I took one of my previously rigged characters and deleted all the bones and relationships. Then I set up and rigged it from scratch following Caroline's excellent tutorial for TSM2. (THANKS SO MUCH FOR THAT CAROLINE!!!) I'm still getting used to using this new setup, but so far everything seems to work great. My own rig wasn't bad, but TSM2 offers some features I hadn't bothered with adding to mine (like stretching).
I have a few questions though.
1. I love how I can rotate a foot back very far with TSM2! The leg on my rig is almost identical to the David Rogers' setup in "Animation Master - A Complete Guide". It's a very good setup, but one thing bothers me. When I have the leg bent back, if I try to rotate the foot back too far it will flip in the oppopsite direction. This doesn't happen with the TSM2 rig. However, I find the nulls on my rig much easier to grab and work with than the control bones of TSM2. So I tried adding nulls to the TSM rig by adding "orient like" and "translate to" constraints to the foot control bones. After I did that, the TSM foot also began to have the same flipping problem as my other rig. So my question is this: Does anyone know a good way to set up nulls for the TSM2 feet that won't change the normal behavior?
2. This one is easier to explain. I was making a walk cycle and when I try to paste mirrored a pose something weird happens to the spine and makes my character try to stick her head up her own butt. (Something I thought only my bosses at work were able to do!) Has anyone else encountered this problem, and is there a fix for it?
3. Why do some control bones have falloff? I thought falloff was only used for bones that have CPs associated with them.
I had some other questions that have slipped my mind at the moment, so I'll add them later if I remember them.
Overall, I am really pleased with TSM2. It really simplifies things and makes a dandy little rig! I would like to thank everyone at Anzovin for creating it and also for making it freely available.
