A:M Rigging
Rigging & Relationships
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In response to a query about how to find unassigned CPs, the answer is... every CP is assigned to something. Here's how to see it and change it: AssigningCPs.mov
Last reply by robcat2075, -
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PURPOSE We want discussions of "beginner" rigs, IK rigs, FK rigs, "auto" rigs, comparisons, suggestions, and design histories. POSTERS I suggest not commenting on a rig's strengths or weaknesses unless you have significant personal experience: this probably means accomplished animators and rig designers. An exception would be "first impressions": you can describe your initial experiences in trying out a particular rig for the rig's designer to think about. When you post into the topic, list your rig experience (maybe put it in your Signature). For example, 3DArtz (Mike Fitz) would have "designer: COGS" listed. You animators list the rigs you're familiar w…
Last reply by martin, -
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- 127 views
I have a little problem importing and preserve models I have made with A:M 16.0 . For some reason the A:M v19.5 imports the model, but all feet targets are lost. It might have something to do with the new soft body option. Might be a version conflict, not sure. In v16 they import well.
Last reply by Madfox, -
- 49 replies
- 8.6k views
The Software Tutorials Forum is proud to announce David Simmons's Tutorial on Rigging a Face. Thanks to David for making this available to the A:M Community.
Last reply by robcat2075, -
- 9 replies
- 194 views
Hi , I like to constraint a null within a certain distance from another one. It should be free to move within that spherical space. Are there any ideas how to accomplish it with the available constraints?
Last reply by robcat2075, -
- 11 replies
- 302 views
Well, it seems as I encountered a point of complexity I was afraid of to start with. 😽 Always facinated by waves rolling on the beach, I wondered if there was a good way to translate it to animation. The commen way would be to exclude the directions on which these forces have grip on eachother. Knowing it is almost impossible to subtract these I gave up. There are several forces at work so to keep it as simple as possible. I tried some squares with rigs to get a relief, but soon I detected I could not use CP weights, as the number of changes needed to happen on each frame. Then I decided to give it a try in the hard way, and rigged a new "Aladin magic car…
Last reply by Madfox, -
- 2 replies
- 164 views
A past Live Answer Time session discussed rigging and animating a Rubik's Cube. I am just now getting that LAT session posted... @Tom
Last reply by Tom, -
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- 299 views
Hey everyone! I've been searching the forums for tutorials on rigging a quadraped like canines and felines, beasts of labour etc., but not necessarily long neck animals like giraffes or brontosauruses Didn't come up with any results except for discussions on a few areas of quadraped rigs Has there been any tutorials made on the subject?
Last reply by kujaibacha, -
- 1 follower
- 8 replies
- 536 views
Hi all, is there a way to copy poses and smart skin relations from one model to another without replacing the rig ? We have 4 models that use identical bodies that have identical poses, but Ive start to do the smart skin on one model and have realised that it will take a bit of time to do the for the other models - I have searched the forum but only game dev posts come up for "smart skin " + " copy " + " re use " - any one know a solution ? Thanks.
Last reply by robcat2075, -
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- 5 replies
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Does anyone know where I can find a comprehensive break down on rigging for HASH or something that is compatible with Hash rigging? ... or is Rigging all the same no matter what 3D software your using?
Last reply by detbear, -
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- 264 views
I manually weighted the lo-res model. Transfer_AW interpolates those weights to the hi-res model. I tweaked just a few CPs after Transfer_AW's result.
Last reply by detbear, -
- 10 replies
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Animation Master - Project1 - [Choreography1 [Shortcut to Camera1]] 2022-12-09 20-41-29.mp4 EDIT: see video in 11th post for problem and solution
Last reply by robcat2075, -
- 2 replies
- 242 views
Hey everyone. I know that I can "Mirror Constraints(which is an awesome feature)......But I was thinking that there use to be a "Mirror CP weights" function somewhere in A:M. But I can't find where that is if it's actually a feature. Anyone know where that may be? Detbear
Last reply by itsjustme, -
Eye Target
by Dhar- 8 replies
- 571 views
My searches aren't finding any eye target tutorials. I would like to simply target the eyes bones to a null and have them follow that null. After creating pose.relationship, constrain each eye bone to Aim at the null, in Action neither eye follows the null. What am i missing?
Last reply by detbear, -
- 15 replies
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Is there a way to create targets (like the nurbs curves in the pic) instead of bones?
Last reply by robcat2075, -
- 7 replies
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I am wanting to edit smartskin cp keys like key frames on a timeline, in order to manipulate their position, or delete them as a group that is related to a bone rotation angle. Is this possible?
Last reply by Frederick, -
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- 599 views
Can I use smartskin on a bone that is part of a kinematic chain?
Last reply by Frederick, -
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Hello, I'm still not on vacation but continue to explore gently AM. In the case of an object with mechanical articulation (luxo, excavator) is one obliged to have a rigging with bones and a skeleton ? In this case, many 3D software adopt a "simple" hierarchy objects and we can still benefit from IK. Is this possible with AM ? Am I using copy move and rotate constraints to attach objects? thank you see you soon
Last reply by robcat2075, -
- 6 replies
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Hello, For the month of July, I plan to create a tutorial that groups the main uses of bones and their constraints on AM. No modeling, no mapping ! This will help me to better understand this area and to benefit the users and future AM users because I think that the lack of clear documentation in this area does not help the distribution of the software. This is why I want to clearly illustrate basic and very simple situations involving one to three bones maximum without too much "mixing" of constraints. Secondly, it will be interesting to imagine the possible applications. this work could be community-based in order to benefit from a group dynamic …
Last reply by robcat2075, -
- 0 replies
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After several attempts to use bvh files on AM I seem to get the root of the error I experienced. I always used a model with a rig on them, but then got blocked by the fact that the account of bones in the bvh file does not correspond to the ones Animation Master uses. So to get rid of this error of attaching bones to the bvh, I just got the idea to use a boneless model, make the set up with an imported bvh file, and then attach the bones in the model window viewing in the action window if they confirm to the ones in the bvh file. As soon this is done in a global scale, it becomes matter to attach a IKbone to the corresponding hip bone. Then make all the other bones "…
Last reply by Madfox, -
I made a new model and rigged it with some bones. When I start animating a pose all goes well. Then I add a dynamic constraint. Works fine. I delete the dynamic strained option. Suddenly my bone disappears and leaves no options in the Object Properties rotate : "#QNAN". I can't delete this option as it keeps returning. Is this pose scrambled or do I need another option?
Last reply by robcat2075, -
- 16 replies
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I made a model, and attached a Cape to it. When I made it I wanted it to drag around the model. As I'm not so familiar with the Flag and Pole, I used just a part of double vertices to use as Cape. I divided all the sides with a lead_bone to use a necklace and the lower (divide bones) part called leadbone, and a first bone to change the secondary part, to be able to lengthend the falling parts. My first model attempts were based on this setting. Later I thought it would be good to use the Dynamic Attachment to the lower part of the Cape. I used only the lowest bone for dynamic Attachment and add an inforcement of 15%. Before I did this I changed all the se…
Last reply by robcat2075, -
- 0 replies
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In this thread I suggested that long-tail-like structures be contrived to have the spline ring in the middle of the bones... https://forums.hash.com/topic/49457-tip-for-tails-and-necks-snouts-tentacles/ However, that's not the only option. I made this PRJ to compare and contrast different CP weighting strategies. It has five Actions in it that put this tube structure through some representative and worst-case motions. You can scrub through the Actions' timelines and watch the shape changes. TailComparison002.prj From left to right in each action... 50/50 Fanbone. Each spline ring is 100% weighted to a fan bone that is 50/50 orient-li…
Last reply by robcat2075, -
- 2 replies
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When boning a long tail or neck it seems intuitive to match the bone joint to the spline ring. However, you'll probably get a more natural deformation if the spline ring is in the middle of the bone. PRJ you can play with... TailTest01.prj The top is spline-ring-at-the-joint. The bottom is spline-ring-at-the-middle... Tail Bones800.mp4
Last reply by Madfox, -
- 3 replies
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Well my friends, it's me again with another question that is probably simple, yet it eludes me. I have my model all rigged on the LEFT side and finished the Relationships completed and working well. I have flipped the Rig to the RIGHT side and looks good. In the process it Flipped the Relationships also. No problem. Saved as new model under diff. name...Then when brought in the old LEFT side Rig it only brought the Rig, NOT the Relationships. So my question is how can I get the LEFT Relationships into the same New model with the Right ones. I have opened both Relationships to Edit, Tried 'command C' (Mac) Then Paste 'command V' in the new with a…
Last reply by itsjustme, -
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- 7 replies
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Greetings Oh Great Wise Ones: Got a problem giving me a headache, have been ReRigging a model following'Barry Zundel' training. All is well until I get to the Elbow. In an action the elbow moves to the from NOT the back. Any suggestions on how to get it to go the right way.
Last reply by Walter Baker, -
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Background: Theo Jansen designs and builds creatures he calls Standbeests; they are quite large, wonderfully whimsical, and often wind-driven. Here’s a link to his website: www.strandbeest.com A few days ago, I decided to model a version of his Rhinoceros, not a particularly difficult task. Then - before building the model - I fell down the rabbit hole of trying to mimic the leg mechanism that drives the Beest the way it actually works. Not necessary to make a model animate, as a simple set of bones with basic key framing could do that job, but an interesting problem. I have been stuck in the rabbit hole for days. Rigging and constraints are …
Last reply by fraizer, -
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- 6 replies
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https://www.shadertoy.com/view/4tVfDV?fbclid=IwAR2fkqeXJbfuLUdEps4tKH516IRb4gut5gSFtBP8xjYdo6-KHHXs7XeLzJw Had seen. I want to do this for different numbers of triangles and other polygons
Last reply by serg2, -
- 8 replies
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Hello, Is there anyone who knows how to do with expressions to size a bone between two nulls? thanks in advance. Malo:)
Last reply by John Bigboote, -
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- 14 replies
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I've been having a very hard time getting Smartskin to mirror correctly. So, I ended up making a simple model in v16, v17 and v18 to see if and/or when things go wrong for me. On my end, the only way I can get Smartskin to mirror correctly is to make the model in v16...unless I'm missing something. Here is a quick video showing the included Project with similar models made in v16, v17 and v18. Each model has a Smartskin on the right side with an Action for each bending the bone that is affected and the left side version of that bone rotated similarly. I right mouse-click on each model in the PWS and mirror the existing Smartskin, then check each Action to see…
Last reply by SplineSoup, -
- 8 replies
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Hi all, I have looked through the forums for an answer to what I am missing here, but have not found an answer. I have a simple set up. 13 rings in a single model that expand and contract. Each ring has a separate percentage pose that provides that motion. In the Chor I am timing the expansion and contraction to a piece of video using the pose sliders. There are moments where I would like to set three or four key frames in the timeline for ring number one, then copy and paste those key frames into the pose for ring number two on. This way I am animating one ring and not manually setting key frames for the other twelve. Simply using "copy and paste" did not work. …
Last reply by DrPhibes, -
- 1 follower
- 1 reply
- 2k views
Sometimes, after you have done some CP-Weighting or Smart-Skinnning, you will see splines that don't want to smoothly interpolate through the CPs, like this... The simple fix is to force a Save on your project or model. The splines will behave properly after that.
Last reply by Tore, -
- 2 replies
- 2k views
The first part of a tutorial on tank treads, getting the sections to loop in order on a path... clip4176BuildingTankTreadsB.mp4 This tutorial includes use of... Project WorkSpace and its timeline model and bone duplication applying constraints in an Action Path constraint Aim Roll At constraint Aim At constraint Compensate Mode OFF constraint order and re-ordering Curve Editor Curve Post Extrapolation
Last reply by markarjun, -
- 2 followers
- 15 replies
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I know there's a few automobile modelers on this forum, this thread is for them. While animating a car turning a corner on my city street back lot, I realized that keeping the center (black) bone of a model tangent to a sharply curved path only produces believable results for short (in the Z direction) models. When a longer object, like a car (or pickup truck), goes around a tight curve both the front and rear wheels do a lot of sliding with respect to the ground. After some experimentation, I have a suggestion that may require some (perhaps painful) re-working of existing models but will pay dividends if you want your models to turn tight corners convincingly and ste…
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Hello, This is Rusty, an ancient AM (circa 2002-2009) user looking to get back into it again. Try to bare with my clumsy questions...its been a long time. First I need to finish the character models and wardrobes that I've already put thousands of hours into. My characters are just heads...everything below the neck is wardrobe (I connect head to wardrobe in the chor or an action depending)... TMS2 Question... Can someone remind me of what the status is of what use to be called the Anzovin TMS2 rig (I think that's what it was called)? If memory serves originally it was a couple of plug-ins you purchased from Anzovin then I think at some point it came packaged with…
Last reply by rusty, -
- 1 follower
- 2 replies
- 3k views
I've been dabbling a little bit with creating rigs from scratch, building fan bone structures, and bone relationships, and I've recently been curious about how to create an effective and flexible squetchy limb (arm, leg, flower stalk, etc.). I've enjoyed following tutorials on basic IK relationships but haven't been able to find information on how to get started with building squetchy "cartoony" rigs. I know I can achieve some passable results with deformation cages but I was wondering how to squetch a single limb. It there a good entry point/tutorial for learning this or a simple model I could pick apart and study? Thanks! Chris
Last reply by SplineSoup, -
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Here is Matt going 'round the bend' again!... if Vern were still around I know he would pick-up on this! I just saw Character Box from Japanese company PSOFT.... for modo. Link: http://www.psoft.co.jp/en/product/cbox/index.html It is sort of a cage based rig- where you size the cages to envelope the various parts of your model. This is how ikinema works too. This approach gives very smooth deformations no matter how dense the underlying mesh is. I always thought we have what it takes to do this in A:M, in conjunction with an existing rig setup (which you still need for all your FK/IK and constraints) So- instead of endlessly dinking with weighting or cogs or sm…
Last reply by robcat2075, -
- 2 replies
- 2.2k views
I have somehow managed to move all the bones in a model down ,I need to kno how to move them up again thank,s for any help
Last reply by steve392, -
- 2 followers
- 3 replies
- 3.1k views
Hey everyone! I'm working on rigging a character for an upcoming short film and have a puzzle to bring to the table regarding hip/thigh rigging. While rolling the thigh bone on my character (and pretty much every library character), I observe a disconcerting tendency of the pelvis to simply collapse. To remedy this, I'm exploring the use of a chain of "fan" bones to distribute the roll of the thigh along a series of thigh cross-sections, giving the hips a much-needed break. I've currently tested my design with a simple tube model and the results look promising. It basically works like this: A chain of roller bones is constrained to the thigh and the thigh geometr…
Last reply by SplineSoup, -
- 6 replies
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At the end of today's Live Q&A I attempted to post a query related to spline controlled animation. I hadn't set up the model very well so there wasn't much to see at the time... translation: it barely worked. After the session I modified the character and inner rig a little more while it was fresh in my mind. I'll be glad to share the setup (minimal man charcter and rig) but it's still barely at the stage of being presentable. The attached video does demonstrate a little of the setup and hopefully demonstrate where I'd like to go with the idea. I mentioned during the session that I'd probably need to set up some use cases to properly demonstrate but the basic…
Last reply by Rodney, -
- 2 replies
- 2k views
What happened to it? You used to be able to be in a model window and activate a non-orthographic view by toggling the \ (backslash key) but I see it does not work that way anymore... seem to remember a thread discussing it's new assigned hotkey. WHY would Hash move it? The feature has not been eliminated has it? I'm sure I could go into the interface and reassign it to be where it once was...
Last reply by John Bigboote, -
- 20 replies
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I started using Lightwave3D and combine AM rigging ability with Lightwave3D. AM still has the best smart bone rigging system, However its weakness is driving a high patch count model with rigging. We have a weight transfer plug-in for AM model. That's almost like a cage driven system. I wonder if having a plugin that allows you to rig a lo rez model and animate it, then link that mesh to a hi rez model and animate it? Basically what I am working on now is to rig a cage mesh in AM and then export the action file thru MDD, and then use the mdd file to drive the hi rez model in Lightwave3D by way of lo rez cage model.
Last reply by 3DArtZ, -
- 12 replies
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Hi- Going thru and learning new stuff via the Saucy(SOCCE) rig at Mechadelphia's website... which is an awesome resource! http://mechadelphia.com/2014/12/the-saucy-rig/ The image says it all... I am not getting my weights to copy with percentages when I run the MirrorBones plugin. Is this the way it is supposed to work?
Last reply by John Bigboote, -
- 1 follower
- 8 replies
- 1.8k views
A simple question, that propably has a really simpel answer, but this has had me puzzled: How do I scale a complete model (including all bones) in Model mode??
Last reply by Tore, -
- 16 replies
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TaoA:M places a good deal (if not all) of Rigging into it's second section which concerns itself with Modeling (the other two sections being Animation and Technical Direction). This certainly works for categorization purposes but I've long felt that rigging often falls in the realm of Tech Direction more than anything else. This is partially I see that rigging can require a sizable investment in time and attention. Perhaps I have been mistaken. In considering how to best move forward with TaoA:M updates I'm wondering how best to approach the subject of Rigging especially with regard to it's relationship with Technical Direction. Certainly, the basics of rigging…
Last reply by Roger, -
- 16 replies
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I made a convoybelt with boxes, that slide along a rail. I can make these boxes slide in a way that they roll with the bottom line over the convoybelt. Now I want to make a stop at half the cycle. When I start animating to the first 29 frames all goes well. Then I need a stop for let's say 2 seconds. So I take frame 0:0:29 and the want to go on to frame 0:2:29. When I go on with my boxes sliding on in the same speed, I notice the box in the pause time slightly starts moving from 0:0:29 to 0:2:29, this because the next 0:2:29 to 0:3:00 is moved. Is there a way to keep the box in the pause time stay freezed?
Last reply by Madfox, -
- 6 replies
- 2.2k views
Hi this is probably a dumb question, but how do I make the geometry of a hair emitter render as invisible while the hair still shows through? I thought maybe the transparency of the geometry could be set to 100% and that wouldn't affect the hair emitter. Upon a multi-pass rendering, the hair disappears. I feel like there is a simple answer to this... This model was made before I discovered the treez plug-in, by the way... Adam
Last reply by NancyGormezano, -
- 1 follower
- 2 replies
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Hello. I am just getting back in Animation Master. I am feverishly looking for a face rig with mouth poses made by Shaun Freeman. I am sure it was on the last version of Animation Master that I bought in the early 2000's. It was either on the Cd with the Wookie or the Orangutan. I know I have the rig but I just can not remember the name. I still have the video Shaun Freeman made to demonstrate the rig but no name for the rig it's self. The reason I am looking for it to make a video demonstrating Jason Osipa's method of using lip shapes to sync to sounds. Also the spinners used in other 3d animation software are too small to work with when doing lips sync.The large sliders…
Last reply by yardie, -
- 15 replies
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I am starting to delve into rigging (after many Years in modeling) and looking at all the different rigs from the 2001 to the incredible Masterpiece of the Squetch. My question is rather simple, how do You animate a Monkey, and or, how do You move the pivots of your master bone in the model within a Choreography or action. Or is it a separate master bone to set up that can move to the different hands, feet and tail to pivot the body? Just wondering what would be the correct or most sensilble approach?
Last reply by strato, -
- 2 followers
- 19 replies
- 3.3k views
Hey everyone, I have a rigging question.....for ideas. I have a few of my own concerning this, but I wanted to get some feedback. I have a mesh/ human character. There are currently no bones or rig. However, All the joint motions are already on sliders. For example, there is a slider that bends the legs. There's a slider that bends the bicep, etc. In other words, the joint motions of the character are all on individual sliders. These move the mesh as though bones were already present. I want to place a rig on this character that utilizes these sliders. Obviously, the skinning, weighting is in the slider motions already. I thought of some kind of M…
Last reply by zandoriastudios,