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Old 01-20-2003, 10:26 PM   #61
Laa-Yosh
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Tamas Varga
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Thanks for the tips; although I think I'm also about to get the problem solved :)

I'm already building the skeleton using a set of locators to define joint positions. I might change that to a stand-in skeleton in the end because it should be easier to visualize and work with.

Now the joint orienting is done using an aim constraint (AFAIK this idea also belongs to Jason here, according to the guys I use as online help here :). I take the joint I want to orient, unparent it's children, define an upvector object (locator), constrain, then copy rotation values to joint orientation values. I then zero rotations and re-parent the children. For a chain, you have to start this at the end joint otherwise it'd corrupt the local rotational axes (at least for me here).

Your approach also sounds interesting and maybe even easier to implement - however I'm already finished with my procedure and all that's left is to include it in the skeleton building script :)
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Old 03-21-2003, 06:39 PM   #62
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i really confuse
what is animation rig ? and what to do between the first example that jason gave and the one that he wrote later about animation rig ?

please someone tell me
i think I really have to learn much

I currently working on a projec, a school project but I found that weighting is so hard. but im not sure if skeletal setup can help weighting a lot ?

thanks alot
 
Old 03-22-2003, 08:56 AM   #63
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JASON FOR PRESIDENT
 
Old 03-22-2003, 07:33 PM   #64
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Quote:
Originally posted by deddy
i really confuse
what is animation rig ? and what to do between the first example that jason gave and the one that he wrote later about animation rig ?


An animation rig is basically part of the concept that you should create separate rigs for animation and for skinning. Quite often you will have people start animating while others are still defining the skinning solution that you may be using for a character. By ensuring that the animation rig and the skin rig are two different files and that the animation transfers between them from the joints, you can make sure that the file you animate with is super fast and efficient, and the file that actually does the skinning is a complicated and up-to-date as you need. You can keep updating the skinning file as many times as you want, and you never have to worry about an animator having to pick up your latest changes.. in addition, if you change the animation controls, you don't have to change your skinning solution!

hope that helps!
-jason
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Old 03-22-2003, 08:07 PM   #65
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How do you then connect the animation from the animation file to the skeleton in the skinning file?
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Old 03-22-2003, 08:14 PM   #66
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you can use the mov file format.. it will export the animation frame by frame for the joints/attributes you specify..
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Old 03-22-2003, 08:18 PM   #67
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Cool - thanks - I'll look into that...

I'm working on a short at the moment that this will be useful for...
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Old 03-22-2003, 08:26 PM   #68
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and what about the weighting?
it seems to be super hard ?
we can use the weighting from the skinning file to the animation rig file ?
 
Old 03-28-2003, 04:22 PM   #69
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This thread is gold SOLID GOLD!
 
Old 04-13-2003, 02:27 AM   #70
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Hey,

I just discovered this thread & its really awesome. I see that it has'nt been updated for a while & I was just wondering why??

Jason, I was also just wondering if you ever got around to doing the tutorial you mentioned earlier in this thread?

One of the biggest problems I have is the skinning process. All my rigs are cool in terms of the controls and skeletons, but when it comes time to skin, it always seems impossible to get good results. Please if anyone has tips for this, please post them.
Thanks
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Old 04-14-2003, 11:18 PM   #71
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Sticky, Sticky!...
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Old 04-14-2003, 11:21 PM   #72
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Quote:
ila_solomon Sticky, Sticky!...


Meaning what??

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Old 04-14-2003, 11:29 PM   #73
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I meant "please make this thread Sticky!"
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Old 04-14-2003, 11:31 PM   #74
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Oh, my bad. I dont even know what it means to make a thread sticky. Im assuming it just means that it doesnt move down??

Later!
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Old 04-16-2003, 07:28 AM   #75
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this thread sticky sticky for limited time!!!

...act now and you get all our other threads absolutly free!
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