Squetch - Rig
103 topics in this forum
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Here's a pretty big update to the Squetch Rig. Thanks to Mark Skodacek and David Seymour for their help in getting the additions in this release. --------------------------------------------------------------------------------------------------------------------------------------------- Limb bowing has been added...the bicep/forearm/thigh/calf bones have the ability to bow using percentage poses in the "Animation_Controls/Arm_Controls" and "Animation_Controls/Leg_Controls" Pose folders. The limb bowing also added subdivisions of the biceps/forearms/thighs/calves...each is divided into four now. Which adds the ability to squetch each subdivision. The bicep …
Last reply by itsjustme, -
- 17 replies
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In this post I will be adding videos showing how to animate with and install the Squetch Rig as I get them done. If anyone finds a problem with the tutorials, let me know. Inside each ZIP file, is an H.264 encoded 1280x720 MP4 video and a subtitle file (.SRT). Some of the video players able to use the subtitle files include (there are others, but I am familiar with these): Windows: KMPlayer GOM Media Player VLC UMPlayer Mac VLC UMPlayer Squetch_Rig_Animating_Neck_and_Head.zip Squetch_Rig_Animating_Torso.zip Squetch_Rig_Animating_Legs.zip Squetch_Rig_Animating_Hands.zip Squetch_Rig_Animating_Arms.zip
Last reply by cribbidaj, -
- 14 replies
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I'm scanning this forum and I can't figure out where to start and not be reading something that is out of date and superceded by something else.
Last reply by robcat2075, -
- 5 replies
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So I'm finally settling in and taking a very close look at the Squetch rig. I have a question and I'm not sure if it has been addressed before. There is a switch to set the legs to use Toe IK. I tried it out some and I think it is kind of neat... but I'm not entirely sure why I have that feeling. In what situations might an animator opt to switch a leg or legs to Toe IK control with the Squetch rig? I'm not much of an animator yet but I've found that I liked switching to it to quickly point the the leg from the toe when the actual position of the tip of the toe is important (conveniently bypassing the foot control altogether). After positioning the …
Last reply by itsjustme, -
- 19 replies
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david, i´m loosing my mind over this, maybe you can explain what happens... i´ve added some forearm and bicep bowing to my animation, and then the elbows start popping randomly. i´ve seen this before, it sometimes happens if at some point arm squetching is involved. and it is in this animation, but the popping occured not before adding the bow... now the funny thing is, when i remove the bowing, it still is there... test.mov
Last reply by thefreshestever, -
- 3 replies
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Hello: I have created a model of my own and was trying to install the Squetch rig onto it. I'm using AM 16b 64bit. My PC is a Dell XPS w Windows 7 Pro. I have an NVIDIA GeForce 555M video card. I downloaded the latest Rig (13s_Posable_Five_Finger_Squetch_Rig_10_06_2011 ). I followed mtpeak's instructions from "Getting Started" all the way to the "Final Step". Along the way I noticed a few discrepancies. 1) The orange Hand bones poses were missing from my rig. I could not adjust the position of the finger install bones. The carpals and the finger bones themselves were ok. 2) The cheeks/jowls install bones pose was missing. Anyway I went ahead with…
Last reply by itsjustme, -
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Hi David ... please watch it ... ik_question.mov
Last reply by Xtaz, -
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- 2 replies
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David Started on Cupid install. The face rig is not moving as I scale the base bone. V16rc1 Steve
Last reply by itsjustme, -
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- 21 replies
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This shot is from a Brown Bag who make shorts. I was interested to see a face rig in their characters that looks not quite like the one we used for TWO: Rig
Last reply by 3DArtZ, -
- 10 replies
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a few days ago i rigged a character with the squetch rig, first time since 2 years or so... a whole lot has changed, it´s so easy to install now, great job guys! i love it! but i must have something messed up, the "body squetch" slider doesn´t work. when i try to grab it, it just won´t move. also it´s kinda odd that when i move my character in a chor by moving single bones (not the model bone) and then drag the "whole body squetch" slider the character moves to the right or left when squetching because the pivot doesn´t follow the model. is that usual behavior? if so, how can i let my character walk and squetch it in a chor without shifting it to the sides or front …
Last reply by thefreshestever, -
- 13 replies
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I've been playing with making this rig to work without success. I've assignded all the CPs to the bones, both in my model and JD's but when starting an action the mode has no bones. I went back to the 2001 rig which functions as I learned with all the previons of AM. I also got the latest ver of AM thinking the problem maybe associated with AM's verion. What am I over looking?
Last reply by itsjustme, -
- 12 replies
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Presenting Part V in the Squetch Rig Installation tutorial series by David Simmons. If you have not yet reviewed Parts I through IV please download and view those first. Squetch Rig Installation (Part I) Squetch Rig Installation (Part II) Squetch Rig Installation (Part III) Squetch Rig Installation (Part IV) Now on to Part V! Here David first refines the face, optimizing the bone setup, hiding the FACE Rig inside the head and testing the poses. He then goes on to demonstrate similar refinement of the feet, hands and fingers. Tip of the Day: Note how David modifies poses so that bones appear and disappear as you need them. When y…
Last reply by rbjohnsn, -
- 2 followers
- 15 replies
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Thanks to some help from Sebastian Pfeifer, I think the interface for the Squetch Rig tutorials is set. Some of the buttons have gray placeholder images for now and the video links go to the same dummy video so that it can be tested. I have tested this in Firefox 3.07 and Internet Explorer 8.06, so it will definitely work in those. Because of the non-standard way that different versions of Internet Explorer handle CSS, my guess is that it won't look right in any version prior to 8. I have to have a cut-off point somewhere, so, for IE, it's version 8...it will save me a lot of headaches. I've put the latest version of the interface in my online storage so that it …
Last reply by lomvuho, -
- 9 replies
- 3.5k views
My good , coming from the other rigs that Squetchrig really looks intimidating. To begin with, just played around a little with Squetchy Sam. But where do I activate the Osipian face controls? After some fiddeling around in the dark, I got them to show up somehow, but they remained dead? Any advice?
Last reply by steve392, -
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Hi David. Now that the eyelids have three bones controlling different parts of them, is there more control over them? How do we access that? Thanks.
Last reply by Xtaz, -
- 1 follower
- 12 replies
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I would like to start using the new Squetchy Rig I've been hearing about. 1. Where do I down load it? 2. What version should I download 3. I'm using a Mac, does that matter? Thanks
Last reply by bighop, -
Face setup 2008 1 2 3
by KenH- 113 replies
- 8.1k views
Hi David, I'm trying to get my head around the face setup. I've assigned all the cps to bones and roughly weighted them. I can see my characters' face move in the setup action you include in the rig folder. Now, I'm following the pdf to get the face nulls to drive the bones of the face. I've hit a wall at the first paragraph. I managed to find the poses mentioned here.....they're in a slightly different path location. What I don't get is what to do with the poses. Do I edit them? If I do, what bones am I supposed to move in each one? Thanks.
Last reply by mtpeak2, -
- 4 replies
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Hi, Before using the latest posable Squetch rig I wanted to see how the latest rig performed so I threw together some stuff to put Sam through the paces. Sam performed admirably. http://www.virtualmediastudios.com/SquetchStressTest001.wmv Cheers, Rusty
Last reply by rusty, -
- 39 replies
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Thx David for PM ... I hadn't seen this last update.. I´ll post in this topic all my updates ( Which is better? Pictures or video? ) while I SQUETCH the Sullivan. Then the SQUETCH's masters can guide me in this task.
Last reply by itsjustme, -
- 7 replies
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Hi, Are the 8 steps Mark posted here still valid (the most up to date instructions) for installing the posable Squetch Rig? Thanks! Rusty
Last reply by rusty, -
- 4 replies
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Hi, No matter what the rig – this time it’s the Squetch rig -- I’ve always had a problem with how I model the thumb. TS2 allowed you to rotate the thumb determining the way it would close in on the hand/fist so you could pretty much make it work correctly. Squetch doesn’t so… any suggestions? Should it be modeled even with the hand, angled down slightly or angled down a lot… and at what angle should you rotate the thumb. Looking at examples… existing models… some from TWO… their all different. The way the rig works must have something to do with how you model the thumb. So… any suggestions? Cheers, Rusty
Last reply by rusty, -
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I'm working thru the directions that come withthe squetch rig... First question, when you say "reset the compensates", you really mean rightclick>"set to default", right? 0, 0, 0 ? Presuming that... when I complete the step at the end of "1": Is it normal for the head to be facing backwards at 100% and forward at 0%?
Last reply by itsjustme, -
Open project and go to action. Make sure your project work space (PWS) is opened wide enough to see the installation poses. Scale "base_bone_install" to top of the head.
Last reply by mtpeak2, -
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i made a smartskin for the head_manual_control bone for smooth neck movement, but somehow it doesn´t seem to have any affect when i animate... screenshots attached... did i do the smartskin for the wrong bone? should i rather do it for one of the head geometry bones? then the question would be front or back? thanks ahead for the help...
Last reply by thefreshestever, -
- 26 replies
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Now that the new & improved squetch rig is nearing completion, I've been thinking (more like day dreaming really) of ways to make installing the rig as easy as possible, especially when it coms to CP assignments and weighting. My thought is to have some sort of standard when modeling the character. For example; to model a simple cartoon character like Sam, there need to be parameters of splineage that will facilitate the installation of the squetch rig. A forearm (for example) would have no more than 6 circular splines that correspond with the squetchrig's forearm bones, then, with a single Action (click & drop), the forearm CPs (and the rest of the model) ge…
Last reply by mtpeak2, -
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I am not going to continue rigging my character with the older versions of the Squetch Rig due to the tremendous improvements achieved in the latest version. So, for testing purposes, I'm using Sam in this month's 11 Second Club to put the rig in a real animation project. First blocking stage Unbelievable.mov
Last reply by nimblepix, -
FINAL STEP 1 2
by mtpeak2- 59 replies
- 6.3k views
Before exporting your model, Go to the "Animation Controls" pose folder>"FACE interface" pose folder, in the models user properties. Right click on the "FACE off/Joint Controls/Split Controls" pose and set it to "not set" and hit the spacebar to refresh the screen in the action window. This is very important.
Last reply by mtpeak2, -
- 3 replies
- 994 views
i´m messin around a bit with my finally ready rigged character and test some extreme squetch-actions (that´s sooo much fun!), but just can´t figure out how to move the interface along with the face, screenshot and testrendering attached... please help!!! squetchtest.mov
Last reply by thefreshestever, -
- 5 replies
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i hope someone can tell me how to fix that without having to start with the installation (that would mean i have to reset all the compensates a second time ) my chest controller is very small and positioned at the neck, and the arms dont move with the chestdirection as squetchy sam does.. i don´t remember making any mistakes during the installation process, i always checked twice before i moved any bone...hmm, guess i must have made one anyhow at some point, otherwise the chestcontroller wouldn´t be placed at the neck... i posted some screenshots to make things clearer... thanks ahead...
Last reply by itsjustme, -
- 4 replies
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i just finishes mtpeaks step-by-step thread for the squetch rig posable installation wich is made unbelievable easy to understand, thanks for that... now my problem is after i finished the last step and auto-assigned my cps, everything looked fine in the modeling / bonesmode window... then i created a new action to test it, and the bones were placed different, the whole skeleton got bigger and deformed my character... i downloaded his latest version, called "Rig_Along_With_Me_Final_Update.zip" and replaced my install_rig.hxt file before i started. screenshots attached, anyone an idea what´s going on?
Last reply by thefreshestever, -
- 7 replies
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hello @ all... i´m trying to rig a character with the latest version of the squetch rig with the help of the video-tutorial... almost everything worked as in the video until i installed the rig, the bones that were displayed then were totally different ones than in the video, and i just couldn´t figure out which to hide and unhide before auto-assigning them... on the legs for example i saw many little bones instead of the thigh and the calf bone as shown in the video... i know there´s no updated tutorial yet, but is there any chance to get the squetchrig-version (04_25_2006) used in the tutorial? i think it would be much easier for me if i could follow the tut step…
Last reply by itsjustme, -
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i have gone through the process and I am at the final step. When do I reset all the compensates? After exporting the model and before deletion of the install poses? Steve
Last reply by itsjustme, -
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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.
Last reply by Shelton, -
- 1 follower
- 1 reply
- 979 views
Hi, I would like to set some smartskins on a model using the Squetch rig. Usually I set smartskins on the basic skeleton previous to run the squetche rig install. But if I got something already rigged ? , which bones should I use to set a smartskin ? ... let say for the leg , calf foot etc. thanks in advance for any help or explinations Al
Last reply by alweb, -
- 16 replies
- 2k views
Is there a install video for the SQUETCH foot gizmo?
Last reply by DJBREIT, -
- 4 replies
- 1.2k views
Well with a lot of David's help I've got my model all rigged and cp weighted using the squetch rig(the 9_8_07 version). I used the bones for the face as well. Now I'm trying to setup the FACE interface after viewing Marks tutorials it looks easy(using muscle mode that is). I'm not having much luck with the bones version. Are there specific "control" bones? I'm really having trouble trying to "copy keyframe" and "paste mirrored" I can get it to work if I select the bones but when I paste mirrored in the opposite pose it changes the slider value to 0%... any advice?
Last reply by Tunames, -
- 9 replies
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When deleting bones from a rig, it takes an awful long time because of the number of bones. When I click on a parent bone and hit delete, the child bones under it are not deleted, they just move up to where the parents used to be. Is there a control key that selects the parent bone and all the children underneath for deleting?
Last reply by itsjustme, -
- 2 replies
- 912 views
The video Tutorial I watched did not tell me what to do with "auto_controllers_INSTALL" bone. should I hide it or do I have to position it first? Also is there more video Tutorials then the first five I found? Squetch_Installation
Last reply by DJBREIT, -
- 5 replies
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I've been all day working on finishing up the rig on my charactor, cp weighting mostly using an action window to check my progress. At one point I noticed the FACE interface geometry was showing. It doesn't turn off (scale down). What did I do wrong?.....David can you help?
Last reply by Tunames, -
- 37 replies
- 2.6k views
Ok. I have the rig installed in J.D., but now i need to know what to assign to what. WHy are there only fan bones for the wrists, elbows and knees, etc? Why not for the fingers and such. What do assign the bicep and shoulder fans too? What's CP Wieghting and what should I weight? WHat bones do I not assign geometry too? WOuldn't using CP Weighting auto assign all the bones some geometry? Thanks.
Last reply by Zaryin, -
- 3 replies
- 1.1k views
I finally tried the Squetch Rig on a new model. It was pretty straight-forward and I was able to export ok. I had trouble running the plugin, but followed others advice and saved my export under a new name and ran the plugin in a new project. My model looks a little flakey, especially in the face. I tried to follow the 'resetting the compensates', but I can't find most of the items that need to be reset! I open the folders mentioned like in the rig components and in the use'rs properties there is nothing like what is mentioned. Do I need to unhide the bones? I especially want to "unfold" the mess that the face is. Running the set up isn't hard, but you may as well set i…
Last reply by grandma, -
- 1 follower
- 4 replies
- 1.1k views
I've been reading about everyone working with a Squench rig? I'm just getting used to the 2001. Is this a whole new learning process?
Last reply by bighop, -
Scale all squetch nulls to the desired size.
Last reply by Zaryin, -
- 2 replies
- 1k views
Turn on the "Animation_Controls/Leg_Controls/right_leg_FK_IK" and "Animation_Controls/Leg_Controls/left_leg_FK_IK" poses." In the "Animation_Controls/Leg_Controls/Auto_hips (IK_LEGS_ONLY)" pose, set all constraints to 0% enforcement, then reset compensates. I'm not sure I understand this step. Turn on the FK_IK poses in the PWS or properties window? reset compensates on....which? Sorry for the dumb question but I just don't get it...
Last reply by Tunames, -
- 1 follower
- 8 replies
- 1.2k views
Hi, Can anyone offer any suggestions or an approach to weighting the CPs for the bicep/shoulder rotation (the arm lowing to the side and raising up)? This is the 'sleeve' which should be easier then the arm itself. I've got the shoulder. But I keep getting lost on the bicep (sleeve) and I'm in my 3rd day! Think about what you do: = Do you start with one horizontal (or one vertical) spline and work with that... = Do you start with one pair of bones and then work in others... = Do you start with aligning the CPs on the X axes then shoot for the Y... = Something else entirely?? Thanks! Rusty
Last reply by rusty, -
- 31 replies
- 2.1k views
For anyone that uses the squetch rig, would this be of interest? I've been experimenting with adding a dynamic setup to the squetch rig. This setup is for the chest and stomach areas using the chest_IO_geom and the stomach_IO_geom bones. There will be an on/off pose to turn the dynamics on/off, a percentage slider for drag, and percentage slider for enforcement. These bones are mainly used for weighting, so depending on how you weight your model, you will get different results. Here's an example. dynamic_test.mov
Last reply by rusty, -
- 7 replies
- 1.3k views
Hi there, currently i am trying to get the squetch rigg implemented into my Livingstone Charakter. While doing that, i rely heavily on the cool tutorial videos. But, i came to a point, where my rigg (08_10_2007 rigg) behaves differently as it does in the video. I am currently positioning the right_tigh_INSTALL bone, and in the video, the right_calf_INSTALL bone seems to be connected and scale along with the thigh bone. While i am doing that in real life, it is not scaling along with the tigh. Am i missing here something? Thanks for hgelping me on this Heiner Sorry, i forgot to mention i am using V 13.0 t
Last reply by itsjustme, -
- 6 replies
- 1.2k views
I lowered the percentages of the right/left_bicep_flexing... in the model and then in the action... first a little then to 5 percent, then to zero... I didn't see any difference in the bicep's flexing. I'm I doing something wrong? Thanks for your help! Rusty
Last reply by rusty, -
- 2 replies
- 892 views
David or Mark, I've adjusted the thumb (both bones as instructed and the splines) and it seems to have come out great. However I do have one issue. When turn the roll handle of the right_finger_thumb_control to roll the thumb, at each extreem end the tip of the thumb rotates. Since 'Sam' doesn't do this I must conclude that something went south with my fooling around. Any ideas? Thanks (yet again!), Rusty
Last reply by rusty, -
- 8 replies
- 1.3k views
David or Mark... The thumb on my model does not point in the correct direction. The fix for the thumb problem shown below, for the Squetch rig anyway, seems to be a modeling one (and then the related geom bone adjustment). This is because there seems to be no way to rotate the thumb as indicated in the image. However it would save me time if I could find a 'quick and dirty' fix. I was thinking of a new pose that would rotate the thumb and I envisioned rotating the thumb geometry bones however, they won't rotate. Can you think of a way that I can do a 'quick and dirty' fix for this? Is there a bone I can use in a pose to rotate the thumb? On this …
Last reply by itsjustme,