Help - Search - Members - Calendar
Full Version: Squetch rig problem
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rigging & Relationships > Featured Rigs > Squetch - Rig
Tunames
I've been trying to rig my model with the squetch rig I got all bones postioned assigned cp's but the face interface isn't constrained to the model. What did I do wrong?

I'm using v13_four_finger_squetchrig_3_1_2007_installation not the new posable one
itsjustme
QUOTE(Tunames @ Apr 26 2007, 11:29 AM) *
I've been trying to rig my model with the squetch rig I got all bones postioned assigned cp's but the face interface isn't constrained to the model. What did I do wrong?

I'm using v13_four_finger_squetchrig_3_1_2007_installation not the new posable one


It's not broken, Steve...you just need to put in a couple of constraints (the next rig version will have the constraints and will only need the compensates reset). In the "Animation_Controls/FACE Interface/Constraints (do not touch)/Face Control Constraints" pose, select the "FACE-Interface Master" bone and put an "orient like head_control" constraint and a "translate to head_control" constraint (both with compensate) and it should behave as expected.
Tunames
OK thanks David

Edit: OK ...I open up my model in a action window... In pose sliders go to Animation_controls/FACE Interface/Constraints(do not touch)/ Face Control Constraints... Right click... New relationship... How do I get the Face_Interface Master bone to show up?
itsjustme
Not in an Action, open the "Animation_Controls/FACE Interface/Constraints (do not touch)/Face Control Constraints" Pose...if you use an Action, it won't be part of the model.

To unhide the "FACE-Interface Master" bone, use the "Show_and_Hide_Rig_Components/hide_FACE_non_tweaking_bones" pose (turn it off...probably best to turn it off in the model's "User Properties" so that it doesn't hide in a pose later. Turn it back on when you are done). That Pose will unhide the "FACE-Interface Master", "FACE-Interface Scaler" and "HeadProxy" bones...they are all located on top of each other, so you might have to hit "J" to hide the ones you don't need at the moment. Once you have selected the "FACE-Interface Master", right mouse click, select "new constraint/translate to" and click on anything that isn't a bone in the Pose window for now (so that nothing is selected as a target). Then, (with the "FACE-Interface Master" selected still) right mouse click, select "new constraint/orient like" and once again click on a blank place in the Pose window (so that nothing is selected as a target again).

Once that is done, you can either click in the "target" section of the constraint and scroll down to the "head_control" bone (that exact name...there is also a "head_manual_control" that won't work for this) or you can unhide the "head_control" bone by using the "Show_and_Hide_Rig_Components/hide_non_tweaking_bones" (which would mean sorting through a bunch of other bones) or you can scroll down to the Relationship (while it is open) in the Actions section of the PWS, click on the "show more than drivers" red "X" on the right side (I think you need to have "show advanced properties" checked in the "global" tab of the "Options" menu...you can get there by hitting "Ctrl-P"), go through the bone hierarchy to the "body_SQUETCH_base/body_SQUETCH_pivot/body_SQUETCH_character/base_bone/head_orient_like_chest/neck_control/head_manual_control/head_control" bone and unhide it there. Be sure to delete the reference to the unhiding of the bone in the "bones" folder of the Pose.

When you get the "head_manual_control" bone visible, you can use the eyedropper to select it as the target for each constraint...don't forget to hit the compensate button before selecting the target each time.

Hope that helps, Steve.

---------------------------
EDIT
--------------------------

Here's an easier way, in the attached ZIP is a model with just the "Animation_Controls/FACE Interface/Constraints (do not touch)/Face Control Constraints" Pose in it...delete the Relationship folder in your model for that Pose and then drag the Relationship from this model to your model. Then, all you have to do is reset the compensates on the constraints by setting them to 0%, hitting the compensate button and then setting them to 100%.
Tunames
Thanks for setting me straight... How do you remember all that stuff?
Tunames
It appears I was fixing while you were editing...your to good ! Thanks again...
itsjustme
QUOTE(Tunames @ Apr 27 2007, 01:44 AM) *
Thanks for setting me straight... How do you remember all that stuff?


LOL! To get that specific, I usually have to double-check myself by opening the rig.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2012 Invision Power Services, Inc.