1. I build a body of 1 segment with 4 bug legs (per side) and a tail. Without touching any of the bones I run TSM2 rigger. When the constraints are turned on, the base bone of each leg twists to an unpredictable angle. I have checked to make sure all roll handles are pointing in the proper directions prior to rigging.

 

2. If I go ahead and move a foot control or the body bone the legs jitter and flip.

 

I've tried just adding a single leg and moving it. This seems to work OK, except that there is bone flipping if I lift the leg up very high.

 

I'd love to get this working, and hope it's just something simple I'm missing.

 

Do you happen to have any sample multiped rigs available?

 

Thanks a lot for your help!

 

Mark

Posted

A known bug (pun intended!). We are putting up a new TSM2 version later today that fixes bug leg problems, among other things. It does not fix the "flip-if-you-lift-the-leg-too-high" problem, because that is a function of the way IK is handled in A:M (and Maya too, for that matter). For now, avoid the problem by not moving the leg too high when animating, or fix the flip by hand. We'll see if we can tackle this issue in the next bug-fix; I've learned not to underestimate Raf's capacity to figure out ways around intractable problems.

 

Thanks for pushing TSM2 to its limits. We try hard to get fixes out as soon as possible, and we appreciate your patience.

 

Steve

Anzovin Studio

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