sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

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Posted

Hello all! Well, I had this question about some weird thing that happens with this model. Then I thought, "well, I might as well show it off too" ;)

 

However, there probably isn't a lot to show off. Tell me what you think.

jonesdone.jpg

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Posted

As for the question about this guy...

 

When I move his arm in a certain number of spots, it flips around like so. Any reason why this might be going on?

 

Thanks

armproblem.jpg

Posted

if you're rigging in TSM2 and using v. 11 animating doesn't work right...if you didn't, make sure that you aren't pulling the rotator bar that comes off of the bone (that could be it)

 

And nice model! did you create it yourself? It's better looking than in the game!

Posted

It's the 2001 Skeleton off the new CD. Did I just rig it wrong or what? I haven't had this problem before.

 

Modeling and texturing was done completely by me except for the hands, which I was planning on replacing anyway

 

Just wanted to show you his back because I spent a lot of time on it.

indyback.jpg

Posted

There seems to be a problem with the bicep bone twisting, I've also experienced this. Not really sure how to fix it. If this is happening when you just turn on the IK arms, try moving the null targets up a little bit in bones mode. That will help the default position. When animating try to avoid moving the null past the forearm. Hope that helps. Nice model too.

Posted

Thanks all!

 

That suggestion with the hand targets helped a little. It doesn't happen all the time, so I guess I'll just deal with it.

 

Here's the wire, as requested.

joneswire.jpg

Posted

Hey thanks for the comments!

 

I just took a screenshot of the wireframe version, so that's probably why.

 

Haven't done a whole lot more with the Indy model, but this is part of the wall he's going to start next to, anyone remember the old Fate of Atlantis video game? This is for you ;)

wall.jpg

Posted

This is how to solve the problem of twisting arms in the 2001 rig. I made a post about this to the mailing list a while back, but apparently it's not part of the forum's archive.

 

In the IK Arms Setup relationship, the left and right forearm bones have Kinematic Chain constraints to their respective hand targets. Within the properties of the Kinematic Chain constraints, "Support Limits/Damping" is turned on by default. If you turn this property off, the biceps will no longer twist when the hand targets are extended beyond the wrist.

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