Zaryin
Sep 14 2007, 08:17 PM
There is something wrong with SC's thumbs. They are popping from one position to another and look like they're out of place.
itsjustme
Sep 14 2007, 08:30 PM
QUOTE(Zaryin @ Sep 14 2007, 11:17 PM)

There is something wrong with SC's thumbs. They are popping from one position to another and look like they're out of place.
Does it happen when you just open Scarecrow, without loading a scene? Or is this specific to a particular scene, Jeff?
Zaryin
Sep 14 2007, 08:55 PM
I noticed in Yves' latest animation that SC's hand looked funny also. I think it's the model itself.
itsjustme
Sep 14 2007, 09:47 PM
QUOTE(Zaryin @ Sep 14 2007, 11:55 PM)

I noticed in Yves' latest animation that SC's hand looked funny also. I think it's the model itself.
So, it's a recent development? I'll look him over early tomorrow...maybe something has gotten changed.
KenH
Sep 15 2007, 07:46 AM
It's not that recent. I noticed it about 3-4 months ago. But I haven't done much animating with scarecrow, so I didn't push it.
itsjustme
Sep 15 2007, 10:28 AM
Could someone point me at a scene that the strangeness happens? If you could narrow it down to approximate frame numbers it would help even more.
I looked at Scarecrow's thumbs...I didn't see anything that would make them pop in the model itself. The thumbs might benefit from some weighting adjustment and an increase in the bending of the first joint, but it would probably be best if I find out what you're seeing before I do anything...a lot of animation has already been done with him.
KenH
Sep 15 2007, 11:29 AM
itsjustme
Sep 15 2007, 12:07 PM
QUOTE(KenH @ Sep 15 2007, 02:28 PM)

I missed that one, Ken...sorry about that. I read as many posts as I can, but some slip by me. If there is an issue that I don't respond to, bounce a PM or e-mail off me so you're sure I see it. Mark and I tackle every issue that we know about, but sometimes you'll need to wave a flag to get our attention.
On the model itself, I didn't see a problem, but I might not be doing the same combinations of things as you are when the problem shows up. Now that I know a scene, I'll take a look at it tonight. Thanks Ken!
KenH
Sep 15 2007, 01:37 PM
No worries, it didn't bother me that much and I knew it could be fixed later anyway. As I say, I haven't done much animation with SC since.
Zaryin
Sep 15 2007, 02:05 PM
I did nothing with SC himself. Just have him sitting in the chor and his thumb (at least the right thumb) is screwed up from the get go. All curled like. And it pops from on position to another unsmoothly when I try to animate it. This is the first I noticed it starting work on my most rece nt scen (03_05_55).
itsjustme
Sep 15 2007, 09:07 PM
Okay, I looked at scene 2_02_33...at frame 7:08, the thumb extends the wrong way. What happened there is that the key on the 'Z' axis of the "left_finger_thumb_control" goes from "179.18" on frame 7:07, to "-179.89" on frame 7:08...which is the same as rotating it all the way around the opposite direction. If you change that key to a positive "179.89", it looks fine.
None of the finger controllers have a 'Z' limit on them, so that kind of change could happen...I'll change the "Roll-Method" on those bones to "Roll-History" and see if that gets rid of the problem. That won't fix the previously animated stuff, but changing the negative to a positive (or the other way around) would do it.
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EDIT
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Changing to "Roll-History" isn't going to cut it...I'll have to put limits on the thumbs' 'Z' rotation.
itsjustme
Sep 16 2007, 04:24 AM
All rigged biped TWO characters now have an euler limit on the 'Z' rotation of the thumb controllers (update your characters from SVN to get the changes). This should prevent future problems, but any flipping of positive/negative numbers on that rotation in scenes already animated will have to be fixed manually.
I'll put this update into the next rig release.
If you run into problems with this change, or if I missed something, let me know and I'll fix it as fast as I can.
KenH
Sep 16 2007, 06:10 AM
Excellent.
Zaryin
Sep 16 2007, 12:39 PM
Thanks David.
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