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OH! Rigging hell!!!!
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OH! Rigging hell!!!! // Archive: Tech Forum
Post by MadMouse // Sep 22, 2007, 9:34am
MadMouse
Total Posts: 1069
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I've just started to attempt to rig my 'Fat Boy' model :- Click Here (http://forums1.caligari.com/truespace/showthread.php?t=4055)
And I've fallen at the first hurdle. :mad: :confused:
I loaded up my model,
Built the skeleton rig,
tweaked it a little,
but when I attempted to attach the skeleton to the skin TS locks up.
The mesh goes light green as it should but when I click on the mesh the whole program locks up and shows up as not responding in windows task manager.
At first I thought it was maybe due to the poly count of my model (13496) so I tried a much simpler model and yet the same thing happened? So then I tried a simple cylinder with no branches in the rig and yes, you guessed it, it happened again.
After many, many attempts I finally got a cylinder to attach properly, once, but when I attempted to recreate what I did TS started locking up again.
Has anyone else had similar experiences? Am I doing something wrong?
Any help would be much appreciated, as at the moment I am seriously P****D OFF :mad:
Thanks in advance.
Steve |
Post by RichLevy // Sep 22, 2007, 9:54am
RichLevy
Total Posts: 1140
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I've been rigging hi poly characters in TS for some time now... I would say that your results are not common. I don't know what to say other than re-installing TS. Something is causing you a problem but I can not say what that may be.
Rich |
Post by Jack Edwards // Sep 22, 2007, 9:56am
Jack Edwards
Total Posts: 4062
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Is it an SDS mesh?
Have you tried Flatten History on it before rigging?
Couple of other pointers given to me:
1.) Start building the skeleton from the center (pelvis would be my guess).
2.) Make sure you have the entire skeleton object selected (not sub objects) then click add Skin to Skeleton, click on the mesh. And that should do it.
Let me know if either of those help. I have notices a few occasions of oddness with the rigging, but I think order the bones are created in makes a difference. In general it seems to work ok, but I haven't tried to do anything more than test it with my morphing script and some basic general testing. |
Post by TheWickedWitchOfTheWeb // Sep 22, 2007, 11:27am
TheWickedWitchOfTheWeb
Total Posts: 858
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I know squiddly-diddly about rigging and the like but if I start getting repeatable odd behaviour like this the first thing I do is turn the Bridge off. I've found that it's sometimes something from the new side that doesn't translate to the 'old system' and the Bridge just doesn't know what to do with the info so gives up!
Might not work but it's gotta be worth a go. |
Post by MadMouse // Sep 22, 2007, 11:39am
MadMouse
Total Posts: 1069
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Thanks for all the suggestions guys but crisis averted.
I reinstalled TS and now everything seem to be ok:banana:
Just good old trueSpace dicking me about again.
Now all I've got to do is:-
A) Get trueSpace back to how I like it.
b) Learn about rigging.
Thanks again
Steve
BTW
The first basic tests with rigging 'Fat Boy' seem to work very well so its not all bad. |
Post by jamesmc // Sep 22, 2007, 12:08pm
jamesmc
Total Posts: 2566
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tS7.51 has crashed a few times on me too.
I picked that tip somewhere on the forums is to hold down the control key while you are clicking on the startup icon for tS.
It will bring up a popup menu. I check the default configuration and it brings in the workspace mode.
I then close the scene by requesting a new scene, then loading in the scene I want.
What my mistake was before is that I was exiting with a scene active. Evidently, if the bridge is on, it doesn't like this because I guess tS thinks the model or workspace side is still open?
Now I learned to save the scene and end the session with a new scene.
So far it has worked with no more crashes.
It would be nice if there was a "close" selection on the menu, so one can get out of the scene without having to do what I mentioned previously requesting a new scene before loading another. |
Post by RichLevy // Sep 22, 2007, 12:37pm
RichLevy
Total Posts: 1140
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Rigging should not prove to be too much of a problem for you. If you get thru the skinning steps and the mesh behaves as you expect you should have no real problems. The areas that may give you problems are the mouth, eyes, ears, around the collar and the fingernails... anywhere you have vertices that are under other the outside of the mesh. That is the weak point of the TS7.51 enveloping system. In thoses areas you may need to use higher flows of the paint gun, blow up the view, scaling geometry (as a last resort)...
Hope that helps.
Rich |
Post by MadMouse // Sep 23, 2007, 2:51am
MadMouse
Total Posts: 1069
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Thanks Rich, thinks are coming along quite nicely now.
One last question to anyone with more rigging experience than me (which isn't hard).
What is the correct way to attach separate objects i.e. eyes/teeth to the body mesh so that they deform along with the mesh but can still be separated. Gluing them as child or sibling doesn't seem to work?
Thanks
Steve |
Post by jhowell // Sep 23, 2007, 3:11am
jhowell
Total Posts: 400
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I too have figured out the LOCKING up problem as well as some other weird things that were happening. Same basic solution as below. Was having same problem and all I did was RESTART Truespace WHILE holding down the CNTRL key. Started as DEFAULT. On the workspace side you can restart by using GENERATE NEW SPACE or RESET to DEFAULT CONTEXT. I always use DEFAULT CONTEXT then close Truespace when Iam done. Now never locks up and always runs fast. Using RESET TO DEFAULT before closing really sets all back to a perfect state. |
Post by RichLevy // Sep 23, 2007, 4:52am
RichLevy
Total Posts: 1140
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You have 2 options
1) attach to bone
use this to put an object in the hand, or on the body, sword, belt, whip, chain (can have physics applied to it)
2) Attach skin to object
use this to attach another skinned/bone object your character.
For eyes I thought there was a look at script floating around here somewhere.
Rich |
Post by frootee // Sep 23, 2007, 4:54am
frootee
Total Posts: 2667
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I thought attach to bone does not allow mesh deformation though. |
Post by RichLevy // Sep 23, 2007, 6:02am
RichLevy
Total Posts: 1140
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You thought correctly. |
Post by trueBlue // Sep 23, 2007, 6:20am
trueBlue
Total Posts: 1761
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I have used Attach Skeleton to skin.
After selecting that tool select the character and then the eyes.
If you have trouble with Weight painting.
Move the eye out temporally in one axis and paint all around eye ball.
Same applies if you have influence from other bones in with which you select the other bone and subtract influence. |
Post by MadMouse // Sep 23, 2007, 8:11am
MadMouse
Total Posts: 1069
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Thanks Guys, I'll give it a try. :banana: |
Post by 3dfrog // Sep 23, 2007, 11:05am
3dfrog
Total Posts: 1225
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I used attach object to bone for a model with eyes and teeth before. If you plan to animate this though make sure you don't have the same problem i did. After attaching them with attach object to bone, go to your keyframe editor, set a keyframe and move the time slider, and see if your objects jump out of place. This was a problem that drove me crazy. I reported it to caligari already and they acknowledged the problem. |
Post by MadMouse // Sep 23, 2007, 12:44pm
MadMouse
Total Posts: 1069
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Cheers Frog, I think I've got it under control now thanks. |
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