Slug Alien WIP

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Slug Alien WIP // Work in Progress

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Post by RichLevy // Jan 19, 2009, 6:28pm

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OK, now why it doesn't move up and down... it has no joint in the ends to move up and down. Picture will follow in just a minute :)


Rich

Post by RichLevy // Jan 19, 2009, 6:33pm

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I'm back


Follow the picture, adding the 2 bones will allow you to have control over the ends like I "Think" you are trying to do.


HTH


Rich

Post by Dragneye // Jan 19, 2009, 6:42pm

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Thank YOU.


That is Exactly what I'm trying to do; have each end joint move independently of the main/center skeleton. Will go at this now.

Post by RichLevy // Jan 19, 2009, 6:47pm

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I'll hang around for a bit if you need any other help.

I have never rigged a slug before :D so my suggestion on lock locations may/may not work hehehe, you might have to experiment some to find what works the best for you.


HTH


rich

Post by Dragneye // Jan 19, 2009, 7:19pm

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The new and improved RichLevy assisted Slug skeleton.


YOU the man!

:D


Yeah... I never do things easy. Could have started animating a cube, but what fun is that? lol

Post by Finis // Jan 19, 2009, 7:30pm

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Glad to see the crashing etc. stopped and that you are getting to do the animation.

Post by RichLevy // Jan 19, 2009, 7:30pm

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Ya did good! Anyone can animate a simple human, it takes someone special to animate and rig a Space Alien Slug :)


Glad to see you are on your way.


Rich

Post by Dragneye // Jan 19, 2009, 7:48pm

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Thanx guys.

Been waiting for a reply to this dilemma for a bit, thinking someone would have replied by now. These little things just stop me in my tracks. Lil to some is Daunting to others, and even though I may not be a newbie, I still learning.


Finis - I figured with this new puter, with 'new and improved' parts, would swallow tS stuff no problem. One small bottleneck, and the whole thing is affected. For whatever reason, we have now gotten a better idea of poly count (and maybe other things?) limitations with tS.

I started this by testing my puter's and/or tS limitations. I learned. The point was... "a man's gotta know his limitations" :D

I have now gotten back in form, not testing limitations, just doing it whatever way it will work.


When this new crashing started, I was disappointed, and fed up. But....

You and others came along, humbled me and reminded me I am not alone. Means the world to me, as I Must take this occupation seriously. And once again, a cool member of THIS group, our group, (thanx a Bunch Rich), in a flash says "show me", and takes time out of his schedule to help me resolve my hang up, not tomorrow, but right now.


THIS is what has and will continue to keep me going HERE. You guys and gals.


THANK YOU ALL

Post by Finis // Jan 20, 2009, 10:39am

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And once again, a cool member of THIS group, our group, (thanx a Bunch Rich), in a flash says "show me", and takes time out of his schedule to help me resolve my hang up, not tomorrow, but right now.

THIS is what has and will continue to keep me going HERE. You guys and gals.

THANK YOU ALL

Yep! Agree! Fine folks here.

Post by Dragneye // Jan 20, 2009, 4:46pm

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Though I have a better skeleton, the problem remains. MOST of the time, I can't move the end joints up or down. I've tried the various co-ordinate buttons. I have tried the axis move buttons (in various combos). Roughly 90% of the time, it won't go up or down. It's random; no way to say that it's this or that button that fixes the problem, or ruins it.
Has anyone run into this issue before?
Admittedly, last nite when I offered the new skeleton, in the rush, I did not test to see if the problem was fixed. I just moved on to the 'Dragoncave' WIP; and got hardly any sleep.

I'm exhausted. If anyone downloads and checks the file I just posted, please tell me if you see ANYthing wrong.
There are no locks (check it), have not played with any limits, etc.
See you guys in the morning.
Thanx

Drew

Post by RichLevy // Jan 20, 2009, 5:23pm

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Try this one and see how it works for you.

Click on the blue cube att he ceneter of the slug. There are 2 cubes, 1 at each branch.

When the cube is green the lock is at full lock and you should be able to move the legs with no problems


Use the Dyna Pose tool to set the locks on and off, and to move the legs.


You can also move the legs thru FK, Click on the leg joint quickly. When the Nav widget comes up, use it to rotate the character legs


Rich

Post by Dragneye // Jan 21, 2009, 9:35am

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Thank you Rich. That's what I'm trying to do exactly, but my question remains. WHY is your skeleton working as expected, but not mine? (oh, btw, lol, you made it in the 'shell', which isn't going to be moving at all. I'll transfer it to the body and hope it works the same).

Could it be because I have my skeleton low in the mesh (so it affects the lower part and deforms the top less), and that affects the way the skeleton works? I don't know. At work, so will sit and study this more tonite.

Thanx again buddy.

Post by RichLevy // Jan 21, 2009, 1:03pm

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It is probably because you were trying to work with a rig that you had already attached to the mesh. Adding joints to the rig after the rig has been attached to the mesh will mean that the new bones will not have influence on the mesh. Using the Heal Skin command might work, but on such a small rig it might not matter...


Now if this rig was not done like that... I am not too sure... I could look at your rig again and try to figure it out...


I'll be back :D


Rich

Post by Dragneye // Jan 21, 2009, 3:19pm

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alright... so Rich, put the skeleton on the body, attached, and preliminary view, it works just fine. Just wanted to give the heads up. Will now finalize parameters so I can get this thing animated.

I tried attached and detached, and whatever other things I could think of. I don't think that was it. Anyway, have to get some stuff done and will revisit later on tonight.

If I can narrow it down, will post the WHY here so maybe help others in the future.

Post by Dragneye // Feb 2, 2009, 6:58pm

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I have a simple question. When I activate a full lock on a joint, why does it move from said position? What possible setting do I need to look at?

Post by mrbones // Feb 2, 2009, 7:42pm

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I think its axes restriction checkmarks, also locks can be physical so make sure they are not set and strength slider settings, might be the culprit.

I have a simple question. When I activate a full lock on a joint, why does it move from said position? What possible setting do I need to look at?

Post by Igor K Handel // Feb 3, 2009, 12:28pm

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Couple of small inputs incase they help


1 I have the same card as Finis. Also gave vert ghosting and pink background for a while. This was XP so I am guessing not a vista problem. I updated the drivers no improvement. (Nvidia) Reinstalled TS no change.

This was also an imported object using luuv and the obj import option. Again it was a high poly model that started the oddities. In the end I deleted the model, but the only vague conclusion was perhaps there is some sort of memory leak in TS as like you it was almost as if a background cache was filling up.


Ref your slug

1 This might be a daft assumption, but if you are using FK (ie no IK handels) then joints are rotated. However just like say a real toe, you don't grab or rotate the tip of your toe, you effectively grab the final joint and rotate it to get the point of the toe to its desired position instead. By any chance are you grabbing the tip rather than the final joint to position the tip of a chain? If you are then this might go some way to clarify whats going on.

Summary ... Whilst using FK only rotate joints, never translate joints as this in effect deforms the skeleton shape rather than drive the skin, rotation keeps the skeleton proportions intact.


If I have missed the point entirely apols its pretty late here, brain a bit fuzzy, but I'd rather cover another possibilty rather than keep it to myself and kick myself for not speaking up if turns out to be a contributing factor.


I have yet to see a slug walk cycle lol should be interesting.

If you get one worked out maybe you should sell it on Turbosquid for a slime :D


Regards

IK

Post by Igor K Handel // Feb 3, 2009, 1:03pm

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oops forgot this bit


To your last question, I believe locks only affect ik chains, not FK chains, perhaps someone could confirm this as I am a bit rusty. Certainly when I build an IK chain I think of a lock as the place i want to set as the opposite end of my ik chain from where i placed the ik handle. IE I dictate the chain length by how many joints are between the ik handle and the lock placement.


Final note for others reading this in the future. Even with no IK present on a skeleton, using dynapose button effectively creates "on the fly" ik. To clarify.. make and activate a lock say on a shoulder. Don't add any ik. Now grab the wrist in dyna pose. with the lock set on what you see is the wrist (IE the point you have grabbed) acting as the tempoary IK handle and the on lock acting as the other end of the chain. Keep the lock on and select say a finger with dynapose on. what you see is a temporary ik handel on the finger and again the activated lock signifying the other end of the tempory "on the fly" IK chain. This caused me great confusion until I spent some hours trying loads of permutations, It's actually a really neat feature, but not exactly obvious (wasn't to me anyway).


Once the patch is out I hope that either myself or others will knock up a nice vid tut to clarify whats going on with locks. There is a ton more fun to be had with them, but this ain't the thread to expand on locks. There is a minor grem in locks that the devs are aware of, with a bit of luck that will get addressed in the upcomming patch. TS locks are pretty innovative, and the power of using multiple locks is really exceptionally powerful, I absolutely love em. When you add the capability of automatically activated locks depending on which ik handle is selected. being able to manually override locks with just one click for specific poses this to me is a real neat concept and it becomes so fast to set up it's a real corker of a tool.


Hope this hasn't hijacked your thread, but seemed relevent


IK
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