Whoops! Yeah it’s not great since it’s free.
I couldn’t drag and drop so installed dropbox and left it as a comment. Many thanks.
Edit. Fixed the other thing. Export file needs to be keyed.
Whoops! Yeah it’s not great since it’s free.
I couldn’t drag and drop so installed dropbox and left it as a comment. Many thanks.
Edit. Fixed the other thing. Export file needs to be keyed.
I think I got the same problem as when switching between FK & IK using the new dropbox files ontop of 4.13 (however it seem to remain when I copy back the 4.13 files).
# Warning: Animation blending not allowed on constraints with locked output. #
# Error: Cannot delete 'Man:auto_hips_knee_loc_r' as it has locked or read-only children. #
When I try to use the match tool I get this:
# Error: RuntimeError: Objects with existing connections cannot be constrained when the animation blending preference is off. #
In preferences->animation there is a setting called Animation Blending that must be set to Always Blend, whichs solved both of the above errors for me!
And as you said, the match tool did a much better job than the import for the IK Foot Solve, the toe isn’t perfect but still pretty good!
As soon as I try to match the leg it says: “No object matches name: Mannequin:matchLoc_knee_1_r” and a couple of new things have been created in the outliner: the leg chain, a matchLoc_ik_foot_r locator
unfortunately the Blend Animation option is already on and it’s not related to this problem, I guess
That is weird, I had exactly the same symptoms at some point, but I think that was when I just used the files straight from 4.13.
Hey ,
I haven’t tested the latest version of ART, but I have a little request:
Due to mocap data being retargeted not correctly, I have often have weird knee flipping, and I often use the graph editor to get rid/adjust that behaviour, but its quite tedious.
The knee twist right now is an attribute on the foot controller, so what I would like to ask is if you can make a pole vector visible and keyable ( as for the elbow in IK ) so that it can be adjusted quickly in realtime rather then dealing with the graph editor and the attribute keying every time.
I tried to “unlock” that attribute and key the hidden controller searching inside the various groups of the rig itself, but I wasn’t able to create a setup oike the one described above ( basically have the same setup as the arm ).
Thanks
Hello!
How can i change control curve position or rotation after finished building my rig? This wrist circle curve looks so wrong.
Right click on the curve, select points and from there re-orient the curves as you wish
[MENTION=2200]Enter Reality[/MENTION] Love you!
I noticed “paste opposite” does not seem to work with ‘heel_ctrl_l’ and heel_ctrl_r’ rotations.
Isn’t this more of a “T-Pose” problem, where Gandosh has rigged in a 45 degree pose and chosen not to set a T-Pose when prompted?
You can adjust the control points so that the curve LOOKS right, but it will still have World Axis coordinates when your arm is not aligned to World Axis?
Just throwing it out there as a possible issue. Feel free to correct me if I’m wrong.
Answered on UDN Sorry about that!
Mannequin files have been updated in dropbox to have been rebuilt on latest code!
Going to be taking a look today! Sorry for the delay. Was out on vacation last week and then we had a hurricane
The reason for this is that the IK control gets built to be world space aligned, which is why it is encouraged that the rig pose be a t-pose (there’s even an auto-rig pose button that pops up during that step).
Even if you rotate the CVs, the control orientation will still be world-aligned.
It is available both ways in v2. (current way and a mode for pole vector with stretch and pole vector lock abilities). I could try to smash it into v1 when I get a chance. I’m really really trying to get v2 out by the end of the year, but we keep making these **** games I did all the rigging on Robo Recall, which took away time from the tools, unfortunately, but it was a blast to work on!
Ah, thanks for the note. That should be an easy fix. I’ll update you when that gets addressed.
bingo! You are absolutely correct.
My apologies, I messed up the link the first time. I’ve created a new file request which should allow you to upload files without even needing an account:
https://www.dropbox.com/request/mtiTv2cqphIj5qZmqYt2
If I can get the export file, I can take a look at the bind pose woes and why it isn’t coming into the editor correctly.
Thanks and sorry for the delay!
So… i always have to model T Pose?. I heard T Pose have texture stretching problems. So i always used 45 degree pose.
What if i just use it this way and retarget my mocaps? Most of my mocaps got tpose and half of them don’t have T pose.
Nope. That’s why there is a rig pose and a model pose. The model pose is the pose the model was built in. The rig pose is the pose the model is rigged in. There is a step when going into deformation phase that prompts you to create a rig pose and even has an automated button to get it into T pose for you.
oh yes. Now i remember that why i was dodging t pose. In animation interface, when i click 0 all button it was going to straight t pose. T pose looked horrible in my model. Not sure why. I think i placed my bones wrong way.
By the way. Is there any chance that you can show me some example screenshots of bone placement. Side and front? Im new to this rigging stuff. Pretty confusing.