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Attaching skeletons in worksspace
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Attaching skeletons in worksspace // New Users
Post by PrimMac // May 17, 2007, 11:40am
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PrimMac
Total Posts: 78
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Hello all,
I am practicing with the new tools for making skeletons. My skin object is about 8000 vertices and my PC has 2 GB RAM and 1.83 GHz Genuine Intel CPU, which I believe, should be able to handle this poly count (initital object was over 40,000 vertices, but I reduced it with the incredible Simplify Mesh Tool). So when I attach the skeleton to the skin, the application freezes. I let it run over ten minutes, to see if it was just TS making some calculations for the deformation of the skin, but nothing happened. Had to "End Task" TS. Note: only TS froze, I could still open other apps. What can be happening here?
Thanks. |
Post by Délé // May 17, 2007, 11:54am
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Délé
Total Posts: 1374
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What kind of graphics card do you have?
It could also be the bridge. Do you have it set to "on" or "auto". I find it is best to have it off when using the new character tools as animation tools can use a lot of resources and having to send all of that info across the bridge can bog it down.
hth |
Post by RichLevy // May 17, 2007, 12:06pm
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RichLevy
Total Posts: 1140
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I have been skinning characters in the 20K-80K range fairly regularly with no problems. As a heads up though, make sure when you select the mesh after pressing the Attach Skeleton to Mesh icon you give the program a second to update the screen. Being impatient and doing a double click may cause something similar to what you describe.
HTH
Rich |
Post by PrimMac // May 18, 2007, 2:03am
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PrimMac
Total Posts: 78
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Hi ,
I was finally able to attach it. I don't know what I did different, this time it worked and didn't take more than a few seconds. I can't, however, move the skeleton in any way, even after setting a Joint Limit. I haven't read that part of the manual in its entirety, though, but a quick hint on that would also be appreciated. |
Post by Tiles // May 18, 2007, 2:11am
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Tiles
Total Posts: 1037
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It's not working that way. You need to attach so called IK handler to the skeleton. Either to a bone or to a joint. That are the handlers where you can pull your skeleton around then.
Click the Add IK handler button, and click to a joint or a bone then to add the IK handler to it. You need to have selected the skeleton therefore.
Another fun is to find this IK handlers then while posing. I had them hiding before. But i couldn't reproduce this one so far ...
You may also need to add one of the lock objects to the skeleton too to stop the whole skeleton move around while pulling an arm. Haven't sucessfully done that part so far though. Skeleton still moves around ... :( |
Post by RichLevy // May 18, 2007, 2:42am
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RichLevy
Total Posts: 1140
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Hi ,
I was finally able to attach it. I don't know what I did different, this time it worked and didn't take more than a few seconds. I can't, however, move the skeleton in any way, even after setting a Joint Limit. I haven't read that part of the manual in its entirety, though, but a quick hint on that would also be appreciated.
The rig should be usable, though not completely controllable after skinning. make sure you are selecting the DynaPose icon and that your character is selected. As long as you do those 2 things and your character was skinned you should be good to go.
HTH
Rich
[edit] correcting some spelling |
Post by Tiles // May 18, 2007, 2:47am
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Tiles
Total Posts: 1037
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Ah, haven't noticed that you can move joints and bones with the Dynapose tool without the need to add IK handlers. Thanks :) |
Post by RichLevy // May 18, 2007, 2:59am
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RichLevy
Total Posts: 1140
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The beauty of the system is you are able to do IK, FK and DynaPose all at any time during you animating of a character. IK by grabbing the IKHandles, DynaPose by being in DynaPose while animating, and FK by selecting a joint and than moving the Nav Widget.
Rich |
Post by PrimMac // May 18, 2007, 5:04am
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PrimMac
Total Posts: 78
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Just where is this DynaPose thing? I can't find it in the Skeleton Tools icon group. |
Post by Bobbins // May 18, 2007, 5:15am
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Bobbins
Total Posts: 506
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It's on the main toolbar - by default showing on the far left. It's on the same flyout as the Look At, Scale, Rotate, Move etc icons. |
Post by RichLevy // May 18, 2007, 5:16am
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RichLevy
Total Posts: 1140
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Quick pic of it's location, it's not a Character Editor Tool, it is an Animation Tool, so I guess Caligari felt it should be in the main ToolBar.
Rich |
Post by Forcemaster2000 // May 19, 2007, 11:19am
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Forcemaster2000
Total Posts: 130
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Don't mean to sound sarcastic...but doesn't anyone read the manual, or watch the demo videos? :p |
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