TSM2 - Rig
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I got this e-mail today from Anzovin Studio This is wonderful news. Thank you Anzovins! Installation package with kee Code TSM2W_107.zip The manual is in your AM/hxt/TSM folder Tutorial video: Live Answer Time for September 5, 2020 is a beginning-to-end demonstration of the TSM2 rigging process AM version downdate: TSM2 still works in AM v15 which you can install and run with your current subscription license. The models you rig in v15 can still be loaded and used in any later version of A:M Get the v15 installer from thread v15.0j+ (For Use with The Setup Machine 2) Run the v15 installer. Accept its def…
Last reply by robcat2075, -
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Here is a zip file. It contains an import model to update existing TSM2 rigs, for seamless fk/ik switching for the arms. It also contains an updated leg script, to allow seamless fk/ik switching for the legs and an import model to update the TSM2 rig, for both the arms and legs. These import models update the constraint setup of existing relationships of the TSM2 rig, so you MUST run the rigger before importing these models. The scripts are not capable of creating these poses. For arms ONLY, import the update model into an already rigged biped character and save. For the legs, the script is for newly rigged models, then import the update model after running the …
Last reply by robcat2075, -
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----------------------------------------------------------- Edited 24th October 2008 This is the pdf document of this thread, with all the superfluous info removed. Rigging_Gala_with_the_TSM_Rig.pdf The models (Before and After): GalaWorkshopModels.zip The rest of this thread is useful to see comments and movies at various stages, if you require extra information. Please feel free to add questions etc to this thread, and if you end up with a better Gala model, I will substitute yours for the "After" . ----------------------------------------------------------- In this thread I am going to rig Gala with the TSM rig. (Gala is available …
Last reply by jakerupert, -
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We'll be adding to this as time goes on, but here are answers to the most common problems. Q: "Where's that dang manual, anyway?" A: http://www.anzovin.com/TSM2manual/ Q: "How come the models gets all distorted when I move the rig?" A; Yoou probably are trying to animate the model using the geometry bones, not the final control bones. Be sure to run TSM2 Rigger before animating. Q: "What are all these extra bones for?" A: The TSM2 rig has extra bones to provide advanced functions like stretchiness. These "extra" bones are hidden after you run TSM2 Rigger. Q: "Why is this rig so hard to use?" A: It isn't. Make sure you have run TSM2 …
Last reply by Will_S, -
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This is largely a note to myself. While researching another bug, I noticed in TSM2... 1 - a constraint that has "none" as a target. That should not be. 2 - the line of the TSM2 script that creates that constraint indicates the target should be "...toe IK tagger" 3 - However, the line of the script that creates that bone names it "...toes IK tagger" (plural) Perusing the script, it seems that all other references are to "toes" plural, so #2 is probably the error. I am surprised that the script has been working all these years. In my experience, when a TSM2 script encounters a bone name that doesn't exist it either crashes or stops execu…
Last reply by robcat2075, -
- 2 replies
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I noticed that when I ran "Rigger" that it resulted in the "Torso" controller not moving with the body controller. Anyone else had this problem??
Last reply by detbear, -
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At last week's LAT I showed how to repurpose the TSM Biped leg for use as a rear Quadruped leg. https://youtu.be/KC7gqOOuSTg However, after animating with that arrangement a bit I recommend you use the real Quad leg. It is less finicky to pose in animal leg situations. Most of the process remains the same... you scale rotate and scale the bones into position the same way you attach and weight CPs the same way you test out your attachments and weighting in an Action the same way However, at the outset you choose the Quadruped skeleton in TSM Builder. The downside of the true Quad leg is that is has no FK option but that is rarely…
Last reply by robcat2075, -
- 18 replies
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Hi! Rather than continuing archeological dig through the archives, lol, I'll just ask: what ever happened to the Anzovin Setup Machine II? I thought I'd heard that it was being included with AM. If not, would my plug-in still work? Thanks for any info. r
Last reply by rusty, -
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- 34 replies
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Hello Folks I was able to talk Raf into giving us his pro TSM2 Training videos. Also Cristin Mckees Animation Training, and the entire Anzovin Training I payed for all of it. My thanks again to Raf and Cristin for donating his discontinued products to us. Here's the deal. You have 3 choices. 1. do nothing and get nothing. 2. Create a 5 minute video tutorial or longer with audio on something, anything related to AM, even if its been done b4 because you may have more insight or a new take on the subject. Then donate it to the community. Email me the link jason@jasonhampton.us and I will send you the data DVD's of all my training for hash that…
Last reply by Heiner, -
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Hey all..... I've already run TSM builder and flipper on a character and now I'm adding fan bones before running TSM rigger. My question is......Will adding a bunch of fan bones mess the TSM Rigger up? Is there a naming convention to avoid/ look out for as far as naming the fan bones go? Thanks so much... William
Last reply by detbear, -
I have the model pictured. Using the TSM2 as you can see most of the splinal sections will be in the back if I leave them in the deault T-Pose. My question is should I have the bones conform to her shape and arch or leave them in the staright position and position the mesh so that the bones are more centered? I know they need to be brought down and such I am just asking for the general position inside the mesh.
Last reply by John Bigboote, -
- 9 replies
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Does anyone have a tutorial on installing TSM2 in a model? It can be any generic model, doesn't really matter I'd just like to see an example before I try rigging with it.
Last reply by John Bigboote, -
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Why exactly are there two upper arm bones and two lower arm bones in the TSM2 rig? I'm not really sure why there would be a need for two. Wouldn't it make more sense to have one of each, or is there something I'm missing here? Also, the leg is the same way.
Last reply by mtpeak2, -
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Hello, I'm installing TSM2 and am having some problems. I was able to scale the bones properly so they are closer to the size they should be, but when I try to translate the bones, I am not free to move them in any direction. The only want to move left or right (if I'm in the front view) or diagonally if I am in one of the side views. I don't know what's going on here, I select the body bone and then hit "n" to translate, try to move and then get this limited movement. Any idea what I'm doing wrong? I am in bones mode and don't have magnet or mirror mode toggled on.
Last reply by Roger, -
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I decided I might be better off going with TSM2 since I have a character with a tail. I downloaded TSM2 from the forums and installed it, but when I right-click and choose "plug-ins" I don't see it available. What am I doing wrong?
Last reply by robcat2075, -
- 22 replies
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I rigged Biff with The Setup Machine and it went fine (although I had to do it in v15) but the index finger control bone somehow got left out. I checked to see if maybe it was just hidden while the geometry bones were left unhidden, but it's simply absent. But this should be an easy fix, right? Add a control bone in the correct place, add constraints in the TSM Relationships that match the ones on the second finger and good to go? I'm going to do a Save As and experiment on a copy of the model but any suggestions would be welcome in case I'm not seeing something crucial here.
Last reply by Gerry, -
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I have followed the directions but when I open the HXT folder all the files have .hxt extension. Which 3 do I put in HXT backup folder? I can't seem to get it to work. Any help would be appreciated. Also any other rigging options for AM? Thanks
Last reply by robcat2075, -
- 15 replies
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I found an error in TSM2 leg script. It causes the "1 right/left leg regular FK" pose to not work. It should be: I'm surprised that no one has found it before.
Last reply by mtpeak2, -
- 1 reply
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Mark Skodacek figured this out. Thanks, Mark! It's a small matter of adding a few constraints to already existing relationships in TSM2. In the PWS>your model>Relationships>User Properties Relationships>1 right arm Relationships>1 right arm FK/IK Relationships... -edit "Relationship 1" (in some TSM2 models this may display as "Error Loading String: 50021") -add the following constraints to 1 right arm IK control -- Translate to... 1 right hand control. Change its enforcement curve to "Hold" interpolation, and set the curve values as to 100% at the start and 0% at the end. (the attached JPG shows this particular curve) -- Orient like…
Last reply by mtpeak2, -
TSM Rigger
by Gerry- 11 replies
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I installed the bones in a model using The Setup Machine awhile ago, added some cogs and CP weighting and ran Flipper, then put the model aside to work on some other things. Now when I go back to the model and go to run Rigger, I get an error that says "No systems found". This is a new one. I'm doing this on the PC. Any suggestions? I can post the model if that's any help.
Last reply by John Bigboote, -
- 17 replies
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I tried to utilize TSM on my Mac. I know the historical .hxt limitations for Mac (no more than 6 files in the .hxt folder) so I prepared to do that, then saw that in v 16 there are a couple dozen .hxt files in the folder. Is that limitation gone? I then copied the three TSM files into the .hxt folder, but got an error message that those files wouldn't load. So I moved them back where they came from and moved on. So, does that limitation still exist? With a whole bunch of .hxt files, it seems not, but the app obviously doesn't like the TSM files. Anyone know if there's a way to get TSM to work on a Mac?
Last reply by John Bigboote, -
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I've been working on a short piece for a while now and I'm using the TSM2 for all my models. I've been looking over alot of tutorials and have learned a lot about keyframing. I still can't seem to figure out how to make the hands of the character remain in place while the torso is moving, because this of course affects the arms which in turn affect the hands. I have tried this with IK and FK and the hands continue to move. Anyone have any suggestions on keeping them rooted to one place?
Last reply by Ilidrake, -
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The QuickTime Movies are Zipped Please fallow these instructions Do Not !!!!!!! double click on the zip file. This site is not for streaming. Click on the link below. Right click on the Zip file Choose save link as or save as to your desktop. This action will get the zipped file to your computer then you can double click the zip file to unzip the 7 movies. Do Not !!!!!!! double click on the zip files. This site is not for streaming. You can click on the link below however PLEASE DOWNLOAD THE ZIP FILE BEFORE TRYING TO OPEN THEM: ftp://upload:dropoff@ftp.postgroup.com/Gale/TSM2/
Last reply by sculptorpro, -
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- 12 replies
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Been working on my newest model with the TSM2 rig and I'm having trouble getting smartskin to work with the hips. I've added fanbones to the area but would like to use smartskin to smooth out the trouble CPs. I've targeted the upper leg bone but when the smartskin window opnes and I attempt to manipulate the bone nothing happens, I can't move it. Sometimes AM crashes when I try this. Anyone got any pointers on smartskinning with this rig?
Last reply by John Bigboote, -
- 8 replies
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By the process of elimination I've found one line in my TSM2 script that is causing a crash. The second line here: in on/off pose unprefixed "eyebrow middle averaging" in folder "Setups - do not touch" compensated orient like constrain "eyebrowleftMiddleOrigin" to "eyebrowleftOuterGeom" My experience is that when a script crashes TSM2 it is because a bone name in quotes is misspelled. (A misspelled script command only causes TSM2 to give up without a crash.) But both those bone names are spelled correctly including capitalization. I can make this constraint manually so it's not an illegal circular constraint.
Last reply by John Bigboote, -
- 5 replies
- 1.4k views
I loaded TSM2 some weeks ago to my pc and studied how to use it. But now it's disappeared, though I never deleted the files (????), I don't know, how it happened . I tried to get it again from the Anzovin-website. But there are only links to TSM for Maya. Where can I get TSM2 now? guegra
Last reply by robcat2075, -
- 15 replies
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I finally upgraded to w7 64 and after installing TSM2 for AM the plug in doesn't show. Is there a compatibility issue with it? Is there another rig that works for at least bipeds if this doesn't run?
Last reply by robcat2075, -
- 8 replies
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I've been looking at this for two days and I don't understand what's up here. I've installed the TSM rig numerous times with no problems but for some reason the right elbow won't deform correctly this time. I've checked the CP assignments, weighting, even deleted the fan bones I'd put in the elbows, but the problem persists. I'm posting the model and a screen shot of both elbows bent at 60 degrees for comparison. SkarabElbowProblem.zip
Last reply by robcat2075, -
- 11 replies
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I've rigged a biped model. The weird thing is is that it was working fine the first time I tested it in a new action, then the next time I opened the project, all bones were hidden. This is when I ran TSM Rigger with the original build again and all the bones remained hidden. I then unhid all the leg control bones and tried to move them in a new action. The mesh would not move with them. I've tried several times to re-rig the model and the same thing happens every time. The only bones that are automatically hidden after running Rigger are supposed to be the Geometry bones. Why are all bones hidden now, even the control bones?
Last reply by superrepus, -
- 5 replies
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Going through Caroline's rigging tute and at some point in testing the rig and turning the TSM constraints off and on, under "Relationships>Bones" I've got about a dozen folder icons with various element names followed by this error message (e.g., "left Arm IK Error Loading String:5003") So far everything seems to be functioning but I'm not sure why these are being generated. Any ideas?
Last reply by Gerry, -
- 3 replies
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When I go to add fan bones to the TSM rig I find that they're floating in space. But for some reason the "Attached to Parent" option isn't present for these bones. I first select the bone I want to parent it, but that doesn't help.
Last reply by robcat2075, -
- 19 replies
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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…
Last reply by robcat2075, -
- 11 replies
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I am trying to download tsm2 and run it with my animation master, but i donot know what to do about it. cos all my effort has got me no result.
Last reply by superrepus, -
- 4 replies
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If I have a character with 5 tsm2 bones from the rigger, can I just assign all the cp's on the body to the first bone? I don't want the body to flex at all because it also has the mouth as part of it. The neck and head are actually above that but only have eyes on stems.
Last reply by robcat2075, -
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Now that Anzovin no longer maintains and updates The Setup Machine, is there any possibility of Hash Inc. getting permission to include it in Animation:Master and taking over the job of supporting the software as an up to date plugin? It seems like a perfect addition to the One Artist Studio. :-)
Last reply by itsjustme, -
- 11 replies
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Hi , i m studying and playing the tsm 2 basic rig and i have this "little" problem.Each time i m turning the leges From IK to LK i come from this ... to That ! Any any idea ? Thx
Last reply by robcat2075, -
- 16 replies
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If you switch from IK to FK arms or back you will see channels for "1 right hand attacher" or "1 left hand attacher" being created and getting keyframes in them. You may also notice that after you make a few IK/FK switches the arms no longer closely follow their FK control bones. The keying of the "attacher" bones is a side effect of A:Ms (since V13) auto-keying of bones involved in constraint in a pose and those keys are what is causing the wander. You can safely delete the channels for the "hand attacher" bones to fix the wander and you may delete them as often as necessary. There's probably a similar issue with the IK/FK legs but I haven't identi…
Last reply by robcat2075, -
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When I use the builder all works out spiffy, all my weighting done and ik/fk working fine. Soon as I restart AM and try to make a new action I get error 500## (## are sequential numbers that follow). I'm using 15d not sure if that is an issue.
Last reply by pixelplucker, -
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Here's case study of rigging a non-standard, non-biped, character with TSM2. TSM2 does bipeds, and quadrupeds, and for any other odd creature you may dream up it has an a la carte menu of body parts to choose from. The "Parts" tab in TSM2 Builder is used for this character I. Assessing the character, choosing body parts, TSM Builder, Moving leg bones into place FlyRigging0001H264.mov II. A few cautions about moving bones, positioning arm and head bones FlyRigging0002H264.mov III. TSM Flipper, Assigning CPs, TSM Rigger, Testing the rig FlyRigging0003H264.mov Here's a boneless version of the Fly so you may follow along if you wis…
Last reply by robcat2075, -
- 0 replies
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Here's some annotation and commentary on a custom TSM2 script My original, unannotated custom finger script is in this post: http://www.hash.com/forums/index.php?s=&am...st&p=273221 but here, I've added comments ;like this after the semicolons, this is not allowed in a real TSM2 script. open the "advfinger.mdl" from the Components folder of TSM2 in A:M and follow along as the script refers to the various bones. Be careful not to resave it. It needs to remain in V11 format. hide "advfinger" hide "advfinger2" hide "advfinger3" hide "advfinger4" those were the "metatarsal", first bone, second bone and third bone inthe …
Last reply by robcat2075, -
- 2 replies
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Is it still possible to download a set of the TSM2 training videos anywhere? The link in the original thread only yields a 0 kb download. Charles Bandla Rochester, NY
Last reply by robcat2075, -
- 16 replies
- 1.8k views
The basic TSM2 rig controls, just in case you are confused by TSM2's non-use of nulls in the rig. TSM2ControlsH264.mov there are other nuances, but these are the basics.
Last reply by Gerry, -
- 1 reply
- 1.9k views
It seems that TSM2 may create three bones incorrectly in "Rear Quad" legs that will cause them to twist weirdly when the TSM constraints are turned on. I'm not sure of the cause yet, but the fix is fairly easy. After you've run TSM Rigger*, open up the model's Bones folder in the PWS and select "body" at the very top. Hit the * key on the number pad once or twice to expand out the entire skeleton tree. scroll down to find this area for the back leg: I've noted the three problem bones with red arrows. If you select one in the PWS, and look at the model from the top you will see its roll handle is pointing off to the side: Y…
Last reply by TNT, -
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- 8 replies
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I am doing some rigging on my goat and was wondering if something is possible. Can I have a fan bone "orient like" another bone lets say 80% about "Z", 50% about "Y", and 20% about "X"? Or is there another way I'm not seeing to make a fan more flexible in one direction and more restricted in the others? Or is there a way to limit the rotation to "orient like" in one plane only and shut the others off? I think this could help me with the neck and shoulder joints. Thanks,
Last reply by TNT, -
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- 2 replies
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I am working on rigging my cartoon Goat (he is in the WIP). Are there any tuts on rigging a quadruped with TSM2? I have a great one for bypeds (GALA by Caroline) but can't find any on the quads. I'd like to see how the bones were placed and find any advise on where "tricks" might be required. I did a very basic rig and auto assigned the CP's just to get a feel of what I was going to get. After doing so I feel my bones are not quite where they were intended to be. In an action the tail seems wrong (moves his whole butt) and the neck can't drop at all between the front shoulders. The neck seems to flex well at the joint near the head only. The rest is k…
Last reply by TNT, -
- 2 replies
- 1.1k views
Hi! One of the bones I have had the most problems with, as far as proper placement goes, is the shoulder bone "1 right arm". Its placement determines where the shoulder bends from as well as the pivit of the shoulder when it is raised, lowered and moved forward and back. It determines if the arm will fall by the characters side correctly and how a shrug or a raised arm will look. I have worked very hard to get the placement of this bone correct. However -- in the final TSM2 rig, all this careful placement is seemingly tossed out of the window!!! As far as I can tell, you can move the shoulder anywhere you want and the shoulder pivit is non-existent!! Ha…
Last reply by rusty, -
- 6 replies
- 1.7k views
Hi! If the thumb is level with the hand, the bottom of the thumb points at about a 45 degree angle down and toward the hand. If you move the thumb down, it rotates and at the lowest level it points toward the tip of the little finger. I can imagine several ways to accomplish this in the TSM2 rig however, has anyone else devised a way? Also, does anyone know if any of the other rigs account for this? Thanks, Rusty
Last reply by robcat2075, -
- 1 follower
- 19 replies
- 2.5k views
please has someone every used the tsm for walk cycle, cos i find it hard to do this and is it possible to make a character squat with the tsm. need help cos i m having trouble with it.
Last reply by petokosun, -
- 14 replies
- 2.3k views
William Gaylord made a cool five-legged creature. This is one way one might rig such a character with TSM2. Not the only way... just one way. Errata and correction I noted below but I'll copy here just in case some one doesn't read the rest of the thead:
Last reply by heyvern, -
- 9 replies
- 1.5k views
I first posted this in WIP but then thought this forum was more appropriate now that a problem has developed. I have hit a wall trying to rig the caveman. I have followed Carolines tut and think I did everything correctly.???? I made sure the bone names had "right" in them with no capitals. I grouped the entire right side and made sure its center splines were on "X0". With the entire right half of the model selected I ran the "MirrorBone" wizard. This is what I get. I even went back and deleated the left half and redid the Copy/Flip/Attach to make sure everything was symmetrical. I tried to select the "arm" bone and run "mirrorBone" on it. If mirrors it…
Last reply by robcat2075,