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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Rigging
PF_Mark
I am having problems with these pose sliders and I am having trouble finding which bones to unhide to work manually. I am not used to this rig any chance someone can check out _2_01_01 and see if they can get the pose sliders to work please.
itsjustme
QUOTE
I am having problems with these pose sliders and I am having trouble finding which bones to unhide to work manually. I am not used to this rig any chance someone can check out _2_01_01 and see if they can get the pose sliders to work please.


It looks like the relationships for the "fold_wings" and "flap_wings" poses have been deleted. They were purely muscle poses, so, there aren't any bones that you can manipulate for the wings that I'm aware of (unless something has changed). Mark Skodacek may have the poses on another version of the rooster, send him a PM.
mtpeak2
The rooster never had the poses made. The roosters rig was from the goose model (which have the poses) I guess I forgot about it.
PF_Mark
QUOTE(mtpeak2 @ Apr 5 2006, 05:49 PM) *

The rooster never had the poses made. The roosters rig was from the goose model (which have the poses) I guess I forgot about it.



Ok I was wondering if I was not doing something right or not rolleyes.gif Can you please post here when it's ready I will proceed with Blocking the scene without wing animation and add it later when I hear from you. I was thinking of trying it myself but I would probably mess it up laugh.gif
mtpeak2
PF Mark

Ok, you now have wing muscle poses setup (wing was too hard to rig the way they are modelled) plus an added single bone for each wing to adjust the wing position in combination with the pose. I also assigned the beak bone, added color to model and setup dynamics for the tail feathers. Let me know how this works out for you, if you need something changed, just let me know.
PF_Mark
QUOTE(mtpeak2 @ Apr 9 2006, 01:26 PM) *

PF Mark

Ok, you now have wing muscle poses setup (wing was too hard to rig the way they are modelled) plus an added single bone for each wing to adjust the wing position in combination with the pose. I also assigned the beak bone, added color to model and setup dynamics for the tail feathers. Let me know how this works out for you, if you need something changed, just let me know.


The wings work fine but I am on another scene now and I want to use the SQUETCH sliders and the only one that works is the whole model squetch. I am not sure if I am doinf something wrong or if I have to enable this stuff. Can you take a look please.


mtpeak2
What squetch poses? Neck squetch allows the neck to squetch when translating the head manual control bone, spine auto squetch allows squetching when translating the chest controller. Legs work fine for me.
PF_Mark
QUOTE(mtpeak2 @ Apr 20 2006, 01:15 AM) *

What squetch poses? Neck squetch allows the neck to squetch when translating the head manual control bone, spine auto squetch allows squetching when translating the chest controller. Legs work fine for me.



Ok I thought I might be doing something wrong laugh.gif So If I want to squetch the neck longer I don't touch the neck squetch pose slider I use the matranslating manual head controler. I will try this thanks
mtpeak2
You have to set the neck squetch to 100% for the neck to stretch, then translate the head manual controller bone. By default it's set to 0%. Once you translate the head bone, you can use the neck squetch slider to squetch it back and forth to normal.
PF_Mark
Thanks this rig is way beyond me it's going to take some time just to learn it. I will try again in the morning but the stomach is the same then I set it from zero to 100 % then move controler then slide slider back to zero to get defualt model pose for stomach? I am having touble with this but I will try agian in morning I am probably just tired it's only 1.30 am go figure laugh.gif
mtpeak2
The hips lower controller is always in squetch mode.
PF_Mark
QUOTE(mtpeak2 @ Apr 22 2006, 04:45 AM) *

The hips lower controller is always in squetch mode.


Thanks so that's the controler I would use to animate breathing? I want to blow up the character stomach to animte him taking the deepest breath of his life! Thanks for the help I need it
mtpeak2
Ok, in the torso folder of the animation controls (chest_IO and stomach_IO sliders), these bones (they are not show in the rig) are not setup. It's just a weighting thing to set them up. I'll try to get them done for you today. Sorry about that.
mtpeak2
Thanks Mark for the feedback, I don't hear too many problems with the models, so I don't know what's wrong with them. I uploaded an update to the svn, if it needs adjusting, just let me know. I'll check the goose and turkey too, to see if I missed it in them as well. So are the wings working out for you?
PF_Mark
QUOTE(mtpeak2 @ Apr 22 2006, 03:22 PM) *

Thanks Mark for the feedback, I don't hear too many problems with the models, so I don't know what's wrong with them. I uploaded an update to the svn, if it needs adjusting, just let me know. I'll check the goose and turkey too, to see if I missed it in them as well. So are the wings working out for you?


Yes I have been able to work the wings with the pose slider and I have not yet tried the individual wing bones yet. But I have been looking for a way to move the bum around. I can move the tail feathers but I want to move the but not the hip to shape the Rooster while he is flaping. Thanks like I said this is rig is great but I need to learn how to use all these cool features
PF_Mark
QUOTE(mtpeak2 @ Apr 22 2006, 03:06 PM) *

Ok, in the torso folder of the animation controls (chest_IO and stomach_IO sliders), these bones (they are not show in the rig) are not setup. It's just a weighting thing to set them up. I'll try to get them done for you today. Sorry about that.



Ok I think I might of meshed things up? In the TWO Animating forum you said to go into PWS and select the rooster and select revert SVN then after doing that I thought does that take what I have and send it to SVN? If so maybe I over written the changes you made to stomich IO controls? I then update (recived) through SVN and the sliders still do nothing? Is it possible to skype me and walk me through this? My skype name is PF_Mark . Sorry for being such a bother unsure.gif
mtpeak2
Ok, if you change anything on the model by accident, reverting to svn will remove the changes that you made and it will not show as a modified model when sending. You must receive to get the update that I uploaded, reverting to svn does not do that, you actually have 2 copies of the model on your HD, 1 is hidden and is the unmodified version of the model that you last received, that is the file it reverts to. You need to receive to get the any changes done by someone else.
PF_Mark
Yes after reverting I recieved and I got the updated model the problem the pose sliders still don't affect the stomach area. If I understand this right there is nothing else I have to do in this case to work the sliders right? not like the other ones were I set the slider then move the null then the slider works right?
mtpeak2
Right, try to receive again, maybe you missed the update (received before I uploaded). The model is not embedded in the project you are working on, right?
PF_Mark
QUOTE(mtpeak2 @ Apr 22 2006, 10:36 PM) *

Right, try to receive again, maybe you missed the update (received before I uploaded). The model is not embedded in the project you are working on, right?



I have not embeded anything but I will check right now I am rendering I will recieve again and try and let you know how this go.
PF_Mark
Ok I see it now sorry
PF_Mark
I seem to be making out fine slowly but surley and I am learning alot thanks for all the help Mark (mtpeak2) I had another question in the Squetch Controls_whole Body_body Squetch slider how does that work?
mtpeak2
Ok, lets see if I can get this right, I'm not too familiar with these controls.

whole_model_squetch is your standard squetch controls for the whole model.

body_squetch is an unusable slider (I'll explain later) at least I think so.

body_squetch_pivot changes the location of the center of the squetch (is not usable with whole_model_squetch)

Turning off the hide_body_squetch_controls you will now see them in the window you are working in. the null to the left of the screen (front view) controls the body_squetch slider that is unusable. The body_squetch_pivot changes the squetch center when using the null to squetch the body. This allows you to squetch the body to his feet or to his head.

If you need more info on this you would be better off asking David Simmons (itsjustme), he designed and build the rig, he would know better than I would.
itsjustme
QUOTE(mtpeak2 @ Apr 23 2006, 01:08 PM) *

Ok, lets see if I can get this right, I'm not too familiar with these controls.

whole_model_squetch is your standard squetch controls for the whole model.

body_squetch is an unusable slider (I'll explain later) at least I think so.

body_squetch_pivot changes the location of the center of the squetch (is not usable with whole_model_squetch)

Turning off the hide_body_squetch_controls you will now see them in the window you are working in. the null to the left of the screen (front view) controls the body_squetch slider that is unusable. The body_squetch_pivot changes the squetch center when using the null to squetch the body. This allows you to squetch the body to his feet or to his head.

If you need more info on this you would be better off asking David Simmons (itsjustme), he designed and build the rig, he would know better than I would.



Mark is correct. The reason the "body_SQUETCH" slider is not for manipulating is that it is run by an Expression tied to the controller that you unhide. I went in and set up the "body_SQUETCH_pivot" pose on the Rooster so that the pivot bone is at the top of the head at 100%, the center of the body at 0% and the floor at -100%. It's one of those things that relies on an actual distance to work, so it needs to be adjusted on a character by character basis. It should work as advertised now. If you haven't seen David Seymour's videos on how the Squetch Rig works, it shows how the body squetching controls are used. They are located here.
PF_Mark
QUOTE(itsjustme @ Apr 23 2006, 07:52 PM) *

QUOTE(mtpeak2 @ Apr 23 2006, 01:08 PM) *

Ok, lets see if I can get this right, I'm not too familiar with these controls.

whole_model_squetch is your standard squetch controls for the whole model.

body_squetch is an unusable slider (I'll explain later) at least I think so.

body_squetch_pivot changes the location of the center of the squetch (is not usable with whole_model_squetch)

Turning off the hide_body_squetch_controls you will now see them in the window you are working in. the null to the left of the screen (front view) controls the body_squetch slider that is unusable. The body_squetch_pivot changes the squetch center when using the null to squetch the body. This allows you to squetch the body to his feet or to his head.

If you need more info on this you would be better off asking David Simmons (itsjustme), he designed and build the rig, he would know better than I would.



Mark is correct. The reason the "body_SQUETCH" slider is not for manipulating is that it is run by an Expression tied to the controller that you unhide. I went in and set up the "body_SQUETCH_pivot" pose on the Rooster so that the pivot bone is at the top of the head at 100%, the center of the body at 0% and the floor at -100%. It's one of those things that relies on an actual distance to work, so it needs to be adjusted on a character by character basis. It should work as advertised now. If you haven't seen David Seymour's videos on how the Squetch Rig works, it shows how the body squetching controls are used. They are located here.



Thanks I have another question about the tail dynamics there are two contros sloder 1st is Tail Dynamic Enorcement can you tell me what his is supposed to do please I have been playing with it and I can not see a difference?

The 2nd works but does not give me the desired affect I want the tail faethers to be more spring like I was wondering if the 1st is supposed to control spring affect?

Thanks for the help guys
PF_Mark
Ok now I have been working on facial animation for this Rooster and I can't get the eyes to close without the whites poping through hte eye lids. I am using the facial veiw and moving the nulls to close the eyes screen shot attached
mtpeak2
Ease up on the brow poses.
PF_Mark
QUOTE(mtpeak2 @ Nov 5 2006, 10:57 PM) *

Ease up on the brow poses.


I have tried moving the eye brows around to not get this and I have not been able to.
itsjustme
The Rooster might need some Smartskinning like the Hippogyraf's eyes did. I'll put it on my list of things to look at tonight, Mark.
itsjustme
Try the Rooster now, Mark. I redid the eye setup like the Hippogyraf...I eliminated the eyelid "base" bones and used Smartskins instead, along with a couple more Smartskins.
PF_Mark
QUOTE(itsjustme @ Nov 6 2006, 07:20 AM) *

Try the Rooster now, Mark. I redid the eye setup like the Hippogyraf...I eliminated the eyelid "base" bones and used Smartskins instead, along with a couple more Smartskins.


Thankyou it works now biggrin.gif

That is the upper eye lid does not have the eye coming through it anymore but the Eye null moves keyfarames but does not move lower Eye lid any more. The upper moves when I move the Eye null up and down but the lower does not move anymore when I move the eye null side to side huh.gif
itsjustme
QUOTE(PF_Mark @ Nov 6 2006, 02:39 PM) *
That is the upper eye lid does not have the eye coming through it anymore but the Eye null moves keyfarames but does not move lower Eye lid any more. The upper moves when I move the Eye null up and down but the lower does not move anymore when I move the eye null side to side huh.gif


I checked it and it works, Mark...it did act strange like that once, but I closed the Action and opened a new one and it worked like it's supposed to. It may be a realtime updating thing...I'm not sure. Try it again and see if you can get it to clear up.
PF_Mark
QUOTE(itsjustme @ Nov 6 2006, 09:35 PM) *

QUOTE(PF_Mark @ Nov 6 2006, 02:39 PM) *
That is the upper eye lid does not have the eye coming through it anymore but the Eye null moves keyfarames but does not move lower Eye lid any more. The upper moves when I move the Eye null up and down but the lower does not move anymore when I move the eye null side to side huh.gif


I checked it and it works, Mark...it did act strange like that once, but I closed the Action and opened a new one and it worked like it's supposed to. It may be a realtime updating thing...I'm not sure. Try it again and see if you can get it to clear up.


Well you are right it works if I start a new project and drop him into a chor but I have alot of hours into thi almost finished scene and it does not work with that? It's commited and is _2_01_01 if there is a way of fixing this I would really apreciate it unsure.gif
itsjustme
QUOTE(PF_Mark @ Nov 6 2006, 08:52 PM) *
Well you are right it works if I start a new project and drop him into a chor but I have alot of hours into thi almost finished scene and it does not work with that? It's commited and is _2_01_01 if there is a way of fixing this I would really apreciate it unsure.gif


If it's a realtime problem, hitting the spacebar should update the screen. Hopefully, that will do the job.
PF_Mark
QUOTE(itsjustme @ Nov 6 2006, 11:21 PM) *

QUOTE(PF_Mark @ Nov 6 2006, 08:52 PM) *
Well you are right it works if I start a new project and drop him into a chor but I have alot of hours into thi almost finished scene and it does not work with that? It's commited and is _2_01_01 if there is a way of fixing this I would really apreciate it unsure.gif


If it's a realtime problem, hitting the spacebar should update the screen. Hopefully, that will do the job.


I tried that and there is no affect I am going to try the facial animation as an new action then add that to the chor? I also have anther scene with Rooster with Facial Animation already started I will try that and get back to you.


Ok Scene _2_01_08 everything works with the eyes the lowere and upper lid move and the eye ball does not go through the lids anymore so is something wrong with my _2_01_01 chor file and more importantly can it be fixed? or can I get it restored to a point that the eyes worked? Sorry for being a pain but I have alot of hours into this scene. But then again If I can create a new action with only facial animation and add it then I can still save my scene unsure.gif I will post back after trying that
PF_Mark
Ok Adding a new action deos nothing to my chor so now what can I do blink.gif Could this be a 13 ver m bug? should I file a report?
itsjustme
QUOTE(PF_Mark @ Nov 7 2006, 04:38 PM) *
But then again If I can create a new action with only facial animation and add it then I can still save my scene unsure.gif I will post back after trying that


That's what I would try.


QUOTE
Ok Adding a new action deos nothing to my chor so now what can I do blink.gif Could this be a 13 ver m bug? should I file a report?


I'd have someone check your Choreography...maybe Ken? I won't be able to do it until late tonight.
PF_Mark
I posted a report and during the meeting tonight when Martin asked if anyone had any problems. ME be naive enough to fall into that trap I type " I have a problem" Martin's next line was "I know, Mark. But I mean with TWO." rolleyes.gif That's a really funny guy we have leading us laugh.gif But I will get my revenge tongue.gif One day I swear wink.gif

Martin noted the report # so hopefully someone will look into this for now I would be more productive to work on another one of my scenes tell I hear back from Hash.
PF_Mark
Noel is looking into this but I have found that I can manually rotate the lower lid bones so I am still in busniess. biggrin.gif
PF_Mark
Thanks to Noel the problem is totally fixed biggrin.gif Thank you Noel!
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