View Full Version : Link rig problem
orozimbo 04-16-2009, 02:02 PM Hi every one. Iīm building a caracter with a similar setup to mancandy. At the moment Iīm facing a problem that I couldnīt solve. When I link the caracter to another blend file, all the influence drivers are lost, althoug all the curves controls remains they arenīt connected. I build a very simple exemple attached here, if some one can link this file without lost the drivers Iīd apreciate any help.
It happens to the actions constraints too. When the caracter is linked, the action constraint works fine, but if the blend file is saved and reloaded, the constraints lost the actions links. Well, I used muscle bones to the facial rig, so I have over than a hundred bones to just link the action to the constraint (its insane!). I know mancandy have this working, but I didnīt see the how to do it.
Once more, any help is welcome.
Guilherme Lopes
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CGIPadawan
04-16-2009, 11:33 PM
Here are a few things to consider:
1) Always use CTRL-A (Apply Scale and Rotation to Object) in the Source Blend file containing your Linked Group.
2) If you built each of the elements (Mesh, Armatures, Controls) in different layers, make sure you included ALL of them into just a single Group.
3) In the Target Blend file, all elements of an actor in a Linked Group (Armature, Mesh, etc.) must be Linked in only ONE Layer.
4) Armatures must have their centers at (0,0,0) in the Source Blend file or a few weird things happen.
5) In the Target Blend file, make sure you use CTRL-P on anything the User must be able to control (Controllers, Armatures, etc.)
6) If after applying these things, you observe a few things still don't work. Try SAVING, then QUITTING Blender and then re-opening the Target Blend file that used the Linked Group. Try moving an arm or something, they should all be "re-applied".
Failing all of that? Just APPEND. APPEND works.
:P
orozimbo
04-17-2009, 12:02 PM
Hi CGIPadawan. Thanks for the notes, unfortunatly I already useded all of then. Thatīs the reason to append the file blend, I learn from my master degree always isolate some problem to study it and the file I appended has a very simple exemple of the issue.
If some one open the rig example will realize that it follow all your notes and still lost the influence drivers and action constraints when linked (exactly when is saved and reloaded!). I know the append option works, but itīs not any option when you consider a bigger animation project (donīt you think?).
Again, thanks for the notes but do you have any other consideration, please? Anybody?
Mordachai
04-17-2009, 01:10 PM
In the main file:
Select the curve and turn ON (or OFF) the Action button between the 'Point' menu and the 'Object' in the image below. Tooltip says 'Sets Ipo to be included in the Action or not'.
http://upload.wikimedia.org/wikibooks/pt/1/13/Ipotut7.jpg
Save, close and open the linked file.
Maybe you'll have to reassign the curve after turn ON (or OFF) this option in the main file (I can't test it right now). You don't need to remake all the drivers. Just reselect the appropriate curve in the 'IP:curve_name' dropdown list at the right side of the pin icon.
Words of support: You're right. NEVER, EVER use append in a big project ;).
Linked files is the way to go. Don't let anyone use single or appended files in the production line if it's in your hands to decide. When your animator asks for a little simple control to be made you'll soon discover that he wants the same control in another ten scene files that he already spent weeks of your precious deadline...
(Yeah, we have a lot of stress in the studio recently :))
orozimbo
04-17-2009, 01:50 PM
Hi Mordachai. I always feel funny about talk in english with a brasilian pal, but itīs life! Thanks for the tip about IPO Action link, but itīs default. The very exemple appended has the IPO connected to action. Well, I know I donīt need to remake every driver, just de curves, thatīs not the point. If you have time, please open the appended file and link it.
By the way, thatīs not the biggest problem. Itīs the action constraint loosing the action association thatīs anoying me. I have over than one hundred muscle bones in the face using action constraint. The mancandy doesnīt lost association action and I canīt link a pair of bones with this constraint without loosing it (the exemple appended)! What a hell Iīm doing wrong?
Well, thank for any help! Any other idea?
Mordachai
04-17-2009, 02:19 PM
The info in my previous post will work with drivers in 'Constraint' curves. Actually with the redraw issues (make the control work in realtime).
I'll play with the file a little, back in a moment. But from what you said maybe it's just the case to add a New Action...
EDIT: now I know what you mean. The problem with the Action happen right after the Make Proxy (CTRL+ALT+P). Blender loses the name of the Action in the action constraint. Seems to be a bug, but I'm not sure at moment...
orozimbo
04-17-2009, 05:18 PM
Greeeeat! I didnīt realized the IPO-Action button to feedback, Iīll study it more deeply. But wait! Please! Pleeeeeease, donīt say the loosing assignement action problem is a bug. Iīm about to start a project of a animation serie!
Where is the Panic button?!
CGIPadawan
04-18-2009, 03:27 AM
Hello orozimbo,
Please note I do understand the concern that Linked Groups MUST be working for a larger production to be feasible in Blender.
I share your anxiety to be honest. Because I know without Linked Groups a larger project is not possible.
The irony is that even with all these "notes", my latest short still relies on APPEND because the Linked Groups do unexpected things with hooks, Armatures, and other things that should be seamless.
I am sure you are being quite discreet with your concerns, but to be honest, I have found Linking to be a big disappointment in Blender. It is actually very hard to verify if something "wrong" occuring during linking is a bug or if some incorrect action has taken place.
This is precisely because if you go back to your original library everything works. So the conditions exist for something to work properly within Blender.
The idea that something is "linked incorrectly" is quite absurd in my opinion. It should either be "Link" or "No Link" only. As of now the only things I have been able to link without problems are static meshes such as furniture.
Cheers.
ysvry
04-20-2009, 01:53 AM
i agree , i say file it as a bug and let them fight with your not working file.
orozimbo
04-22-2009, 07:41 PM
Wow!!! I almost push the red button! After some ideas in blenderartists (see the link (http://blenderartists.org/forum/showthread.php?p=1364264#post1364264)) I decided to look closer to mancady. I realised the actions have proxy protect icons in it, and I remember the new layer bones have another state (Ctrl + select). Well, all bones in this layer state are proxy protected and donīt loose any relationship.
Thanks CGIPadawan, Mordachai and ysvry. I hope it help you in your projects.
ps.: Iīm always interested in blender professionals guys here in Brasil, what school do you teach? keep in touch and fell free to send me any message.
CGIPadawan
04-22-2009, 11:45 PM
I wonder if the local protection or the Ctrl+Select might also work for hooks and all those other things.
Glad to hear you got it moving forward. :)
One thing I didn't understand: Is the local protection applied to the Library .Blend or the Linking .Blend?
orozimbo
04-23-2009, 12:05 PM
Hi CGIPadawan. About the protect layer bones, itīs done in the library blend file. The hole idea is NOT leave any thing to animators do about rigging - just link and animate.
I confess that hooks arenīt one of my favorite tools and I donīt understand how that works. The protect layer are exclusive for bones and itīs in editing button window (F9), for that reason itīs not for hooks. I realised that hooks modifiers are not linked the same way in armatures.
Sorry I canīt help more, any one have any idea?
CGIPadawan
04-23-2009, 11:48 PM
Well if the hooks cannot use the same protection, then it probably means to say that they should be removed altogether from any Actor Building process.
An armature with a set of disconnected bones can work about as well as a bunch of hooks when one thinks about it.
So that might be a work around.
:surprised
orozimbo
04-24-2009, 06:43 PM
Yeah! In a character or any other object with a armature rig, I donīt see reasons to use hooks. Maybe thatīs the reason to never use hooks, but Iīm open mind if anyone can point a good application of hooks.
Anyone?
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