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A quick "Once Over" please...


Kelley

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I am, at long last, trying to install a 'real' rig. I have, in the past, limped along with a home-grown collection of Bones that allowed me to pose characters and even make some actions. These home-grown varieties are what I had always imagined Bones to be before I ever got a program that actually had the capability. They look much like a human skeleton without, of course, things like Balance Base Rigid, Foot Targets, Balance Point Rigid, etc.

 

Would someone be kind enough to look over the 2001 installation I've done on this model?

 

First, the Foot Targets drift away from the mesh when grabbed by the cursor. I'm told, [via a thread in WIP] that the Leg/Foot IK is not set. I suspect it's in the Pose Window, but d'mned if I can find it. I need a solution to that, and I'm sure there are other things that I'm unaware of.

 

Another comment made in the above-mentioned thread was "Your foremost problem is that you've chosen the 2001 Rig."

 

Is it generally accepted that the 2001 has problems, or should be avoided? Thanks.

BUGG_BONED.jpg

BUCKY_BUGG.prj

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It's been a long time since I've looked at the 2001. It's not that the rig has problems really. It's a great place to start. It's an easy rig to learn. I personally did not like all the balance and steady options in the 2001 rig - so I turned them all off. For my own characters I made a modified 2001 (long time ago) and didn't implement balance, steady stuff as I found it it interfered with animating.

 

When I look at your project, I notice that your bone skeleton for buggy appears correct - from a quick glance - but your relationships appear to be referencing the wrong bones.

 

For example where you might have a bone labeled leftarmbone in the skeleton, the relationship is referencing leftarmbone2. I'm not sure how that happened - but you may have to go thru all the relationship folders and change the names to be correct or way more likely redo the constraints with in the relationships.

 

It might be easier to start over with a clean project with only the boned buggy boy. No relationships. Then drag (use to be able to do that - haven't tried it lately) the relationships from an already setup thom? But don't listen to me - it's been a long time. That part of my brain has atrophied. But I'm wanting to reawaken it as I don't like not being able to install a rig like I use to quite easily.

 

For now, we're being spoiled by the Squetch rig. So far the squetch rig appears complicated to install (I haven't tried). It has many more options, way more flexiblity and has wonderful advanced features for animating. It also is in a state of change.

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  • Hash Fellow

I'm guessing all the bonename2 stuff happened when some bone heirarchy got dragged into or onto something else inadvertently.

 

I agree with Nancy that a startover would be in order.

 

There used to be a fine plugin for A:M called "the Setup Machine". After you put in the basic bones and weighted your CPs to them it would go thru and and add all the extra bones and do all the relationships and hide everything that you never wanted to see and give you back your character ready to animate. And it could do all sorts of multi-legged, multi-winged, multi-headed characters if you needed it to. Unfortunately it's discontinued.

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  • Hash Fellow
There used to be a fine plugin for A:M called "the Setup Machine"....

Good point. Thanks for reminding me. I bought The Setup Machine [Anzovin Studios] a few years back. Time to dig it out again.

 

You had the setup machine and weren't using it? Doh!

 

 

If it's the original TSM, that only worked with up to V10.5 I think. I know it wont' work with V13+.

 

However TSM2 will work with 13 and later.

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