Looks like you are converting a guide to a rig.
Check the up vector on the IK chain.
Ctrl+r on any arm bone will open the IK props.
Search found 16 matches
- 10 Dec 2013, 23:18
- Forum: Rigging & Face Robot
- Topic: Default Rig Chain Bend
- Replies: 1
- Views: 997
- 10 Dec 2013, 23:02
- Forum: Rigging & Face Robot
- Topic: Motionbuilder+Face robot+Maya workflow?
- Replies: 2
- Views: 1308
Re: Motionbuilder+Face robot+Maya workflow?
You can't really mix the mobu opticals with FR. With FR it takes strategic placement of the opticals. Docs:"Face Robot is driven by 32 control points called the Animation Control Set. These control points can be driven directly by motion capture data, so the motion capture marker placement is r...
- 09 Jul 2013, 17:50
- Forum: Animation
- Topic: FCurve Editor annoying - keeps deselecting when scrubbing
- Replies: 5
- Views: 1710
Re: FCurve Editor annoying - keeps deselecting when scrubbing
Hi.
This is not the default behavior.
reset your user account.
http://usa.autodesk.com/adsk/servlet/ps ... D=12544120
Newcomer (<20 posts) alert: please use the URL tags - HB
This is not the default behavior.
reset your user account.
http://usa.autodesk.com/adsk/servlet/ps ... D=12544120
Newcomer (<20 posts) alert: please use the URL tags - HB
- 23 May 2013, 23:23
- Forum: Animation
- Topic: Rotation keying problem
- Replies: 2
- Views: 1095
Re: Rotation keying problem
Sounds like 'gimbal'. If you animate in 'add' instead of 'local', you won't get surprises.
-manny
-manny
- 24 Jan 2013, 22:47
- Forum: Finished Work
- Topic: Giant Game Robot
- Replies: 14
- Views: 3854
Re: Giant Game Robot
Wow. Bravo.
- 10 Dec 2012, 20:04
- Forum: Rigging & Face Robot
- Topic: Softimage Biped Rig - Keyframe removal
- Replies: 1
- Views: 970
Re: Softimage Biped Rig - Keyframe removal
When you remove all keys, the curves, straight lines are still present.
You may want to use Animation>remove animation> (at bottom)
You may want to use Animation>remove animation> (at bottom)
- 11 Oct 2012, 00:19
- Forum: Rigging & Face Robot
- Topic: tank tread/chain saw chain rig
- Replies: 8
- Views: 5507
Re: tank tread/chain saw chain rig
I'm sure this is a great learning opportunity for you doing this in ICE but since you don't need simulation, you are going about it all wrong. This should take 10 mins to accomplish:) As you said follow my tank tread tut as a base: http://youtu.be/4yQua6SGf1A but use a long subdivided cube for the b...
- 10 Oct 2012, 00:16
- Forum: Animation
- Topic: Ripple broken in Animation Editor? SI_2013SP1
- Replies: 3
- Views: 1229
Re: Ripple broken in Animation Editor? SI_2013SP1
Not something I use often in the AE but it seems to work. Copy a section of keys Place timeline between 2 keys Turn on ripple and paste Section will be pasted at timeline and existing keys are tossed to the right instead of merging. It also works well in 'Character key set' mode. Tested in 2013SP1 a...
- 05 Oct 2012, 19:54
- Forum: Animation
- Topic: How to connect a control object to a keyframe value/ fCurve?
- Replies: 1
- Views: 1161
Re: How to connect a control object to a keyframe value/ fCurve?
Set an expression on the parameter that will follow the animated object at a particular frame. Right-click the object's parameter like posY > open expression editor. use: Function>time>frame offset. Here is what you add in your case: at_frame( Fs + 9, ObjectName.kine.local.rotx ) That's just going t...
- 05 Oct 2012, 19:21
- Forum: Animation
- Topic: Collapse Eye Effect ?
- Replies: 6
- Views: 1348
Re: Collapse Eye Effect ?
Thanks Druite.
Yes this is quite easily done within seconds with "Link-With"
Look here:
http://www.youtube.com/watch?v=4yQua6SG ... ture=g-upl
Somewhere in the middle is when I apply "link-with".
Ciao.
Yes this is quite easily done within seconds with "Link-With"
Look here:
http://www.youtube.com/watch?v=4yQua6SG ... ture=g-upl
Somewhere in the middle is when I apply "link-with".
Ciao.
- 05 Oct 2012, 18:24
- Forum: ICE
- Topic: Using ICE to drive time source at Object Scope
- Replies: 19
- Views: 4299
Re: Using ICE to drive time source at Object Scope
Hi Claude. I see you logged the issue with support. This only works if you apply the texture on the actual particles/instances, like sprites. However, it looks like you applied a texture on an object. I did a test and it does work when using particles. Basically the object you apply a 'time source' ...
- 12 Mar 2012, 22:55
- Forum: Animation
- Topic: Trigger animation
- Replies: 2
- Views: 1143
Re: Trigger animation
ICE. I made this tutorial some time ago which will give you ideas. http://vimeo.com/18247384 [media]https://vimeo.com/18247384[/media] I used states as a trigger mechanism to the actions. The actual scene is in the area>ICE tutorials. -manny Newcomer (<20 posts) alert: please use the URL tags - HB M...
- 09 Jun 2010, 23:31
- Forum: Animation
- Topic: Motion Capture Advice ?
- Replies: 2
- Views: 1038
Re: Motion Capture Advice ?
For "some link to motion capture company is nice also?"
go to
http://www.c3d.org/
look on right pane.
go to
http://www.c3d.org/
look on right pane.
- 08 Jun 2010, 18:43
- Forum: Animation
- Topic: My Animation Demo Reel
- Replies: 5
- Views: 1572
Re: My Animation Demo Reel
Wow, very impressive. You seem to have good animation skills along with lighting. One piece of advice is: When your character looks like a cartoon, try to keep the motions less fluid and more on the snappy side. You basically have to recreate the cell animation style but in 3D. If you don't know wha...
- 08 Jun 2010, 18:31
- Forum: Animation
- Topic: FaceRobot for "foreign" languages?
- Replies: 2
- Views: 1355
Re: FaceRobot for "foreign" languages?
The beauty of the lipsync system in FR is that you have visual text feedback associated with the visemes. You manually type in this text file. The real reason why other languages are not supported may simply be because of the German "text" that is not currently comprehended but both langua...
- 28 Apr 2010, 23:04
- Forum: Rigging & Face Robot
- Topic: GATOR issues
- Replies: 6
- Views: 1737
Re: GATOR issues
Make sure the centers of the two chars are at the same place.