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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Modeling > TWO Characters
alweb
Hi,
I'm looking on act2 seq9 sc 2-3-4-5
I've just updated my files with SVN
I use AM 13.0r


I got some problem with Tin Woodman model , the shoulders rig or keyframe are looking bad.
(attached a picture of the problem)

Scarecrow and Woot seem to run fine.

------------------------

Is someone else have seen or experienced this problem with TW before ?
Is it something about a change on Tin Woodmans rig ?
Is it related to the AM version I use ?
Is TWO running only with AM 14 now ?

Thanks for any help cause I'm presently stuck on this.
...hope the act files won't be too much altered...

Alweb
alweb
replying to myself;)

... my problem seem to be related with the Left / Right _shoulder_control bones

I got to delete that bone/keyframes on act files and pose the arms again.

Should we use that shoulder_control bones to pose the character or not ?
If not , they should be hided somewhere isn't it ?

thanks for any clue

I'll stay in stand-by on this issue before starting to delete the shoulder_control keyframe I've used.

Thanks
Al
KenH
The shoulder controls are just used for subtle movements like shrugging your shoulders. If they mess up the arm, their obviously moved too far. The textured TW has additional controls for the shoulder pads.
ssappington
Yes, you can use the shoulder control bones if you want-
The problem was a while back David Simmons changed the rig, which screwed up any existing animation- (deleting the keys on those bones fixed the problem)
I thought that the rig changes had made the use of the shoulder control bones obsolete- what is it you are trying to do with them?
alweb
Ok ,Thanks for the infos Steve,

No big deal, I've corrected the situation on my local files, as you mentioned.

Sometime I start to animate by posing a character in a "basic pose" and doing so I would shrub the shoulder a bit , ... those shoulder_control keyframes remain as I move and pose the arms further in the animation .

...If it doesn't blend fine with the rig , I will just no more use the shoulder_control bones that way...
But if it's just a temporary update of the rig who had cause that, I will still use the shoulder_control as I did and update the SVN with my local corrected files.

Thanks
Al


QUOTE(ssappington @ Mar 19 2007, 09:31 AM) *
Yes, you can use the shoulder control bones if you want-
The problem was a while back David Simmons changed the rig, which screwed up any existing animation- (deleting the keys on those bones fixed the problem)
I thought that the rig changes had made the use of the shoulder control bones obsolete- what is it you are trying to do with them?

itsjustme
I'm not looking at the model at the moment, so this is off the top of my head...Tinman has an extra set of bones that can control the ball bearing part of the shoulder and an overall bone that is what would normally be considered a shoulder. The bone that is located around where the collar bone would be is most likely the one that you would manipulate, the bone that is for the ball bearing will rotate automatically with the arm movement...but can be manipulated if necessary. I don't remember the names of the bones at the moment...but, if you use the collar bone looking bone, you should get what you're after, Al.

Hope that helps.
alweb
Ok thanks for the details about the shoulder_control bones David,

I've updated the new files to SVN.

So the shoulder should be ok ( I say this cause it sound funny to my ears! hehehe )

Al
itsjustme
Very cool, Al. I finally had a chance to double check, the bones for the shoulder are named "right_shoulder_base_control" and "left_shoulder_base_control". The ones for the ball bearings are "right_shoulder_control" and "left_shoulder_control"...those are what would usually be the shoulder bones, it was just easier to leave them the way they were when I added the bones to enable shrugging.
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