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 Post subject: Re: Craft Rig 1
PostPosted: 10 Jan 2010, 07:02 
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Joined: 16 Jun 2009, 06:23
Posts: 6
thank you for quick update!

one more question, the synoptic file's path is lock to the "user/app" directory?
when i copy all the file to my workgroup,it doesn't work...


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 Post subject: Re: Craft Rig 1
PostPosted: 11 Jan 2010, 02:51 
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Joined: 03 Jan 2010, 01:40
Posts: 107
Location: Portugal
uhmm i have no idea.. i never really use workgroups. workgroups are like a shared user profiles folder so i guess it should work but since you say it doesn't... i honestly don't know :\

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http://www.craft.host56.com


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 Post subject: Re: Craft Rig 1
PostPosted: 17 Jan 2010, 07:14 
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Joined: 08 Jun 2009, 22:45
Posts: 172
Location: tehran-iran
fantastic rig.. :-bd
and best synoptic i have ever seen.!! :ymparty:


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 Post subject: Re: Craft Rig 1
PostPosted: 17 Mar 2010, 16:15 
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Joined: 25 Jun 2009, 23:35
Posts: 238
Hello Tiago, I'm using your rig to set up some poses for a private project of mine. I'm learning how to use your rig as I go along and I've already found out some good stuff, but there's one quite basic question I'd like to ask... since it kind of determines a lot that comes after:

how would you animate a character going head-over-heels? Standing on feet, then standing on hands, and landing on feet on the other side of the hands.

Would you animate the COG (pivot+pivot_loc as described in the manual) or animate everything from the hipcontrols onward? As I seem to get strange flipping of my mesh and bones whenever I rotate the hip more than 180 degrees in any direction.

Someting like a short step-by-step would be very useful, just to know where to start, what control to translate first, then what next, etc.

Oh, by the way... so far I like your rig a lot, thanks for making it available!

Jasper


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 Post subject: Re: Craft Rig 1
PostPosted: 17 Mar 2010, 20:46 
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Joined: 03 Jan 2010, 01:40
Posts: 107
Location: Portugal
Hi Jaspers!

thanks for your feedback! i did come across that issue once, but at the time i diagnosed it with something less likely to happen. since i was in kind of a hurry i didn't even fix it.
I think what i did with the controlers/vertebrae alignments messed up Isner's spine algorithm. here's a quick script that'll (sort of) heal your character without having to reload a fixed version (which i'll upload as soon as i can) and transfer the animation. However, even the isner spine will be rather unstable in those positions so here's how i'd animate this shot: fk spine (more stable), ik arms legs and head, switch the legs upV_follow to 2 (follow hips) and head_rot_follow to 2 (follow chest). all the rest i'd leave as default, and wouldn't animate the pivot.

thanks man for letting me know :)
any chance i can see some screen capture of your animation? i'm dead curious. no one's ever showed me any with this rig and i'vent had the time to do much myself.


Attachments:
fixSpine.rar [426 Bytes]
Downloaded 53 times

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 Post subject: Re: Craft Rig 1
PostPosted: 18 Mar 2010, 20:45 
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Joined: 25 Jun 2009, 23:35
Posts: 238
Thanks for the script, I applied it (little rewrite because I have two characters in my scene and renamed some things accordingly but I think I did that right) and tried out your suggestion. Not really successful but I think I'll have to try a few more times before I know what to conclude.

About showing stuff: all I can show you now is some stills, at the moment I'm just setting up a couple of poses with standard man & woman mesh. As reference for statuettes that my colleague is modelling in clay. I ran across the twisty-controllers issue with the woman-in-man's-arms pose. (Which, by the way, offers another interesting issue: his hands are locked to her back and kneepits, her hands are locked to his neck and shoulders. How would you set up a situation like that,if you'd want him to walk around with her in his hands - what controller do you lock to what controller?)

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 Post subject: Re: Craft Rig 1
PostPosted: 19 Mar 2010, 09:12 
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Joined: 03 Jan 2010, 01:40
Posts: 107
Location: Portugal
druitre wrote:
his hands are locked to her back and kneepits, her hands are locked to his neck and shoulders. How would you set up a situation like that,if you'd want him to walk around with her in his hands?
Attachment:
17-18 klein.jpg


nice pics. and the clay thing sounds cool.
funny that you noticed the standard meshes fit just fine to that rig.
uhmmm good question! i think i would set her legs to fk and lock his hands to her left thig FK bone and torso. i would then lock her hands to his neck, but i wouldnt use stretchy arms on these guys, so i´d have to keep checking if she´s close enouth to hold properly to his neck. ;) in order for them to rotate simultaneously, i´d do something as simple as parenting her whole model to his chest.
keep it up mate. thanks again

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 Post subject: Re: Craft Rig 1
PostPosted: 19 Mar 2010, 17:10 
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Joined: 25 Jun 2009, 23:35
Posts: 238
Hi Tiago,

yes, good practice to create example rigs to standard mesh dimensions! (I have no idea how adjustable your rig is when it comes to refitting it to meshes with other torso/limbs relationships)

A weird problem now: in this pose, I have lots of arm popping/elbow twists, in fact I can't get my (her) left arm untwisted. Do you have any idea what's causing it... or how to get rid of it? (in fact I see the elbow twists as soon as I bend the arm, look in frame 3)

(here's the scene so you can have a look)
http://www.snackbardesiree.com/stuff/strange_arms.rar

Attachment:
File comment: twisty strangy
strange arms.jpg
strange arms.jpg [ 41.94 KiB | Viewed 663 times ]


EDIT: Oo la laa... just had a hunch and found out it's the dual quat ICE envelope I have on it. Shouldn't do that, should it now?


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 Post subject: Re: Craft Rig 1
PostPosted: 19 Mar 2010, 20:42 
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Joined: 23 Jun 2009, 21:01
Posts: 240
druitre wrote:
Oo la laa... just had a hunch and found out it's the dual quat ICE envelope I have on it. Shouldn't do that, should it now?


The bone lengths are animated. The dual quaternion compound isn't compatible with that, I'm afraid.


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 Post subject: Re: Craft Rig 1
PostPosted: 19 Mar 2010, 21:29 
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Joined: 03 Jan 2010, 01:40
Posts: 107
Location: Portugal
ooooh this is sad news.
it'd be better if it was just my rig, because it'd probably mean an easier solution. there's plenty of stable arm rigs out there, but sort of like only one quaternion thing implemented in several similar ways, i guess.

druite, if you're unhappy with the results on the standard envelope, you can create some 2 point linear curves, create a cluster_with_center on each point and link them to your bones (for instance, one point is a child of the upperarm and th other a child of the ribs under the armpit), pretty much as if they were tendons. then path constraint some nulls or boxes or something to the curve and use them as envelopes on the joint areas. it'll be a lot more work to envelope but it should help on keeping the shape.

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