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	<title>A:M Forums (Feature Topics)</title>
	<description>Feature Topics</description>
	<link>http://www.hash.com/forums/index.php</link>
	<pubDate>Wed, 16 May 2012 21:08:01 -0700</pubDate>
	<ttl>15</ttl>
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		<title>A:M Forums (Feature Topics)</title>
		<url></url>
		<link>http://www.hash.com/forums/index.php</link>
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		<title>Editing phonemes</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41648</link>
		<description><![CDATA[I want to make the mouth for the "O" phoneme a little rounder but not sure where to do it. I've been experimenting but not saving as I didn't want to break anything.<br /><br />I started out trying to edit the phoneme relationship itself, but then decided that I needed to alter the mouth constraints. However I'm at a loss as to whether I should edit the Mouth Corner Constraints, or the Face Control Limits. But I'm leery about altering any of this stuff, I know it will come back to bite me.<br /><br />Then I wondered if I should just animate the cp's in the O phoneme itself and not mess with the bones. I think ultimately this would be the easiest fix. Anyone have any advice or opinions on this?]]></description>
		<starter>Gerry</starter>
		<poster>Gerry</poster>
		<pubDate>Mon, 14 May 2012 07:42:53 -0700</pubDate>
		<guid isPermaLink="false">41648</guid>
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		<title>No knee targets in Lite Rig?</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41642</link>
		<description><![CDATA[So I'm taking another whack at installing Lite Rig in my other character, I want to try both TSM2 and Lite Rig and see which I like better.  And I noticed that there don't seem to be any knee targets in Lite Rig.  Is that normal?  Or maybe they're hidden somehow?]]></description>
		<starter>Roger</starter>
		<poster>NancyGormezano</poster>
		<pubDate>Sat, 12 May 2012 20:27:16 -0700</pubDate>
		<guid isPermaLink="false">41642</guid>
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		<title>Failing Model Bones In A Chor</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41599</link>
		<description><![CDATA[So apart from my copy of the Rear Window set being cursed, something I'm beginning to suspect, what rational reason is there for bones within a rig, in this case the LiteRig, to just stop working after a time and/or randomly rotate themselves?<br /><br />The first casualty was the Lower Hip bone which died altogether on me, followed a little time later by the Neck bone randomly jumping out of sync with the head bone.<br /><br />At first I was sort of able to work around these but now the neck thing is happening nearly every time I rotate the head.<br />Whilst it is possible to continue without using the Lower Hip bone, its pretty much impossible to animate without having control of the neck.<br /><br />I must say though that if I open up a new Action or Chor using the self same model it works just fine <img src="http://www.hash.com/forums/style_emoticons/default/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />  Just not in the Rear Window Chor where I need it to work <img src="http://www.hash.com/forums/style_emoticons/default/mad.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad.gif" /> <br /><br />Can this be fixed whist continuing?<br />Here's a shot of the neck issue for the curios;<br />]]></description>
		<starter>markw</starter>
		<poster>mtpeak2</poster>
		<pubDate>Sun, 29 Apr 2012 11:48:37 -0700</pubDate>
		<guid isPermaLink="false">41599</guid>
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		<title>Rigging Arms</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41592</link>
		<description><![CDATA[I've started rigging my models for the Woke Up Dead feature. Normally I would use TSM2 but have become rather frustrated with it. It works good but I find it hard to customize. I started by rigging the legs of my Latimer model and have started with the arms next. And this is where I have stopped LOL. Rigging has never, ever, ever been a strong point for me and I think it's high time I learned a little something more about it. So my question is do you guys have any good starting tuts for rigging a human arm? I want a simple, functioning rig with no bells or whistles. And if it's in a format besides a mov file that would be great because I am totallly cramped on bandwidth right now. Thanks <img src="http://www.hash.com/forums/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />]]></description>
		<starter>Ilidrake</starter>
		<poster>robcat2075</poster>
		<pubDate>Fri, 27 Apr 2012 12:42:49 -0700</pubDate>
		<guid isPermaLink="false">41592</guid>
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		<title>Questions about mirror bones, mirror constraints and smartskin</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41594</link>
		<description><![CDATA[Why would smartskins on my torso be affected by mirroring the leg bones on my penguin?  I wouldn't think that would make any difference.  <br /><br />Also, if I mirror the right side leg bones to the left, do the constraints automatically mirror along w/ the bones or do I need to do that separately?  <br /><br />One other thing I'm concerned about - I noticed that my foot, along with the foot controls, did not mirror when I used mirrorbones. <br />I think it is because it was not a child of the calf.  If I want all that to mirror, do I need to make those items a child of the calf and then drag them back to their original position in the hierarchy?]]></description>
		<starter>Roger</starter>
		<poster>robcat2075</poster>
		<pubDate>Fri, 27 Apr 2012 16:22:18 -0700</pubDate>
		<guid isPermaLink="false">41594</guid>
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		<title><![CDATA["Ground up" bones tut?]]></title>
		<link>http://www.hash.com/forums/index.php?showtopic=41534</link>
		<description><![CDATA[Heya, all--<br /><br />  Is there a "from the beginning" tut anywhere on how to construct a rig from the ground up? <br /><br />Thanks,<br />              Rich]]></description>
		<starter>Darthlister</starter>
		<poster>Darthlister</poster>
		<pubDate>Sat, 14 Apr 2012 14:28:59 -0700</pubDate>
		<guid isPermaLink="false">41534</guid>
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		<title>What is IK Damping?</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41546</link>
		<description><![CDATA[What is IK Damping?  It has something to do with avoiding "IK pop"?<br /><br />I can't see an obvious difference when i have it ON or OFF.]]></description>
		<starter>robcat2075</starter>
		<poster>robcat2075</poster>
		<pubDate>Tue, 17 Apr 2012 07:08:54 -0700</pubDate>
		<guid isPermaLink="false">41546</guid>
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		<title>lite rig or tsm2?</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41541</link>
		<description><![CDATA[so ive been away from AM for a bit and decided to get back in with ver 17.<br />i tried to install TSM2 and it did not show up in my wizards plug-ins<br />im in 64bit version so im thinking thats why.<br /><br />just need some advice as im not very good with rigging.<br /><br />should i use the lite rig? or is there a new rig version that i should adopt that will work well in ver17?<br /><br />thanks<br />mike]]></description>
		<starter>sir fen the usa</starter>
		<poster>Fuchur</poster>
		<pubDate>Mon, 16 Apr 2012 09:20:10 -0700</pubDate>
		<guid isPermaLink="false">41541</guid>
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	<item>
		<title>Fixing penguin rigging</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41489</link>
		<description><![CDATA[This is for Robcat, if you're out there anywhere.<br /><br />I'm working on cleaning up the rigging on my penguin so I can hopefully finally start doing some test animations with her.  <br /><br />The one ring in that model, the one between the ring that makes up the beginning of the neck and the one that makes up the shoulders, would I benefit from removing that completely?  <br />It is not really a critical ring but more a leftover from my modeling process.   I'm not sure it needs to be there, I guess I can try removing it and see what happens.]]></description>
		<starter>Roger</starter>
		<poster>robcat2075</poster>
		<pubDate>Wed, 04 Apr 2012 16:52:54 -0700</pubDate>
		<guid isPermaLink="false">41489</guid>
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		<title>hide distortion box?</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41384</link>
		<description><![CDATA[Hi all,<br /><br />Is it possible to hide a distortion box?<br />I have attached some bones to a distortion box and would like to see only the bones and not the distortion box when animating.<br /><br />thanks,<br />Luca]]></description>
		<starter>lbruno</starter>
		<poster>robcat2075</poster>
		<pubDate>Wed, 14 Mar 2012 03:04:20 -0700</pubDate>
		<guid isPermaLink="false">41384</guid>
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		<title>Basic facial rigs?</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41490</link>
		<description><![CDATA[I'm getting to the point where I just about have one character completely rigged.   The other one hopefully won't take as long because I'm using the TSM2 rig on it.  Soon I will need to set up some facial rigs for the characters. <br />I assume at a minimum, I will need controls for the eyes, eyelids, mouth, cheekbones, eyebrows and forehead.  Is there anything else I am forgetting?]]></description>
		<starter>Roger</starter>
		<poster>Fuchur</poster>
		<pubDate>Wed, 04 Apr 2012 17:01:30 -0700</pubDate>
		<guid isPermaLink="false">41490</guid>
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		<title>Questions about bones in the TSM2 rig</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41429</link>
		<description><![CDATA[Why exactly are there two upper arm bones and two lower arm bones in the TSM2 rig?   I'm not really sure why there would be a need for two.   Wouldn't it make more sense to have one of each, or is there something I'm missing here?<br />Also, the leg is the same way.]]></description>
		<starter>Roger</starter>
		<poster>mtpeak2</poster>
		<pubDate>Sat, 24 Mar 2012 21:49:58 -0700</pubDate>
		<guid isPermaLink="false">41429</guid>
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		<title>Installing TSM2, having some problems</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41428</link>
		<description><![CDATA[Hello,<br /><br />I'm installing TSM2 and am having some problems.   I was able to scale the bones properly so they are closer to the size they should be, but when I try to translate the bones, I am not free to move them in any direction.   The only want to move left or right (if I'm in the front view) or diagonally if I am in one of the side views.   I don't know what's going on here, I select the body bone and then hit "n" to translate, try to move and then get this limited movement.  <br />Any idea what I'm doing wrong?  I am in bones mode and don't have magnet or mirror mode toggled on.]]></description>
		<starter>Roger</starter>
		<poster>Roger</poster>
		<pubDate>Sat, 24 Mar 2012 21:30:56 -0700</pubDate>
		<guid isPermaLink="false">41428</guid>
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	<item>
		<title>Motion Capture Testing</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41421</link>
		<description><![CDATA[I recently got a Kinect sensor for my kids and thought I'd connect it to my PC one night and give mocap a try.<br /><br />hand animation takes a very long time and to get games developed in a timely fashion with the small team I'm working with is a nightmare.<br /><br />Here is a video of RAW mocap data that has been linked to the bones of a model in A:M<br /><br />The motion capture has had no cleanup done to it what so ever.<br /><br />The model is not mine, it was created and released for free for non-commercial use by Jeff Lew (Thank you Jeff for his awesome animation tutorials).<br /><br />You may need either XviD codec or DivX codec to view it.<br />]]></description>
		<starter>Kombowz</starter>
		<poster>MMZ_TimeLord</poster>
		<pubDate>Thu, 22 Mar 2012 09:29:18 -0700</pubDate>
		<guid isPermaLink="false">41421</guid>
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	<item>
		<title>Nulls and Compensate mode</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41406</link>
		<description><![CDATA[I'm in 16b.  <br /><br />My goal was to translate one null(NULL 2) to a second null(NULL 1) using the "Translate to" constraint. But I also want the child null to remain in it's original place. So when I apply the "translate to" constraint I make sure the "Compensate button" is pressed on.<br /><br />However.....Null 2 moves to the position of null 1 even though compensate mode was on.<br /><br /><br />I tried this in an On/Off pose.<br /><br />Anyone else get that result?]]></description>
		<starter>detbear</starter>
		<poster>robcat2075</poster>
		<pubDate>Tue, 20 Mar 2012 09:13:37 -0700</pubDate>
		<guid isPermaLink="false">41406</guid>
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		<title>Eyes Following A Null</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41404</link>
		<description><![CDATA[I'm trying to constrain two bones to follow a null in an action window, with an "Aim At" constraint, for controlling eye direction of a model. All of which works fine and well.<br />However when the model containing this setup is opened in a Chor this constraint no longer works. How should I be doing this?]]></description>
		<starter>markw</starter>
		<poster>markw</poster>
		<pubDate>Mon, 19 Mar 2012 07:01:25 -0700</pubDate>
		<guid isPermaLink="false">41404</guid>
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	<item>
		<title>Help - installed TSM2 but its not listed in plugins</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41393</link>
		<description><![CDATA[I decided I might be better off going with TSM2 since I have a character with a tail.  I downloaded TSM2 from the forums and installed it, but when I right-click and choose "plug-ins" I don't see it available.  <br />What am I doing wrong?<br /><br />]]></description>
		<starter>Roger</starter>
		<poster>robcat2075</poster>
		<pubDate>Fri, 16 Mar 2012 16:06:21 -0700</pubDate>
		<guid isPermaLink="false">41393</guid>
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	<item>
		<title>how to move full branch of bones</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41395</link>
		<description><![CDATA[Hi guys!<br /><br />I forgot how to move full branch of bones in a bones mode?  <img src="http://www.hash.com/forums/style_emoticons/default/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <br />(like if you would like to place all bones in left arm move 10 inches downwards)<br /><br />I really hope someone could help me.<br />Thank you in advance :-)<br /><br />Dusan]]></description>
		<starter>kikiriki</starter>
		<poster>kikiriki</poster>
		<pubDate>Sat, 17 Mar 2012 16:34:01 -0700</pubDate>
		<guid isPermaLink="false">41395</guid>
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	<item>
		<title>Missing Finger control in TSM</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41363</link>
		<description><![CDATA[I rigged Biff with The Setup Machine and it went fine (although I had to do it in v15) but the index finger control bone somehow got left out. I checked to see if maybe it was just hidden while the geometry bones were left unhidden, but it's simply absent. But this should be an easy fix, right? Add a control bone in the correct place, add constraints in the TSM Relationships that match the ones on the second finger and good to go?<br /><br />I'm going to do a Save As and experiment on a copy of the model but any suggestions would be welcome in case I'm not seeing something crucial here.]]></description>
		<starter>Gerry</starter>
		<poster>Gerry</poster>
		<pubDate>Tue, 06 Mar 2012 06:50:16 -0800</pubDate>
		<guid isPermaLink="false">41363</guid>
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	<item>
		<title>Installing Lite Rig</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41372</link>
		<description><![CDATA[So I'm trying to install the Lite Rig in my dragon model, the PDF says to position the model before moving the bones.   I have the model selected (all the CPs are flashing yellow) but when I try to translate it the bones move instead. <br />I must be doing something wrong but I'm not sure what.]]></description>
		<starter>Roger</starter>
		<poster>Roger</poster>
		<pubDate>Fri, 09 Mar 2012 11:09:49 -0800</pubDate>
		<guid isPermaLink="false">41372</guid>
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	<item>
		<title>How to control a pose slider with a Null</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41343</link>
		<description><![CDATA[Hey everyone.<br /><br />I have some % pose sliders set up on a character. I want to create a Null or Nulls to control these sliders by<br />translating the null side to side & up/ down.  <br /><br />Does anyone have a guide to get started doing that?<br /><br />Thanks so much.<br /><br />William]]></description>
		<starter>detbear</starter>
		<poster>NancyGormezano</poster>
		<pubDate>Wed, 29 Feb 2012 08:34:57 -0800</pubDate>
		<guid isPermaLink="false">41343</guid>
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	<item>
		<title>Smartskin: creating and mirroring</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41309</link>
		<description><![CDATA[A very brief demonstration of creating a smartskin and mirroring it to the other side of a model.<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=58896'>http://www.hash.com/forums/index.php?act=attach&type=post&id=58896</a><br /><br />Create and Mirror Smartskin<br /><br /><br />Edit: Here's the PRJ in the video if you want to play along<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=58914'>http://www.hash.com/forums/index.php?act=attach&type=post&id=58914</a>]]></description>
		<starter>robcat2075</starter>
		<poster>Gerry</poster>
		<pubDate>Tue, 21 Feb 2012 16:30:49 -0800</pubDate>
		<guid isPermaLink="false">41309</guid>
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	<item>
		<title>Model bone-rigging- walking issue</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41073</link>
		<description><![CDATA[I've always made walking cycles and added them to the model then move the model bone around and tried to get the walking pace to match, which usually sucks. I would like to however have the model bone move with the hips so when I move the hips forward, though the walk cycle (while in choreography not through action) the model bone follows along without scooting the whole model along. Otherwise the model bone just lags away as I walk the model further and further away. Im sure walk cycles are nice but they look artificial and when a character walks , say up a hill or across rocky surfaces it doesn't look good. <br /><br />See below, I walked the character forward but when I click on choreography mode as oppse to Skeletal mode you can see the model bone is no longer center.<br /><br />This might be a stupid question, but doing a walk this way looks smooth and fantastic and would rather deal with it than have to use walk cycles.]]></description>
		<starter>Sean delgatto</starter>
		<poster>mtpeak2</poster>
		<pubDate>Tue, 27 Dec 2011 14:45:13 -0800</pubDate>
		<guid isPermaLink="false">41073</guid>
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	<item>
		<title>MDD export/import</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41166</link>
		<description><![CDATA[I just exported my choreography action as an MDD... deleted all the actions on the model, and imported the same MDD... it didn't work so well. I was trying to sort of 'bake' the action(s). I used a setting of 1 on the polygon export/import dialogue... I think I may be misusing this feature. Anyone else try such a thing?]]></description>
		<starter>John Bigboote</starter>
		<poster>Xtaz</poster>
		<pubDate>Tue, 17 Jan 2012 12:29:45 -0800</pubDate>
		<guid isPermaLink="false">41166</guid>
	</item>
	<item>
		<title>Making an Action into a Pose</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41165</link>
		<description><![CDATA[I've got an action that I'd like to save as a Pose with a percentage slider. Is this possible?]]></description>
		<starter>Gerry</starter>
		<poster>Gerry</poster>
		<pubDate>Tue, 17 Jan 2012 09:48:50 -0800</pubDate>
		<guid isPermaLink="false">41165</guid>
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