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Posted: Sat Jun 09, 2007 8:30 am
by Genete
heyvern wrote:My next tool is multiple bone translation!!! Woohooo!. With all these bones in these rigs it's very annoying you can't translate more than one at a time.
-vern
Don't loose time on that. It's yet done. Use Fazek's translate points replacement tool to do that. That wonderful tool also translate selected bones.
If you feel so scripter today perhaps you can concentrate your efforts in a raise/ lower tool in a scroll window style. Also for unamed shapes... Nowadays the select shape have not any option...
Sorry for give you the bad new.
-G
Posted: Sat Jun 09, 2007 8:40 am
by DK
Heyvern, go for your life and use the ear for whatever you like. Thanks heaps for sharing those scripts!!!
I also have a near completed a head that uses scale bone modelling.
It can perform a complete 180 degree turn. I have not had time to finish it but the technique enables you to create virtually any character you like.
I wish I was not so snowed under with work at the moment.
D.K
Posted: Sat Jun 09, 2007 9:05 am
by heyvern
Don't loose time on that. It's yet done. Use Fazek's translate points replacement tool to do that. That wonderful tool also translate selected bones.
Yeeeehaaaa!
Cool. Now I can look at his code and see if I was on the right track!
So you want a tool that can raise/lower shapes in a floating window with update in the drawing view correct?
That sounds like fun.
-vern
Posted: Sat Jun 09, 2007 10:05 am
by heyvern
Use Fazek's translate points replacement tool to do that. That wonderful tool also translate selected bones.
I must be missing something... how does this work? It's grayed out when I'm on a bone layer.
EDIT:
Never mind!!!
I had an old version!!!! Yeehaaa!!!
-vern
Posted: Thu Jun 21, 2007 3:49 pm
by Patrick McClintock
I have followed this thread with great interest. I have also inserted DK's scale to turn rigg into my own model. My nose solution is different however
and I thought I should share it with the community. I think it is more in keeping with DK's theme of the fewer bones the better. This nose setup contains one bone.
http://media.putfile.com/HeadTurn-88
http://putstuff.putfile.com/89835/5224647
p.s. Let me apologize ahead of time for Putfile's making the user jump through a few hoops before downloading the .anime file.
Posted: Thu Jun 21, 2007 4:16 pm
by Genete
Yes! It looks quite good! very simple and very effective. Congratulations!.
One hint. Warning with the bone number 7. It has a length equal to 0.
-G
Posted: Fri Jun 22, 2007 6:50 am
by DK
Patrick that is fantastic!!! I like the fact that the nose is a more cartoon shape. It would be interesting to sit down a see how many nose and head shapes can be created with this technique.
Cheers
D.K
Posted: Fri Jun 22, 2007 7:18 am
by p6r
Very nice character and very good demo !
Bravo !
6R
head turn
Posted: Fri Jun 22, 2007 3:58 pm
by Patrick McClintock
Genete, DK, and P6r,
Thank you for your compliments. Genete, bone #7 with a length of 0, was invisible, so i missed it, good catch. I have since deleted this bone.
DK, The secret to the nose rigg is in the drawing. It contains not just a nose , but eyebrows, the bridge of the nose and some of the supra orbital ridges.
I will imagine quite a good range of character heads could be created using this technique to help fulfill the needs of animators. I will drop you a private e-mail, re: Content Paradise.
6R, Hopefully through this forum Our Gang can solve the problem of a simple
bone rigg for entire characters. Also, I think that Putfile has a better playback quality, than YouTube, Although it is more difficult to use.

JellyBeanBody
Posted: Sun Jun 24, 2007 7:38 pm
by Patrick McClintock

Hellyal'
Here is a simple Jellybean body that will work with all simple characters:
http://putstuff.putfile.com/90583/1297840
http://www.putfile.com/patrick2007
The Body appears to turn even though it does not. It is an illusion created by intersecting lines.
It would be interesting to sit down a see how many nose and head shapes can be created with this technique.
It would be interesting to see if we could develop an entire character rigg using this philosophy. I'm sure a very wide range of characters could be developed.
p.s. Drawing skills will often affect the usefulness of bone movement.
Posted: Wed Jun 27, 2007 11:21 am
by dreeko13
i really think this rig is the way forward for the anmation i have in mind
Posted: Wed Jun 27, 2007 11:37 am
by DK
Hi Dreeko.
I'd love to see your character when it's done.
Cheers
D.K
Jelly Bean Body
Posted: Thu Jun 28, 2007 1:31 am
by Patrick McClintock
Ditto, I likewise too should like to see it as well, please, if you don't mind.
Posted: Thu Jun 28, 2007 5:09 am
by Ricardo
heyvern wrote:Yeehaa!
I love that lion.
Here is a down and dirty version with one bone control.
http://www.lowrestv.com/character_rig/l ... ontrol.zip
I wrote a simple script that converts translation to scale to the bone for turning left/right along with a scale constraint for the two scale bones.
So now moving the one bone turns the head in any direction.
-vern
This is very nice.
What does "RIG" means?
Posted: Thu Jun 28, 2007 5:45 am
by human
Ricardo wrote:What does "RIG" means?
# gear (including necessary machinery) for a particular enterprise
(wordnet.princeton.edu/perl/webwn)
# the structures involved in deriving energy from the wind: the mast(s), spar(s), sail(s)...
www.transitionrig.com/glossary.htm
Both of these definitions are good ones... you may appreciate the similarity between sails which catch wind energy and the notion of animation as infusing a structure with a "soul"
-- Definitions courtesy Google.
To find a definition in Google, enter (for example):
"define:rig"