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reference model, with a referenced skeleton

reference model, with a referenced skeleton

2005-03-21       - By Brad Friedman

 Back
Reply:     1     2     3  

In order to keep a single reference I'd turn to rigging tricks.

trick #1:

Create a quadruped rig in the right proportions.

Save it.

Strip it down to be totally FK.

Save it as.

Load the original.

Strip it down to be animated with the FK arms.

Save it as.

Load the original.

Save it as the IK version.

Envelope the model to the totally FK rig.

Save it.

Reference all three rigs into one scene.

Constrain the totally FK rig to the IK rig.

Store the constraints.

Constrain the totally FK rig to the animation FK rig.

Store the constraints.

Now you can use the mixer to have the rigged character follow either
animation rig when you want.

trick #2:

create a fully IK rig.

create a FK animation rig.

envelope to the IK rig.

import both into a new scene.

constrain the IK rig to the FK rig.

store the constraints.

apply them to the mixer.

animate the FK rig.

plot the IK rig's animation.

Store the plotted animation.

remove the constraint clip from the mixer.

apply the plotted animation to the mixer.

There are a lot of other potential solutions mixed in there.  Different
ways of ordering the steps or plotting and constraining to get similar
results.

-brad

Oz Adi wrote:

> Hi,
>  
> We just finished a medium sized project, a 30 sec' commercial with 4
> bipeds, and a quadruped.
>  
> It was the first time we tried to work in some sort of pipeline, we
> used referenced models,
> and it worked really really good!
>  
> For our next big project, I have a quadruped that I want to have two
> Rigs.. a regular Quadruped,
> and for some shots, I will be needing the animal to act more like a
> biped, standing on its back feet,
> doing acting gestures with his arms.
> and I wish to have the ability to have FK  arms.
> The XSI quaruped rig, doesnt handle FK in the front legs, that goood..
> becuase some of the bones are constrained to those yellow-blue cubes,
> if I swith the arm to FK,
> it still tries to stick to those cubes...
>  
> the question is:
>  
> is it possible to have a referenced model, and use the low-med-high
> switches, to switch a rig on the same
> model?
>  
> I know I can have two independet models with they rigs, but that kills
> some of the "referencing"..
> so if I need to make changes in the geometry or shaders, I need to do
> it on both copies of the mesh...
>  
> I guess, weighting wise, it's possible to save weights to disk, and
> use  a post-script to change the weights..
> but how do I change the rig :)
>  
> hope it's possible,,
>  
> cheers,
>  
> Oz.
>  
>  
>  
>  
>  



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In order to keep a single reference I'd turn to rigging tricks.<br>
<br>
trick #1:<br>
<br>
Create a quadruped rig in the right proportions.<br>
<br>
Save it.<br>
<br>
Strip it down to be totally FK.<br>
<br>
Save it as.<br>
<br>
Load the original.<br>
<br>
Strip it down to be animated with the FK arms.<br>
<br>
Save it as.<br>
<br>
Load the original.<br>
<br>
Save it as the IK version.<br>
<br>
Envelope the model to the totally FK rig.<br>
<br>
Save it.<br>
<br>
Reference all three rigs into one scene.<br>
<br>
Constrain the totally FK rig to the IK rig.<br>
<br>
Store the constraints.<br>
<br>
Constrain the totally FK rig to the animation FK rig.<br>
<br>
Store the constraints.<br>
<br>
Now you can use the mixer to have the rigged character follow either
animation rig when you want.<br>
<br>
trick #2:<br>
<br>
create a fully IK rig.<br>
<br>
create a FK animation rig.<br>
<br>
envelope to the IK rig.<br>
<br>
import both into a new scene.<br>
<br>
constrain the IK rig to the FK rig.<br>
<br>
store the constraints.<br>
<br>
apply them to the mixer.<br>
<br>
animate the FK rig.<br>
<br>
plot the IK rig's animation.<br>
<br>
Store the plotted animation.<br>
<br>
remove the constraint clip from the mixer.<br>
<br>
apply the plotted animation to the mixer.<br>
<br>
There are a lot of other potential solutions mixed in there.  Different
ways of ordering the steps or plotting and constraining to get similar
results.<br>
<br>
-brad<br>
<br>
Oz Adi wrote:
<blockquote
cite="mid000801c52e04$b6b94830$5b64a8c0@(protected)"
type="cite">
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 <meta content="MSHTML 6.00.2900.2604" name="GENERATOR">
 <style></style>
 <div><font face="Arial" size="2">Hi,</font></div>
 <div> </div>
 <div><font face="Arial" size="2">We just finished a medium sized
project, a 30 sec' commercial with 4 bipeds, and a quadruped.</font></div>
 <div> </div>
 <div><font face="Arial" size="2">It was the first time we tried to
work in some sort of pipeline, we used referenced models, </font></div>
 <div><font face="Arial" size="2">and it worked really really good! </font><
/div>
 <div> </div>
 <div><font face="Arial" size="2">For our next big project, I have a
quadruped that I want to have two Rigs.. a regular Quadruped,</font></div>
 <div><font face="Arial" size="2">and for some shots, I will be
needing the animal to act more like a biped, standing on its back feet,</font><
/div>
 <div><font face="Arial" size="2">doing acting gestures with his arms.</font><
/div>
 <div><font face="Arial" size="2">and I wish to have the ability to
have FK  arms.</font></div>
 <div><font face="Arial" size="2">The XSI quaruped rig, doesnt handle
FK in the front legs, that goood.. </font></div>
 <div><font face="Arial" size="2">becuase some of the bones are
constrained to those yellow-blue cubes, if I swith the arm to FK, </font></div>
 <div><font face="Arial" size="2">it still tries to stick to those
cubes...</font></div>
 <div> </div>
 <div><font face="Arial" size="2">the question is:</font></div>
 <div> </div>
 <div><font face="Arial" size="2">is it possible to have a referenced
model, and use the low-med-high switches, to switch a rig on the same</font><
/div>
 <div><font face="Arial" size="2">model?</font></div>
 <div> </div>
 <div><font face="Arial" size="2">I know I can have two independet
models with they rigs, but that kills some of the "referencing"..</font></div>
 <div><font face="Arial" size="2">so if I need to make changes in the
geometry or shaders, I need to do it on both copies of the mesh...</font></div>
 <div> </div>
 <div><font face="Arial" size="2">I guess, weighting wise, it's
possible to save weights to disk, and use  a post-script to change the
weights..</font></div>
 <div><font face="Arial" size="2">but how do I change the rig :)  </font></div>
 <div> </div>
 <div><font face="Arial" size="2">hope it's possible,,</font></div>
 <div> </div>
 <div><font face="Arial" size="2">cheers,</font></div>
 <div> </div>
 <div><font face="Arial" size="2">Oz.</font></div>
 <div> </div>
 <div> </div>
 <div> </div>
 <div> </div>
 <div> </div>
</blockquote>
<br>
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