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STEP 6


mtpeak2

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This step will require a little more detail.

 

Go to muscle mode.

 

Go to the JD model and open the groups folder>eyes folder and select the eyes group and hide the rest of the model.

 

Go back to skeletal mode.

 

Unhide eye install bones.

 

Translate, rotate and scale eye install bones. (side view)

 

Note: Setting the eyelid poses you will need the full mesh.

eyes_side.jpg

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Go into muscle mode.

 

Go to the groups folder and select mouth folder>tongue group and hide the rest of the model.

 

Translate, rotate and scale the tongue install bones.

 

Unhide the mesh in muscle mode.

 

Rehide the jaw/teeth/tongue install bones.

tongue.jpg

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Unhide face install bones.

 

Translate cheek/jowl/nostril target on the Y and Z axis. (side view)

 

Note: Selecting a patch or cp and hiding the rest of the model will help in positioning these bones. Centering the base of the bones on the patch or cp from the front and side view will give you fairly accurate results.

cheek_jowl_target_side.jpg

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Translate the nostril base/nostril/nostril center on the Z axis. (side view)

 

Rehide nostril base install bones.

 

Note: Do not worry about the rotation of the nostril center bones, this is taken care of in the mouth install process.

nostril_bones_side.jpg

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Go to muscle model.

 

Go to the groups folder>mouth folder and select the lips group and hide the rest of the model.

 

go back to skeletal mode and unhide the mouth corner install bones.

 

Rotate and scale mouth corner install bones. (front, top views)

 

Rehide mouth corner install bones.

mouth_corners.jpg

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Unhide brow install bones.

 

Translate, rotate and scale the brow install bones. (side view)

 

Rehide brow install bones.

 

Note: This setup is designed to help you scale, center and give you good rotation of the brow geom bones.

brow_install.jpg

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Go to muscle mode.

 

Go to the groups folder and select the brow group and hide the rest.

 

Go back to skeletal mode.

 

Unhide the brow bones.

 

Translate and rotate the brow bones. (front, side, top)

 

Rehide the brow bone.

 

Unhide the rest of the mesh in muscle mode.

 

Note: Positioning these bones has the same concept as the face install bones. Centering the tip of the bones on the patch or cp in the front, side and top views.

brow_front.jpg

brow_side.jpg

brow_top.jpg

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Hi Mark ...

 

You wrote in POst #5 "Translate cheek/jowl/nostril target on the Y and Z axis. (side view)".

I believe that the attached image is wrong .. it shows front view ..

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Mark .. i believe that you are a little tired ... i have more um comment .. I promisse it will be the last for today :)

 

when I unhide face install it doesn't show jowls' bone ...... Did I miss something ?

jowls.jpg

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Mark,

 

I am having trouble the "translate_cheek_Z_axis" and "translate_nostril_target_Z_axis". I need them to be a little farther foreward, the 600% is not quite enough. Did I scale something else wrong?

 

post-189-1177908050_thumb.jpg

 

I put an X where I am trying to put them.

 

Thanks,

Phil

 

PS: Great job on these posts. It is a lot of work. It has been very easy to follow. I think I am 'getting' it.

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Double check your base bone Z translation in step 1 and the head install Y and Z translation in step 5. This will affect the translations of these bones.

 

In the next version I will increase these percentages. I'm taking notes. ;)

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Mark,

 

You were right. For some reason the base bone was too short. It was causing a bunch of limit problems. I changed the base bone and had to readjust everything from Step 2 through Step 6 where I stopped earlier. It looks like things are OK now. You may want to warn folks about this a little earler.

 

Thanks for the quick (and accurate) reply,

Phil

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I cannot get the eyes bones "scale_eyes_XYZ_axis (side)" to scale long enough to reach the eyelids as shown on your screen grab. If I scale them to 330% like yours, I can only reach to about half the distance. Even if I scale them o 400% (the maximum), it does not reach. This time, I'm sure I got the base bone scaled and translated correctly.

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OK. I know why.

 

I translated the head install bone, from step 5, higher than in your example and thus, when I scaled it to the top of head, it scaled shorter than yours. And since the eye install bones are parented to the head install bone, this is how I got into this situation.

 

Bottom line, I think the eye install bones scaling need larger amplitude to accomodate more head morphologies.

 

In the meantime, what are the consequences of not scaling the eye install bones to reach the eyelids?

 

Should I scale the Head Install bone larger so the eye install bones reach the eyelids?

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Unhide the jaw/teeth/tongue install bones.

 

Translate and rotate the jaw and teeth into position.

I feel I need more instructions here. I really don't know what I'm doing with those bones.

 

I have no problems figuring that the translate_jaw sliders purpose is to position the jaw open pivot point. And scaling jaw_XYZ_axis I can figure too.

 

But how much do I need to rotate the jaw_X_axis bone? What is the purpose of this rotation? Is there any landmark I should aim that bone to? Are there any consequences of not rotating it or not rotating it correctly?

 

I see that when I rotate the upper_teeth_X_axis bone, it also rotates the other bones. How much do I need to rotate that bone? Is there any facial landmarks that I sould aim that bone to (like the front of the teeth)? What is the purpose of rotating that bone?

 

Same set of questions for scaling the upper_teeth_XYZ_axis bone. I see that when I scale that bone, the other bones are also scaled and thus translated. How much do I need to scale it? Any facial landmarks I should reach to? And if I don't scale it, what are the consequences?

 

I obseved that the lower_teeth bone cannot be translated in Z so I thought maybe, the purpose of rotating the upper_teeth is to position the lower teeth pivot point. But I doubt that is the case.

 

I can change both the pivot point and the end point of the lower_teeth bone by translating it on Y and rotating it around X. My intuition tells me that the lower_teeth pivot point should be at the same position as the jaw pivot point. Is this important? Or is it even related? What facial or head landmarks should I aim at when positioning both the pivot and the end of that bone? What does it controls? What are the consequence of not positioning and rotating that bone right?

 

I think I know what I'm doing with the thongue related bones.

 

Note, I don't always replicate the exact bone placements that you show in your screengrabs. This is on purpose. It is obvious that if I follow the exact placement and values that you show, everything will go perfectly. But I want to test the limits of both the rig and the install rig themselves and the limits of my own understanding too. Beside, I have my own idea of where the joints should be positionned :D

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JD has very large eyes compard to his head, increasing the scale percentage is probably not necessary in most cases. There shouldn't be any problem not scaling them to full size.

 

Translating and rotating the jaw and teeth into position is basicly all preference. The only one that you really need to be concerned with is the translation of the jaw bone, where you want the pivot point.

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But how much do I need to rotate the jaw_X_axis bone? What is the purpose of this rotation? Is there any landmark I should aim that bone to? Are there any consequences of not rotating it or not rotating it correctly?

 

I usually make the jaw go through the chin...but whatever rotation you put on the jaw will be compensated later.

 

I see that when I rotate the upper_teeth_X_axis bone, it also rotates the other bones. How much do I need to rotate that bone? Is there any facial landmarks that I sould aim that bone to (like the front of the teeth)? What is the purpose of rotating that bone?

 

I've changed where I put things now...the other way still works, but now what I'm doing is making the origin (the height of the center of the mouth, "0" on the 'X' axis and with the 'Z' at the center of the head bone) of the "LowerTeeth", "Jaw_geom" and "Maxilla" the same (and I make the lip bones' origin the same as well...it's the origin of the mouth installation bone). Then, I make the "Jaw_geom" go through the chin, the Maxilla go through the upper lip and the "LowerTeeth" go through the lower lip.

 

Same set of questions for scaling the upper_teeth_XYZ_axis bone. I see that when I scale that bone, the other bones are also scaled and thus translated. How much do I need to scale it? Any facial landmarks I should reach to? And if I don't scale it, what are the consequences?

 

The "Maxilla", "Jaw_geom" and "LowerTeeth" bones can be whatever length you need...I use the lengths I mentioned to make them easy to manipulate and identify. The mouth bones should be scaled to the lips as shown...those would make a difference.

 

I can change both the pivot point and the end point of the lower_teeth bone by translating it on Y and rotating it around X. My intuition tells me that the lower_teeth pivot point should be at the same position as the jaw pivot point. Is this important? Or is it even related? What facial or head landmarks should I aim at when positioning both the pivot and the end of that bone? What does it controls? What are the consequence of not positioning and rotating that bone right?

 

The positioning isn't extremely critical on the "LowerTeeth" since the mouth bones are tied to it using constraints that will have compensates on them...the same is true of the "Maxilla". The mouth bones' and "Jaw_geom" are important though.

 

Hope that helps, Yves.

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I've changed where I put things now...the other way still works, but now what I'm doing is making the origin (the height of the center of the mouth, "0" on the 'X' axis and with the 'Z' at the center of the head bone) of the "LowerTeeth", "Jaw_geom" and "Maxilla" the same (and I make the lip bones' origin the same as well...it's the origin of the mouth installation bone). Then, I make the "Jaw_geom" go through the chin, the Maxilla go through the upper lip and the "LowerTeeth" go through the lower lip.
OK. Matching the origin of all those bones makes good sense to me so that is what I'm doing. But by doing so, the "translate_thongue_install_Z_axis" maximum value of 300% is just barely enough to place the thongue bones over the actual thongue. Might consider increasing its amplitude.

 

Hope that helps, Yves.
Yes. Thanks.

 

But I will have more questions. :)

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Translate cheek/jowl/nostril target on the Y and Z axis. (side view)

 

Note: Selecting a patch or cp and hiding the rest of the model will help in positioning these bones. Centering the base of the bones on the patch or cp from the front and side view will give you fairly accurate results.

 

Translate cheek/jowl/nostril target on the X axis. (front view)

 

Me again. A few more questions:

 

I just positioned the cheek, jowl and nostril slider to mach the positions you show in the screen grabs. But I don't know why I positioned them there. If I were to position those bones on another modes, what am I looking for here? Again, which facial landmarks should I aim at? And what are the purposes of those bones? How ar they going to be used?

 

I had a vague intuition that those bones are there to pull the naso-labial furrow dring a smile or a whide mouth but then the "cheek" position would not be positioned correctly. So that is probably not what I think it is.

 

BTW, I found the name "nostril" confusing. I was expecting this end to match with the nose nostril in some way.

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Translate cheek/jowl/nostril target on the Y and Z axis. (side view)

 

Note: Selecting a patch or cp and hiding the rest of the model will help in positioning these bones. Centering the base of the bones on the patch or cp from the front and side view will give you fairly accurate results.

 

Translate cheek/jowl/nostril target on the X axis. (front view)

 

Me again. A few more questions:

 

I just positioned the cheek, jowl and nostril slider to mach the positions you show in the screen grabs. But I don't know why I positioned them there. If I were to position those bones on another modes, what am I looking for here? Again, which facial landmarks should I aim at? And what are the purposes of those bones? How ar they going to be used?

 

I had a vague intuition that those bones are there to pull the naso-labial furrow dring a smile or a whide mouth but then the "cheek" position would not be positioned correctly. So that is probably not what I think it is.

 

BTW, I found the name "nostril" confusing. I was expecting this end to match with the nose nostril in some way.

 

 

The cheek bones start at around where the cheek bone would be, just below the eye toward the outside of the face. They aim at the nostril target nulls...which are children of the mouth corner bones. So, when the mouth widens, the cheeks will move outward and upward. They also translate upward when the nose is raised. The ear bones are positioned in the same place as the cheek bones and do the same thing with a smaller percentage applied.

 

The jowl bones start at around the point where the neck ends and the jaw area starts. They also aim at the nostril target nulls, so they move outward as the cheek bones do (but flair in a downward direction). They are children of the jaw, so they translate downward with the jaw.

 

The ends of the jowl and cheek bones meet at the nostril target nulls, which should be at around the level of the corner of the mouth at the farthest forward point of the face before it starts to curve toward the back. I hope that makes sense...I show the placements in the first installation tutorial, that might help.

 

The nostril bones aim at the nostril target nulls with a compensate and help to get the crease you get at the sides of the mouth while flaring the nostrils. The flaring of the nostrils is what I was thinking about when naming them...we can call them whatever we want though if you think that is too confusing.

 

The "nose_center_right/left_geom" bones are for widening/flaring the center of the nose slightly...they orient like the nostril bones at a reduced percentage.

 

I should have an updated example posted soon, but the Tinman and TinGirl have the previous incarnation of this setup.

 

Hope that helps, Yves.

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I scalled the head in step 5 a little larger so that the eyes would fit. I learned this from the last time I did an install. The eyes still didn't fit, so I made the head bone larger again. This seemed to work well.

 

My question has to do with the mouth_right_corner_target and the lip_right_corner_geom. In your example, the geom bone and the targer are in the same place. In my exampe, they are about a centimeter and a half apart. Is this a problem? I am not sure why the targets are visible at this point. They cannot be manipulated independently with the pose sliders.

 

Thanks,

Phil

 

post-189-1178483490.jpg

 

Edit: Should I be lining up the target or the bone? I suspect the bone, but want to make sure?

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Ok I found the problem. In David's last updating to the posable rig he used a text editor to change the names of certain bones. This renamed a relationship that turned part of the squetch rig off, which got broken by the renaming.

 

In your models user properties (not pose slider window), go to Animation Controls>Face_underlying_controls>head_on/off_constraints>mouth_constraints and set the "upper_lip_to_Maxilla" to off. This should fix the problem.

 

Thanks for letting me know.

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Ok I found the problem. In David's last updating to the posable rig he used a text editor to change the names of certain bones. This renamed a relationship that turned part of the squetch rig off, which got broken by the renaming.

 

In your models user properties (not pose slider window), go to Animation Controls>Face_underlying_controls>head_on/off_constraints>mouth_constraints and set the "upper_lip_to_Maxilla" to off. This should fix the problem.

 

Thanks for letting me know.

 

Sorry about that, Mark.

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To: Mark,

 

That fixed it perfectly. Thank you so much for taking the time to track it down.

 

 

 

To: Mark and David,

 

I would like to thank you both for donating so much of your time to providing such a great tool, making it easy to use, and then teaching us how to use it.

 

Thanks,

Phil

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Whoops!

 

Another boo boo I think... the pose 'scale_eyes_XYZ_axis (side)' only goes up to 200% which only scales the eye bones about half way to where their needed.

 

I'd rather see a manual fix then a new release. I'm going to attempt to fix the pose on this end... I'll reference an older rig... well, if I have one. And before a new release, you might want to wait until I finish to see if there is anything else.

 

Thanks!

Rusty

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Okay, my fix might not be completely correct (it might not be correct at all!) but what I did was:

 

1. edit the 'scale_eyes_XYZ_axis (side)' pose

2. Increased the pose maximum to 500% then set the pose at 500%

3. Selected the Eye_right_INSTALL bone, put it in scale mode (so children would scale too) and then increased the XYZ scales to 500%

4. repeat step 3 with left bones

 

I'm fairly sure this is what needed to be done. I'll look for a response to confirm this.

 

Cheers,

Rusty

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That should fix it, but what model are you referring to? The scale should work on JD if the poses were set to what I had.

 

The next version I'll up the scale. This will be posted elsewhere.

 

 

Any bone can be manually translated, rotated and scaled in the action window. Meaning, when translating the eye install, you can scale the bone if desired. (you need to make sure you are using the correct bone, though)

 

Also, as I mentioned before, JD has very large eyes for the size of the head, if this is a problem in other models, I will change it as soon as possible.

 

 

And since noone has DL'ed the latest version I posted, including you Rusty, this won't be fixed for awhile, if at all. Why should I fix something if noone is going to use it.

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That should fix it, but what model are you referring to? The scale should work on JD if the poses were set to what I had.

 

JD... in your image you scaled above 300... it would only go to 200. ??

 

And since noone has DL'ed the latest version I posted, including you Rusty, this won't be fixed for awhile, if at all. Why should I fix something if noone is going to use it.

 

To my knowledge I've DL'ed every thing you've posted. ?? If there is something more recent... where is it?

 

Edit: DAMN! You're right. When was that posted! Don't know how I missed it. Probably the same way everyone else did.

 

Edit2: The version I just DL'd has the same date as the one I had DL'd previously. Perhaps the counter was reset or isn't working... or you forgot to bump the date (05 07 2007)... hm... files are the same size too. ????

 

Rusty

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Something must have changed that I missed in the updating process for the eye scale. The scale was changed at one point (increased), but with the frequent updates, it never made it to the most recent changes.

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Something must have changed that I missed in the updating process for the eye scale. The scale was changed at one point (increased), but with the frequent updates, it never made it to the most recent changes.

 

Pls see updates (Edit and Edit2) of my last post. I think the DL counter has gone wacko or was reset.

 

r

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Update 3 has been posted to fix eye scale. This is posted in my first post of "GETTING STARTED" thread. Last one.

 

Thanks Mark. Obviously the download counter on update 2 was reset or something. I did have the last update (update 2) and I'm sure everyone did too. There's close to a dozen people into this and no one is going to miss an update!

 

Cheers,

Rusty

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Update 2 was reset by me, with an update that fixed the problem you pointed out, with the rig being in the JD model already. There were only 3 DLs of that update before I fixed the problem. I also replied to your post, that pointed this problem out to me, and I stated to reDL it.

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  • 2 months later...
  • 1 month later...
Can't seem to unhide the unhide_eye_install_bone :(

 

Save your Action, unzip the installation files again, open the new installation file, import your unrigged character and import the installation Action you saved...is the problem still there? My guess is that in one of the false starts you had before this, something in the default settings might have gotten changed on the installation model. If that's not it, I'll take another stab at it.

 

Also, the knee rigging should probably be a little higher and farther forward...at least from the looks of that image.

 

Hope that helps.

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