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Hidden Bones in TSM2 After Rigging


AMSpector

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Hi,

 

I finally managed to get my model to a point where I was ready to test TSM2, but for some reason, several of the main bones are hidden (see attached screenshot below). How do I determine which ones to turn on? Is this an issue that has already been addressed on another thread? If so, just point the way :rolleyes:

 

In the manual I read the following:

Q:
What are all these extra arm and leg bones for?

 

A:
See the previous Q&A. The use of two bones per limb segment is a new feature in TSM2. When rigged, these bones will help spread out the twisting of a character's geometry in a realistic manner. However, if you don't want to use the "extra" bones -- if your character is a robot composed of rigid segments, for example -- you can disregard them. If you don't assign any points to the "extra" bones, they will have no effect on your character. However, do not delete them from them your model. TSM Rigger won't work on any systems that have missing pieces.

 

Q:
What are all these extra bones I see in my Project Workspace?

 

A:
The Setup Machine works by creating special bones for its own use. They should not be animated or modified, and are hidden for your convenience.

Could something be wrong with my model which would cause main bones to be hidden?

 

Thanks.

 

[Edit] I am using A:M version 15.0d, and TSM version 2.0.7

 

post-12264-1225729663_thumb.jpg

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  • Hash Fellow

TSM2 intentionally hides all the bones it made when you ran Builder and Flipper. They are controlled by the the new bones left visible after Rigger is run.

 

Your screen shot looks normal. The arms are in FK by default and the legs are in IK by default.

 

What bones are you needing to see that you do not see?

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TSM2 intentionally hides all the bones it made when you ran Builder and Flipper. They are controlled by the the new bones left visible after Rigger is run.

 

Your screen shot looks normal. The arms are in FK by default and the legs are in IK by default.

 

What bones are you needing to see that you do not see?

 

Well, the spine, legs, neck... If I open an action and turn TSM Constraints on, those bones are not available for animating.

 

Here is what I get after running TSM Flipper:

post-12264-1225733010_thumb.jpg

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Those bones are not animation control bones...you don't particularly need to see them. If all the bones were visible the rig would be quite formidable. The control bones can be found in the hands, feet, pelvis, chest and head. One thing I like about the Hash rigs is that they give you a nice fat NULL at each of the limbs that is easy to grab and drag... in TSM2 you need to 'find' the control bones with a little effort, but once you get used to it...

 

Here's my typical method... after installing a TSM2 rig in a character, I'll make a new pose called MY CONSTRAINTS and add all the intermediaries and cogs and what-nots (eye aimer nulls)that I want... THEN, I'll make another pose called ANIMATE READY and in this master pose I'll turn ON the TSM2 rig, turn ON my constraints, customize the TSM2 by switching to forward kinematics for the arms (my preference) turn ON the knee controllers for both legs, set the TSM2's leg, arm and spine stretch controllers where I typically want them... and then finally I'll pose the character in a more natural and comfortable pose rather than the 'T' pose I modelled it in(legs more together, arms down by the sides in a 'standing' pose, fingers slightly cupped...). Now, when I bring the character into a choreography or action to commence an animation I just need to turn that one ANIMATE READY pose to ON and I am ready to go.

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Those bones are not animation control bones...you don't particularly need to see them. If all the bones were visible the rig would be quite formidable. The control bones can be found in the hands, feet, pelvis, chest and head. One thing I like about the Hash rigs is that they give you a nice fat NULL at each of the limbs that is easy to grab and drag... in TSM2 you need to 'find' the control bones with a little effort, but once you get used to it...

 

Here's my typical method... after installing a TSM2 rig in a character, I'll make a new pose called MY CONSTRAINTS and add all the intermediaries and cogs and what-nots (eye aimer nulls)that I want... THEN, I'll make another pose called ANIMATE READY and in this master pose I'll turn ON the TSM2 rig, turn ON my constraints, customize the TSM2 by switching to forward kinematics for the arms (my preference) turn ON the knee controllers for both legs, set the TSM2's leg, arm and spine stretch controllers where I typically want them... and then finally I'll pose the character in a more natural and comfortable pose rather than the 'T' pose I modelled it in(legs more together, arms down by the sides in a 'standing' pose, fingers slightly cupped...). Now, when I bring the character into a choreography or action to commence an animation I just need to turn that one ANIMATE READY pose to ON and I am ready to go.

 

OK, so the problem is not with TSM2, but between chair and PC... got it.... LOL

 

I plan to test the other rigs as well, assuming I can figure out how to install them. Is there a preference for a particular rig, used in TWO and the upcoming SO for example?

 

Thanks.

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  • Hash Fellow
OK, so the problem is not with TSM2, but between chair and PC... got it.... LOL

 

Make sure you turn TSM Constraints ON before you start animating.

 

Then move the bones that you see. There shouldn't be any pose you can't make by moving the visible bones.

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Those bones are not animation control bones...you don't particularly need to see them. If all the bones were visible the rig would be quite formidable. The control bones can be found in the hands, feet, pelvis, chest and head. One thing I like about the Hash rigs is that they give you a nice fat NULL at each of the limbs that is easy to grab and drag... in TSM2 you need to 'find' the control bones with a little effort, but once you get used to it...

 

Here's my typical method... after installing a TSM2 rig in a character, I'll make a new pose called MY CONSTRAINTS and add all the intermediaries and cogs and what-nots (eye aimer nulls)that I want... THEN, I'll make another pose called ANIMATE READY and in this master pose I'll turn ON the TSM2 rig, turn ON my constraints, customize the TSM2 by switching to forward kinematics for the arms (my preference) turn ON the knee controllers for both legs, set the TSM2's leg, arm and spine stretch controllers where I typically want them... and then finally I'll pose the character in a more natural and comfortable pose rather than the 'T' pose I modelled it in(legs more together, arms down by the sides in a 'standing' pose, fingers slightly cupped...). Now, when I bring the character into a choreography or action to commence an animation I just need to turn that one ANIMATE READY pose to ON and I am ready to go.

 

OK, so the problem is not with TSM2, but between chair and PC... got it.... LOL

 

I plan to test the other rigs as well, assuming I can figure out how to install them. Is there a preference for a particular rig, used in TWO and the upcoming SO for example?

 

Thanks.

all human characters in TWO and SO are rigged with the squetch-rig, wich is propably the best rig available for a:m... really fun to animate with... but it´s a bit more complex, so it´s a bit more difficult to install.

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