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The Saucy Rig (Version 1.5)


Mechadelphia

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Well…

The Saucy Rig.

It’s been a much longer journey to complete this than I anticipated but I have finally finished this rig.

This is the finished version of the rig that I initially talked about in this post.

It is designed for ease of installation and ease of use.

 

(From my web site):

 

The Saucy Rig is named for the acronym that I used for the rig while I was putting it together:

S.o.S.S.C. Rig (Sort of Simmons, Skodacek, Cleary Rig)

This rig is inspired greatly by the rigs of David Simmons (Squetch Rig), Mark Skodacek (A:M 2008 Rig), and Steven Cleary (Steve’s Hand Gizmo).

 

• The layout and functionality of the rig’s control bones are almost identical to the A:M 2008 Rig.
• The underlying Soft IK system in the rig that prevents the IK limbs from “popping” when fully extended comes directly from the Squetch Rig.
• The foot controls are also derived from the Squetch Rig.
• Finally, the underlying framework that I used from the hand portion of the rig was based heavily on Steve’s Hand Gizmo.

 

 

There is a bit more to it than this so there are two separate posts on my web site about it.

 

Edit: July 20th 2017 to add link to version 1.5.

The first is an overview of the rig and what it does. It includes some brief videos about the rig. There you can download a sample rigged file an try it out in A:M to determine if the rig is something that you’ll find useful.

The second is the post where you can download the rig itself so that you can install it into your own character(s). That post has video instructions and some written ones too on how to install the rig.

If you have any questions about it then please let me know. I may not reply right away but I will do my best.

 

I hope that you find the rig useful.

Take care.

 

 

Rig installation direction can be found at www.mechadelphia.com

(If Saucy Rig version 1.5 directions are not posted yet then you can still follow the previous Saucy Rig instructions but note the the pelvis geometry bone is no longer inverted when compared to the rest of the spine. Also, after the export step, the "Rig Installation Settings" still need to be set as before and the "Rig Set-ups" switch also must be turned on as before but it is not nessesary to change any of the other defaults unless you would like to.)

 

Saucy Rig Change Log:

 

v1:
* December 21, 2014
* Initial release.
v1a:
* December 27, 2014
* Changed the heel and toe controls so that the can not be translated by dragging them in an Action or Choreography.
* Prevented the rotation manipulator for the toe controls from appearing by default in an Action or Choreography.
v1b:
* January 1, 2015
* Deleted some old, unused rig relationships (They had no effect on the rig either way)
* Changed a relationship setting to allow better extension of IK limbs (limbs had a slight bend to them even when IK target was beyond the limb's reach).
v1c:
* January 12, 2015
* Fixed a setup that was causing IK limbs to twist slightly upon full extension.
v1.5 (Forked from version 1c)
* July 19th, 2017
* Inverted the initial orientation of the bone "GEOM Center Pelvis" and attached the bone "GEOM Center Spine 1" to it. This altered the hierarchy of the geometry bone skeleton. If updating from Saucy Rig version 1c or earlier then a minor modification will be need to be done in order to use version 1.5.
This change was made in order to reduce the work needed to clean up mesh deformations when using Smartskin driven by "GEOM Center Spine 1". The change does not alter the functionality of the rig.
* Fixed a problem with the IK Legs (when locked to world space) that caused the orientation of the knees to change when rotating the pelvis control bone.
* Consolidated and reordered some of the rig's pose sliders and on/off switches.
* Renamed some of the rig's pose sliders and on/off switches.
* Converted the Arm Hinge on/ off switch to pose sliders so that a smooth transition between hinged and unhinged can be animated if desired.
* Added a "Notes" folder (within the "Supplemental" folder) with a recomendation in reference to switching between world and local IK targets for the hands and feet. The "Notes" folder also contains credits and "Thank yous" with were buried inside of the rig's relationship folders in versions 1 - 1c.
* Added two extra rigs that can be swapped in place of the original style rig which was inspired by the A:M 2008 Rig:
* "Classic Style" replaces the null body control with a bone as seen in the Anzovin Setup Machine rigs. It also inverts the direction of the pelvis control bone to match the Anzovin Setup Machine rigs.
* "Hybrid Style" keep the null as the body control but inverts the direction of the pelvis control bone in the same way the the "Classic Rig" does.
Additional Notes:
Quick directions to modify the existing pre 1.5 geometry bones to match the version 1.5 geometry bones:
* In the Project Workspace select the bone "GEOM Center Pelvis" then select its child bone "SETUP Center Pelvis Scale Conform Target" and delete it (it is no longer needed for version 1.5 of the rig).
* In the Project Workspace drag the bone "GEOM Center Spine 1" onto the "GEOM Center Pelvis" so that it becomes a child of the pelvis (make sure to keep the "GEOM Center Spine 1" as sibblings BUT above the "GEOM Right Upper Leg" and GEOM Left Upper Leg" hierarchies).
* In the modeling window, switch to bones mode and select "GEOM Center Pelvis" bone frome the left or right view. Switch the endpoints of the bone with one another and leave the roll handle pointed towards the rear of the skeleton.
* Select the "GEOM Center Spine 1" bone and select the "Attach Bone" function.
* Change the name of the "FOLDER Geom Bones (Drop-In Skeleton v1)" Null to "FOLDER Geom Bones (Drop-In Skeleton v1-5)" and save the file.
Edited by Mechadelphia
Added Saucy Rig Change Log to the end of this post.
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Just got done watching the tutorials. Well done!

My biggest question out the gate was... why name it 'Saucy' rig? Asked and answered via your website and you expertly explained the influences of those other rigging gurus on your latest rig as well within the videos.

 

I hesitate to mention specifics because I"ll leave a lot out but things like the foot/heel roller are very welcome additions.

The null controllers on the hands are intriguing and I'm anxious to try those out.

You've also suggested some great workflow tips throughout and I thank you for that.

 

Also: I enjoyed your 'warm up' rigging tutorial... the one with the tank... I'd somehow missed that one.

Newbies just getting started with rigging should definitely watch that!

 

Thanks Mack!

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My first animation/breakdown with the saucy rig.

And I shall call it, 'Hey waiter.'

 

The tests I did for this include creating five different actions/poses and throwing those onto Robbie in a Chor, then adding additional movement to that.

Prior to that.. for no particular reason... I played with constraining Robbie (and the saucy rig) to a BVH action.

That satisfied my curiosity so I moved on to creating some drag and drop poses via actions.

 

While playing with the rig the thought occurred to me that the saucy rig needs some more User Settings for basic poses such as making fists and such.

Can someone tell me if there is a controller that allows the clenching of hands (i.e. movement of all of the fingers simultaneously) with the saucy rig... did I miss that?

 

 

 

dining.mov

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While playing with the rig the thought occurred to me that the saucy rig needs some more User Settings for basic poses such as making fists and such.

Can someone tell me if there is a controller that allows the clenching of hands (i.e. movement of all of the fingers simultaneously) with the saucy rig... did I miss that?

 

Cool test Rodney- thaNKS! Quite a 'pop' upon standup... that the rig or the animator? I've always(once I get around to it...) added 2 poses to my characters called FIST R and FIST L, taking the fingers hand from full flexion of each finger at 10% to a full punchy fist at 100%, while at it I will add muscle mode embellishments to the fist in the pose as well. I don't think that task falls in the realm of the rig-creator, rather the animator/rigger/end user/US. Also- make the fingers stagger as they become a fist, with the pinky falling in first and the pointer last... as this is the way most people actually are programmed to move. When animating, keyframe the 2 poses going back and forth and you will get some natural human motion and get your modelled hand away from 'karate hand' all the time. Another useful pose would be POINT R, POINT L...

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Thanks to everyone who took a look at it. I’m glad that you’re excited about it!

Again, I hope that you find it useful.

I did a minor update the rig:

 

v1a:

  • *Changed the heel and toe controls so that the cannot be translated by dragging them in an Action or Choreography.
  • *Prevented the rotation manipulator for the toe controls from appearing by default in an Action or Choreography.

These are things that I forgot to set before I released it. This is not major enough to reinstall this if you've installed it already.

Steve:

Thanks to you and Chris for keeping me motivated to finish it. Although I liked the Poker Rig I think that this one is much better.

Gerald:

Yeah… Thank you. This was done a few months ago but I wanted to finish the instructions and videos first before I released the rig. It was tougher than I thought getting it all together so that it made some sense.

I’ve been trying to make it make sense for anyone that does not have much experience with rigging.

markw:

You’re welcome. I hope that you won’t need to come to grips with too much with this rig since there really is not much to installing it. The toughest part may be deciding which CPs to assign to which bones but you can experiment with that in an Action window like I did in the videos.

Rodney:

Thanks for taking a look at it and for posting a sample animation with it. It’s a pretty good feeling to see other people trying it out.

I don’t think that I would have named have named this rig anything else… I’ve learned so much from studying those rigs that I wanted to let everyone know that they were the foundation for this.

William:

You’re certainly welcome! I’ve learned a lot from your work too. I hope that the rig finds a spot in your toolbox.

Paul:

Please let us know how that works out for you. Good luck!

Matt:

I don’t have any animations worthy of sharing (Unfortunately, I’m not much of an animator yet) but you are welcome to put the demo rig through some paces. If you (or anyone else) do something like that would you mind posting it here so that I can include that action file with the demo model?

David:

Thanks. I’d love your feedback on it when you get the time.

I’ve commented all of my relationships in the rig so that you, or any one curious about it, can sort out how it’s set up relatively quickly.

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My first animation/breakdown with the saucy rig.

And I shall call it, 'Hey waiter.'

 

The tests I did for this include creating five different actions/poses and throwing those onto Robbie in a Chor, then adding additional movement to that.

Prior to that.. for no particular reason... I played with constraining Robbie (and the saucy rig) to a BVH action.

That satisfied my curiosity so I moved on to creating some drag and drop poses via actions.

 

While playing with the rig the thought occurred to me that the saucy rig needs some more User Settings for basic poses such as making fists and such.

Can someone tell me if there is a controller that allows the clenching of hands (i.e. movement of all of the fingers simultaneously) with the saucy rig... did I miss that?

 

 

 

 

Thanks for posting the animation Rodney.

 

The rig does not have those hand clench sliders by design so they are not really missing. I don't even have a hand "gizmo" in the rig because I never found them useful.

 

I tried to keep the rig UI/ controls down to a minimum because I have trouble with using rigs when they start getting a little crowded with controls.

 

I agree with Matt about the task of adding those kinds of controls (hand clench sliders etc...) belonging to the animator rather than the rig author.

 

Also consider setting up "Draggable Poses". It is a method that robcat2075 intoduced in one of his tuorial videos. If you have not watched it i recommend that you do. He does a great job explaining the differences between the draggable poses vs. conventional pose sliders. I'll look for the link to it and post it if I can find it. EDIT: Here it is.

Edited by Mechadelphia
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I took a quick look - Very Nice - Thanks! I love the philosophy of keeping the controls & geom bones separate! I tried a fast installation - and yes it went very quick (did not do CP weighting) and I forgot (and will forget again) which poses needed to be unset in the action & then reset in the rigged model. I will probably make a quick cheat sheet for myself - and will post when I do. I also have my concerns as to exporting models from actions - as in the past - textures intermittently might get messed up, and sometimes hair grooming got lost. So it is best to do those after the rigging step. However It may not be a problem anymore. That was sometimes a problem with 2008 rig as well as literig, in certain versions of A:M.


The rig does not have those hand clench sliders by design so they are not really missing. I don't even have a hand "gizmo" in the rig because I never found them useful.

 

I tried to keep the rig UI/ controls down to a minimum because I have trouble with using rigs when they start getting a little crowded with controls.

 

I agree with Matt about the task of adding those kinds of controls (hand clench sliders etc...) belonging to the animator rather than the rig author.

 

 

 

 

I too, think too many options and controls can be a hindrance - but, I think the problem Rodney was referring to was that the curler controls for the fingers appear only to influence the tip of the finger and do not seem to rotate (curl) the middle section of the finger.

 

That's not the way a humanoid finger works & It's very hard (almost impossible) to use the current curler to make a fist - one would have to unhide the finger geometry bones to rotate the middle bone to animate. Is that what you intended?

 

One solution (as the literig did) is to make a pose for the curling for each finger (going from -100 to 100%) and manipulate (rotate) the finger geometry bones (tips AND middles) in the pose. And then the curler null could control the pose. It would have the same UI control structure as you have now. And/or actually the curler null wouldn't be necessary - one could use one of the axis (blue -z) of the finger control bone to control the curling pose.

 

Perhaps we are not understanding the use of your curling constraint poses? I could not figure out what they were to do.

 

Thanks again for posting this rig and great instruction videos!

 

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Thanks for the compliments Nancy.

 

It seems like you watched the install videos but not the overview ones.

 

The nulls do curl the fingers from the middle as well as from the tip.

 

I demonstrated that in the the overview video (#4 Hands).

 

Translate the null up or down to curl the middle of the finger and rotate the null to curl the finger tip (while the finger control rotates the base of the finger). The pose sliders for the hands control the stregth of the curling for each curling function.

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Great Work!

I really liked the Setup Machine concept of setting up only a simple basic bone setup to make the rig work.

This seems really to pick up that idea.

One question: Is there a way to download the videos? I am sitting in the Philippines right now, and i had

faster connections back in 2000 with my modem ...

Thanks

Heiner

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Hi Heiner.

 

From your web browser you can download the videos by going to the playlist and then right-clicking on the video that you want and click "save link as" (or something like that). That should allow you to save the video locally on your computer.

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Thanks for the compliments Nancy.

 

It seems like you watched the install videos but not the overview ones.

 

The nulls do curl the fingers from the middle as well as from the tip.

 

I demonstrated that in the the overview video (#4 Hands).

 

Translate the null up or down to curl the middle of the finger and rotate the null to curl the finger tip (while the finger control rotates the base of the finger). The pose sliders for the hands control the stregth of the curling for each curling function.

Aha! Ok that works ! Thanks

 

(I thought I watched the overview videos - but apparently not)

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Hi Mack,

unfortunately its not as easy as that. I tried that before and then after you mentioned again, but what I get is a downloades copy of the whole website, but without the videos ... :-(

If you would put them on youtube, it would be esy to get them down, and you would save on traffic, just an suggestion.

Regards

Heiner

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Hey, jakerupert,

 

The rig was made in v18. I'm not sure how much the file format has changed since v15, but I think the rig is just straight bones and constraints and maybe a few expressions which I suspect haven't changed since then. It wouldn't hurt to load in the rig (or a sample rigged character) and see what you get.

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I have started installing the rig in my character and it seems easy to use. And that was what I was looking for.

How would you suggest using the Saucy-rig on a character with only four fingers?

Should I just hide the bones I do not use for my nonexisting finger? Or should I delete them? Which finger-bones are recommended to keep and which finger-bones are recommended to skip?

If I delete them maybe there will be some future problems with the behaviour of the rig?

Maybe there is a standard way of doing this?

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Hi Stefan.

 

Assuming 1 thumb and 3 fingers:

 

I would position the thumb and the first 3 fingers to go to your hand and I would hide the bones for the fourth finger (pinky) instead of deleting them.

 

If you were to delete them then it may not cause a problem for your situation but I still recommend just hiding what you don't need.

 

Jost,

 

I never tested this rig with v15 so I don't know for sure if there would be any problems.

 

The only thing that I can think of that could possibly get in the way would be any bugs that were not fixed back in v15 that would interfere with the process. I am not aware of any though.

 

I would go with Chris' advice and try it out since he is correct about the file being standard bones, constraints and expressions.

 

I think that it would work for you.

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  • 2 months later...

I've been working on installing the rig on Papa Bear for a while now, and have gotten to the point of running the mirror plug in. I've got an issue that I wonder if anyone else has run into:

 

Run I run mirror bones for the legs, by selecting the pelvis etc. it not only mirrors the leg bones as it should, but it also makes a copy of the pelvis bone and a second set of right leg bones.

 

 

Capture.PNG

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I've been working on installing the rig on Papa Bear for a while now, and have gotten to the point of running the mirror plug in. I've got an issue that I wonder if anyone else has run into:

 

Run I run mirror bones for the legs, by selecting the pelvis etc. it not only mirrors the leg bones as it should, but it also makes a copy of the pelvis bone and a second set of right leg bones.

 

 

 

Is your pelvis at "0" on the "X" axis (both ends)?

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I've been working on installing the rig on Papa Bear for a while now, and have gotten to the point of running the mirror plug in. I've got an issue that I wonder if anyone else has run into:

 

Run I run mirror bones for the legs, by selecting the pelvis etc. it not only mirrors the leg bones as it should, but it also makes a copy of the pelvis bone and a second set of right leg bones.

 

 

 

Is your pelvis at "0" on the "X" axis (both ends)?

 

 

Well it wasn't. After some coaxing I got the pelvis at 0 and re-ran the mirror bone. Now the pelvis does not duplicate, but I get a second set of left leg bones over the right leg bones.

Capture2.PNG

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Paul,

 

The settings that I use are slightly different than what you posted here.

 

Make sure that you delete all of the extra bones on the left and right side that were created by the plugin before running it again.

Here is a screen shot of what I am using:

 

Mirror_Bones_Window.png

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Paul,

 

The settings that I use are slightly different than what you posted here.

 

Make sure that you delete all of the extra bones on the left and right side that were created by the plugin before running it again.

 

Here is a screen shot of what I am using:

 

attachicon.gifMirror_Bones_Window.png

 

that was it. Add this to the "Lessons Learned" category. Pay Attention to the fricking video!

 

Thanks!

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  • 3 months later...

Hi there,

after toying around with the saucy rigg, I am very happy with it: Ease of use in installation and usage is great.

By the way: Is there any reason not to add additional bones like fanbones, bones for a facial rigg?

What will i have to keep in mind / avoid if I add additional bones?

Cheers

Heiner

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Hi Heiner,

I’m glad that you are happy with the rig.

There is no reason not to add additional bones if you want to or need to add them.

You may find it an relatively easy process.

For the Saucy Rig, I add fan bones directly to the geometry bones hierarchy of the rig. Take special care to not alter the parent child relationship of that pre-established hierarchy. You can do the same with your own face rig or other customized setups if you want.

By putting your customized setups in the geometry bones hierarchy, even though they may not all have CPs directly assigned to them, those setups will stay with your rig if you ever decide to use a different version of the Saucy Rig (I have updates ready but I need to finish writing directions and record a brief video for it).

If you were to incorporate rig customizations into the Saucy Rig’s control bone hierarchy then Saucy Rig updates would likely overwrite those custom setups.

For staying organized, I recommend using your own naming conventions for your custom bones and nulls when adding them to the Saucy Rig. That will help you easily sort out your custom setups from the default ones when working in the project work space.

So basically, add anything to the rig that you like but I suggest just adding it to the geometry bone hierarchy rather than the control bone hierarchy.

 

Good luck.

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  • 2 months later...

Hey Mack,

 

If I want to add fan bones and other things such as weights and possibly smart skin......When is the right stage to

do this.

 

I'm guessing it would be done during the initial bone placement and assignment stage, but I just thought I'd ask first :)

 

Thanks,

 

Kevin

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I'll chime in before mack can...

 

Weighting and fan bones can be implemented at any point, I usually do it POST rigging... I am always in a constant state of re-weighting my CP's... you get it just right, then try another completely different action- reweight!

 

Best Version? I'll leave that for mack- but since it is a newer rig, I would stay current in my A:M sub and use the latest that comes thru the mill unless you and others see problems.

 

Most any rig can use BVH's... it's just a matter of constraining the rig to the BVH bones...

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  • 2 weeks later...
  • *A:M User*

Hey Mack

 

When I run the install rig portion in the action, i seem to have movement in the bones after I save the model. When I reopen the model in an action or chor the leg bones move on the z axis. Any thoughts?

 

Notice the rig around the top of the leg in after has shifted when I open the action file

 

Steve

 

 

after.jpg

before.jpg

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Hey Mack

 

When I run the install rig portion in the action, i seem to have movement in the bones after I save the model. When I reopen the model in an action or chor the leg bones move on the z axis. Any thoughts?

 

Notice the rig around the top of the leg in after has shifted when I open the action file

 

Steve

 

 

 

Hi Steve,

 

That is somthing that could happen in version "1b" and earlier of the rig.

 

I fixed that issue in version "1c" of the rig and that version has been out since January 12, 2015.

 

(I'll paste the notes of the changes to the rig in my first post of this thread).

 

If you are using version "1c" then something else else going on with it. Just e-mail the model to me and I'll take a look at it.

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Hey Mack,

 

If I want to add fan bones and other things such as weights and possibly smart skin......When is the right stage to

do this.

 

I'm guessing it would be done during the initial bone placement and assignment stage, but I just thought I'd ask first :)

 

Thanks,

 

Kevin

 

 

Ooops .....had two additional questions...

 

1. Is there a "Best" version of A:M to install the rig in??

 

2. Is it able to run Motion captures(BVH's)???

 

Thanks so much.

 

 

I'll chime in before mack can...

 

Weighting and fan bones can be implemented at any point, I usually do it POST rigging... I am always in a constant state of re-weighting my CP's... you get it just right, then try another completely different action- reweight!

 

Best Version? I'll leave that for mack- but since it is a newer rig, I would stay current in my A:M sub and use the latest that comes thru the mill unless you and others see problems.

 

Most any rig can use BVH's... it's just a matter of constraining the rig to the BVH bones...

 

Hi detbear,

 

Matt is correct; you can do all/ any of that work at any point during the process.

 

Matt says he does it towards the end. I do it at the beginning. It can work out fine either way.

 

Whatever you are comfortable at any given moment with is the right way for you.

 

Right now, I recommend using v18 when setting up the Saucy Rig becuase of some added features that make things a little more easier to work with. You can use v17 though and probably v16 as well but I have not tried it with v15 or earlier.

 

I don't know anything about motion capture so I am not able to help you with that right now.

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...Snip. Just e-mail the model to me and I'll take a look at it.

Hi Steve,

 

I wasn't kidding. Just send me the model so that I can look at it.

 

I can't determine what the cause of your issue is by looking at the video.

 

I will look at it and then let you know what I find.

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Steve,

 

I Iooked at the model with the rig and and found an issue but it was not the one you described as far as I could tell.

 

I fixed (reset) your model's rig though (I fixed your model's version 1c rig but then I put version 1.5 in it after).

 

I'm not sure about what caused your problem but make sure you follow the install tutorial directions exactly, particularly with which "User Properties" to set to "Not Set" after export from the Action window.

 

Anyway, you should find the file in your e-mail shortly.

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  • 5 weeks later...

So far so good... going slowly... I am on the legs and tried the 'mirror bones' operation that Mech did- it did not work the same way for me. (I have terrible luck with any 'mirror' operation in A:M)

 

He opened the wizard, hit okay and BAM! It mirrored all his bones as advertised AND seemed to copy the weighting over as well.

 

Mine (I set the checkboxes the same way Mech had them) Made NEW legbones additive to the ones that were already there on the left side, and did not do any weighting at all.

I will forego that and redo all the bones and weighting in 'Matt Mirror Mode' -which is me doing it myself.

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Yeah- my model is a bit dense and weighting is a B*TCH so I decided to wrestle with the MirrorBone plugin... it hasn't been working directly as advertised for me... 1st, I realized I had to get the naming convention down- I had been using capital letters for Left, Right... 2nd- I was told in the Mech tutorial to run it on the Center Pelvis bone because that was the root bone(for the lower half of his rig) but everytime I did that it would make a duplicate set of RIGHT leg bones right on top of the ones that were there... 3rd- I went 1 bone down in the cahin and increased the sensitivity from .1 to 1 and things started to go better. It also helps to DELETE all of the left leg bones before you do the MirrorBone... it will make new ones.

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