mtpeak2 Posted May 31, 2011 Share Posted May 31, 2011 I found an error in TSM2 leg script. It causes the "1 right/left leg regular FK" pose to not work. in pose "leg regular FK" in folder "leg" orient like constrain "stretchiness" to the parent of "leg" It should be: in pose "leg regular FK" in folder "leg" orient like constrain "leg stretchiness" to the parent of "leg" I'm surprised that no one has found it before. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 1, 2011 Hash Fellow Share Posted June 1, 2011 Interesting find. It's pretty rare to use FK legs on anything so I can imagine it not getting caught. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted June 1, 2011 Share Posted June 1, 2011 I'm surprised that no one has found it before. I'm surprised as well...great catch, Mark! Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted June 1, 2011 Author Share Posted June 1, 2011 I would think actions like drop kicks or flips (I'm sure there is alot more you could do with FK legs) that you would want FK legs, but I could be wrong. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 1, 2011 Hash Fellow Share Posted June 1, 2011 One reason it probably hasn't been used much is that TSM2 didn't have seamless FKIK inthe legs so you would likely choose to use IK from the start since that will be most suited to most motion that a character does. Only time I've used leg FK was on TWO and we had the squetch rig that did seamless FKIK that made using it temporarily in the middle of a shot easy. Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted June 4, 2011 Author Share Posted June 4, 2011 I've also found another issue in TSM2 rig. Besides the "error loading string" issues, it also creates a new property within the constraints called "User Properties". It doesn't seem to affect the constraints though, AFAIK. I've had to edit the model file in a text editor to remove all these properties, there's quite a few too. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 4, 2011 Hash Fellow Share Posted June 4, 2011 The "Error loading String" can be fixed by saving right after Rigger is run, restarting A:M then reloading the model. I'm going to wildy guess that the User Prop is some side effect of TSM2's manner of creating a phantom bone to simulate an offset. Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted June 4, 2011 Author Share Posted June 4, 2011 Saving and restarting A:M does not fix all the Error Loading Strings. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 4, 2011 Hash Fellow Share Posted June 4, 2011 I just did a quick Builder, Flipper, Rigger, save, restart, reload and I can't find any string errors left. I'm trying it in v16a. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 4, 2011 Hash Fellow Share Posted June 4, 2011 I just tried it again and can't find any errors even before the save. Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted June 4, 2011 Author Share Posted June 4, 2011 I've been testing it in v13, where I have it installed. Ok, I installed it in v15 and have no error strings, but the phantom "user property" in the constraint is still there. Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted June 4, 2011 Author Share Posted June 4, 2011 I'll have to fix the import models for the IK/FK switching. I have them with the error so it would override the relationship, but it won't do that if TSM2 relationships do not show the error anymore. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 4, 2011 Hash Fellow Share Posted June 4, 2011 I just note that if you are making an mdl for TSM2 to call directly as a "part", it needs to be made in V11. But i dont' think your import model is that particular usage. Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted June 4, 2011 Author Share Posted June 4, 2011 Switches are v13 or better. They won't work in older versions. I have to create 2 import models for each, one with error and one without. The relationship error is present in v13 and v14, but not in v15. Any model rig I create for TSM2 will be a v13 or better. If I do anything, I probably won't change the base model components, just the scripts. That is, if I decide to create a new rig for TSM2. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 4, 2011 Hash Fellow Share Posted June 4, 2011 Anything that resides in the "components" folder of TSM2 needs to be a pre-V13 MDL or TSM2 won't recognize it during the Builder stage. But, your process isn't putting anything in the components folder, right? Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted June 4, 2011 Author Share Posted June 4, 2011 No. I would just be rewriting the scripts, unless I decide to create a face rig, which is doubtful. So the face rig will need to be created in v11 (geometry base bones). Quote Link to comment Share on other sites More sharing options...
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