Help - Search - Members - Calendar
Full Version: The big problem I have with the TSM2 rig...
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rigging & Relationships > Featured Rigs > TSM2 - Rig
rusty
Hi!

One of the bones I have had the most problems with, as far as proper placement goes, is the shoulder bone "1 right arm". Its placement determines where the shoulder bends from as well as the pivit of the shoulder when it is raised, lowered and moved forward and back. It determines if the arm will fall by the characters side correctly and how a shrug or a raised arm will look. I have worked very hard to get the placement of this bone correct.

However -- in the final TSM2 rig, all this careful placement is seemingly tossed out of the window!!! As far as I can tell, you can move the shoulder anywhere you want and the shoulder pivit is non-existent!!

Has anyone else noticed this? Am I doing something wrong or missing something?

Thanks,
Rusty
robcat2075
First, make sure you attached your mesh to the geometry bones that Builder and Flipper made, not the control bones that Rigger creates, and that any fan bones you added are attached to the geometry bones that Builder and Flipper made, not the control bones that Rigger creates.

yes, you can drag the arm control bones ANYWHERE, but the geometry bones stay attached to each other and won't travel any farther than they can reach.

The shoulder bone is hidden and follows the base of the upper arm bone. You translate the upper arm, and the shoulder follows. YOu control your shoulder position by animating the position of the arm. This saves you from haveing to animate the shoulder bone separately. It's like an IK shoulder.


The real joint at the upperarm/shoulder will only move in a radius at the end of that invisible shoulder bone. Unless the mesh is attached to the wrong bones; then anything could happen.

Post a crazy pic if you are still wondering.
rusty
QUOTE(robcat2075 @ Jan 28 2009, 09:49 AM) *
First, make sure you attached your mesh to the geometry bones that Builder and Flipper made, not the control bones that Rigger creates, and that any fan bones you added are attached to the geometry bones that Builder and Flipper made, not the control bones that Rigger creates.

Oh my God! That made me laugh! But I guess you don't know how well I know the rig and must assume the lowest level. I've been using TSM since TSM1 first came out. I know the rig pretty well.

QUOTE
yes, you can drag the arm control bones ANYWHERE, but the geometry bones stay attached to each other and won't travel any farther than they can reach.

Well, despite my years of working with the rig, perhaps I 'am' doing something wrong because my mesh is assigned/weighted/SS to the proper geometry bones (mainly "1 right arm" and "1 right upper arm 1" and "1 right shoulder fan") and all tests done just moving the geometry bones, they are constrained properly by the "1 right arm" rotation but, after the control bones are installed the shoulder can go beyond where they were limited to.

QUOTE
The shoulder bone is hidden and follows the base of the upper arm bone. You translate the upper arm, and the shoulder follows. YOu control your shoulder position by animating the position of the arm. This saves you from haveing to animate the shoulder bone separately. It's like an IK shoulder.

Right.

QUOTE
The real joint at the upperarm/shoulder will only move in a radius at the end of that invisible shoulder bone. Unless the mesh is attached to the wrong bones; then anything could happen.

Don't think so (and by saying that it will work next time I have the control bones in place!).

QUOTE
Post a crazy pic if you are still wondering.

In bed with flu today... probably have assorted fixes done and do the rigger tomorrow evening. Will let you know.

Thanks dude!
Rusty

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.