FREE POWERFUL IK BVH RIG for Truespace 7.5

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FREE POWERFUL IK BVH RIG for Truespace 7.5 // New Users

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Post by jhowell // May 30, 2008, 5:24am

jhowell
Total Posts: 400
pic
:)

http://4webs.biz/truespacestuff/clickheretoviewcharacters.jpg (http://4webs.biz/truespacestuff/may29th6riggedcharacters.mov)

:)



Hello all. I did more updating to the FREE BVH IK RIGGED SKELETON. As a long time XSI user Iam amazed at how easy rigging and using bvh clips in Truespace is. Blending the clips and editing the motions is a breeze. So Iam hoping to keep discussion going on anything to do with rigging in truespace 7.5. Download my new updated IK rig below (where it says ATTACHED FILES)...





p.s.. ADDITIONAL FREE TRUESPACE 7.5 TUTORIALS


FREEEEE!!!!.. SUPER POWERFUL IK RIGGED SKELETON FOR TRUESPACE 7.5

http://forums1.caligari.com/truespace/showthread.php?p=68189#post68189

GREAT SCENE LIGHTING WITH BLOOM/SCENE INTENSITY

http://forums1.caligari.com/truespace/showthread.php?p=68781#post68781

USING IK "FIRM HANDLE OPTION" tutorial

http://forums1.caligari.com/truespace/showthread.php?p=68479#post68479

FINALLY, YOUTUBE IS NOW OFFERING HIGHER QUALITY!

http://forums1.caligari.com/truespace/showthread.php?p=67332#post67332

STUNNING EFFECTS USING CHROMAKEYING GREEN/BLUE SCREEN.

http://forums1.caligari.com/truespace/showthread.php?p=66672#post66672

REDUCING POLYS AND NORMAL MAPPING ALL IN ONE CLICK.

http://forums1.caligari.com/truespace/showthread.php?p=66528#post66528

USING ADDITIVE BLEND MODE WITH ANIM CLIPS

http://forums1.caligari.com/truespace/showthread.php?p=66093#post66093

7 MINUTE RIGGING THE DINO OBJECT

http://forums1.caligari.com/truespace/showthread.php?t=5347

DEXTER CHARACTER WITH SOCCER BALL KICK BVH

http://forums1.caligari.com/truespace/showthread.php?p=65501#post65501

REAL TIME BUMPMAPS

http://forums1.caligari.com/truespace/showthread.php?t=5272

CAMERA TRACKING MATCHMOVING SYNTHEYES TUTORIAL

http://forums1.caligari.com/truespace/showthread.php?t=5259

5 FREE "RIGGED" CHARACTERS FOR TRUESPACE 7.0/7.5

http://forums1.caligari.com/truespace/showthread.php?t=5241

TANK GIRL RESKELETONED SO YOU CAN DROP ANIM CLIPS ON TO HER TOO.

http://forums1.caligari.com/truespace/showthread.php?p=66617#post66617

APPLYING PHYSICS CONSTRAINTS TO CHARACTERS

http://forums1.caligari.com/truespace/showthread.php?t=5293

FREE BVH ANIMATION CLIP VIEWER FOR YOUR TRUESPACE BVH CLIPS

http://forums1.caligari.com/truespace/showthread.php?t=5367

OUTSTANDING WEBSITE FOR TRUESPACE 7 SCRIPTS.

http://www.clintons3d.com/truespace

MUCH HIGHER QUALITY THAN YOUTUBE! SHOW YOUR TRUESPACE CLIPS ON BLIPTV.

http://blip.tv/file/865095

http://blip.tv/file/835014

http://blip.tv/file/882037

http://blip.tv/file/915714

HOW I "REAL TIME" RENDER THOUSANDS OF FRAMES SUCCESSFULLY.

http://forums1.caligari.com/truespace/showthread.php?t=5370

GIF MOVIE GEAR AT http://www.gamani.com IS ONLY ANIM GIF MAKER MAKER THAT I HAVE FOUND THAT ANIMATES HUNDREDS OR THOUSANDS

OF FRAMES IN 256 COLOR GIF IMAGE FORMAT AS A GIF IMAGE.


http://4webs.biz/truespacestuff/june12redguywalking.gif

Post by dickiebow // Jun 4, 2008, 8:45am

dickiebow
Total Posts: 13
I downloaded the file and it looks excellent but I could not scale the skeleton nor could I manipulate it so as to fit the figure I am trying to work with. I also tried taking the skeleton from the may25 blinky rigged after scaling the figure (that worked) but as I tried to match it to my figure it complied at first then dynapose would send the skelton shooting off into 'beyond'.


I only want limb movement in my figure - a bend at the 'elbow' area but cannot get anything to work. If someone would be kind enough to look at the figure which I have attached as an RSObj, I would be much obliged. My wife is getting very frustrated with the amount of time I am spending trying to sort it all out.

Post by jhowell // Jun 4, 2008, 9:56am

jhowell
Total Posts: 400
pic
Hi dickiebow, Here are a couple points for you.

I move the character object ON to my skeleton. Then scale my character object to match as close as possible to the skeleton. Moving and scaling object on to the skeleton rather than skeleton on object. Then when scaled close as possible to the skeleton SELECT the skeleton and start using the SHAPE SKELETON TOOL. Best to use in the orthographic views (front , side, left, right etc) when SHAPING. Then when all done check in all views to make sure looks good then select skeleton then ATTACH SKELETON TO SKIN. You now can move the object around. You can now use the ik handles and drop in bvh anim clips. P.S. I checked out your uploaded object file and it is just a FLAT CHARACTER OBJECT with no depth or volume. Upload the original character object file you first started with and I will put skeleton in for you :banana:




I downloaded the file and it looks excellent but I could not scale the skeleton nor could I manipulate it so as to fit the figure I am trying to work with. I also tried taking the skeleton from the may25 blinky rigged after scaling the figure (that worked) but as I tried to match it to my figure it complied at first then dynapose would send the skelton shooting off into 'beyond'.


I only want limb movement in my figure - a bend at the 'elbow' area but cannot get anything to work. If someone would be kind enough to look at the figure which I have attached as an RSObj, I would be much obliged. My wife is getting very frustrated with the amount of time I am spending trying to sort it all out.

Post by dickiebow // Jun 4, 2008, 6:10pm

dickiebow
Total Posts: 13
The object is intended to look like a paper cut-out but it does have depth, be it small. You can restore the depth simply by changing the BB Size Y value. The movement I am trying to create is more like a fold. The only body gesture required for the story is for an arm to swing up and hit a door, though any more would be a bonus. I am sure Truespace 7.5 has the capability to so this even if I have to break the character apart and create individual limbs.

I have already tried building my own skeleton (after early mistakes of taking it across it model mode and losing all function) but even with careful weight painting it always messes up - bits get left behind or shoot off in unexpected directions once the skeleton has been attached to the skin and posing is tried. Are skeletons the right way to work this one or are they too organic?

As to size, I wanted to reduce the skeleton so the figure would match the rest of the animation - it has a room 'set' with all sorts of other props.

Post by jhowell // Jun 4, 2008, 10:11pm

jhowell
Total Posts: 400
pic
http://4webs.biz/truespacestuff/june5thinmany.gif

Hi dickiebow, I dropped the bvh ik rig on to your flat man object. Then dropped on a bvh anim clip. See the animated gif above. All works good. I only weight painted it a little. I have also included my revision as a download link for you below. You can finish weight painting it if you like. What i do when first start working on a character like you were is to set a key frame at frame 0 on the object. And watch your passthrough and additive blend mode settings when adding or editing new tracks. Make sure they are set properly. See how I have those setup on your revised object. You can use the IK handles to now pose and animate the object. Remember, left and right mouse buttons offer different movements on the ik handles. So to clarify, setting starting keyframes, setting default poses and when editing in new tracks make sure to set properly the passthrough and additive blend mode options. As a long time XSI user Iam blown away by the power of additive blend modes and procedural clips in Truespaces anim mixer... and just plain fun too. :banana:









The object is intended to look like a paper cut-out but it does have depth, be it small. You can restore the depth simply by changing the BB Size Y value. The movement I am trying to create is more like a fold. The only body gesture required for the story is for an arm to swing up and hit a door, though any more would be a bonus. I am sure Truespace 7.5 has the capability to so this even if I have to break the character apart and create individual limbs.


I have already tried building my own skeleton (after early mistakes of taking it across it model mode and losing all function) but even with careful weight painting it always messes up - bits get left behind or shoot off in unexpected directions once the skeleton has been attached to the skin and posing is tried. Are skeletons the right way to work this one or are they too organic?


As to size, I wanted to reduce the skeleton so the figure would match the rest of the animation - it has a room 'set' with all sorts of other props.

Post by dickiebow // Jun 5, 2008, 10:52am

dickiebow
Total Posts: 13
That is both kind and incredibly informative. A veritable answer to a newbie's desparate hopes and a demonstration that people are as important as the bits and bytes. For your time and effort many thanks.



:banana:
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