Animator's Club Saturday July 26

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Animator's Club Saturday July 26 // Collaboration

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Post by 3dfrog // Jul 25, 2008, 5:48am

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Hello All


We will be holding animator's club this Saturday, July 26th, 12 pm pst, 3 pm est, 8 pm uk time. Please follow the link on this page to open truespace shared space:


http://www.caligari.com/birdsofafeather.asp


We will be discussing rigging and trying out using ik bones in shared space, which I believe is now possible, we'll see how it works out. Bring your problematic rigs and we'll try to fix them up. It won't be a presentation really, just q&a. I can build a simple rig to show people how it works if people are interested though.


Hope to see some of you there!

Post by Steinie // Jul 25, 2008, 5:52am

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Does this mean "Voice" is finally an option for everybody now?:)

Post by frootee // Jul 25, 2008, 5:53am

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Cool Frog! WooHoo!


I'll stop in and say hello! It'll be good to get as many people in there to qualify IK animation in shared space. I tested it with one other person in there and it worked fine, but it's important to make sure it works with lots of people in there too. Cool!


See you there! :D


Froo

Post by frootee // Jul 25, 2008, 5:55am

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Does this mean "Voice" is finally an option for everybody now?:)


Unfortunately Steinie, voice has been removed in this build due to unresolved technical issues.


Skype is one option. One person hosts the conversation, and adds everyone to the conversation. I know that is a kludge but, not sure what else to recommend. There are other voice apps as well.

Post by Igor K Handel // Jul 25, 2008, 6:18am

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At long last with the advent of 7.6 I reckon its time to invest some renewed effort in learning TS animation ropes.


Looking forward to seeing some rigs created in real time, and the steps involved, as despite the tut vids and having done a fair bit of rigging in other apps, TS rigging eludes me and I just end up throwing the toys out of the pram in sheer exasperaton lol.


Since dloading 7.6 I have thrown together a couple of rigs and there is some serious weirdness happening with the IK handles. As for locks, well the theory seems great but can I get them to work as I expect... nope.


So count me in!!

I origonally bought 7.51 specifically as I am interested in learning character animation. So far this has been largely disastrous lol. Any help gratefully received :)


Yours

IK Handel (so far inappropriately named )

Post by The Master Elite // Jul 25, 2008, 3:36pm

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I'll see you guys there...considering my absence last time due to certain a conflicting event.


Wort,

The Master Elite

Post by frootee // Jul 26, 2008, 7:43am

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Don't forget folks... Animator's Club meeting will start in 1 hour 15 minutes from now (starts at 3 PM Eastern)

Post by frootee // Jul 26, 2008, 8:38am

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meeting will start in 20 minutes folks.

Post by Steinie // Jul 26, 2008, 8:42am

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I would highly recommend new users try to get in now. If there is a problem we can help you right away.

Post by Délé // Jul 26, 2008, 8:59am

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Here is the portal address. Just copy and paste this into the top of the collaboration window and log in.


//tpportal.caligari.com/1212

Post by frootee // Jul 26, 2008, 9:07am

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ah cool I didn't know you could do that!

Post by Délé // Jul 26, 2008, 9:56am

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Meeting still going on folks. Frog is showing us how to rig a character with IK handles. Not to late to join in. :)

Post by Délé // Jul 26, 2008, 10:00am

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All of the spaces have been updated for 7.6, so until they release a new tP version, we must use trueSpace7.6 to access the shared spaces.

Post by frootee // Jul 26, 2008, 10:39am

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Here's a snapshot from the meeting.


3DFrog was talking extensively about rigging in truespace, and Mr.Bones brought in Binky, and dropped some BVH animation on her, in Shared Space, in Real Time. This is the snapshot of that. Wow.


Still going on folks!

Post by frootee // Jul 26, 2008, 11:31am

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Here's another, with IK Handel's QBoards (Question Billboards) :D

Post by RichLevy // Jul 27, 2008, 9:54am

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Dennis


As far as the root bone goes, I was always taught to bury it in a place where it will have the least effect. The 2 examples most common are the crotch of your character or the tip of the head (in a bird I am rigging it would be the tip of the beak) is their an obvious reason the beak would be a problem? I have a ton of work to catchup on before I get to really testing the rig, but I would like your opinion before I get too far into the whole thing...


Thanks for all the work you are doing!


Rich

Post by RichLevy // Jul 27, 2008, 9:58am

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This is the partial rig right now... before I get too far into with locks and weight painting I would like to hear your opinion.


Thanks


Rich

Post by RichLevy // Jul 27, 2008, 10:26am

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I'm not too sure if I should keep posting questions here... but we'll see how this goes... Sorry if this is bad.


Are there any hiccups that are known to using 7.51 rigs in TS7.6. Or should we be building all new rigs with the new version of the software?


Thanks guys.


Rich

Post by Jack Edwards // Jul 27, 2008, 11:25am

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Hi Rich,

Awesome work on the bird as usual!

You may want to start a separate thread since I'm not sure the Club and meeting threads get as much traffic since they usually just announce or recap the weekly meetings.

From the way I understand it and from what TomasB said you'll want to locate the root in the center of the body. I think locating it in the head might cause problems since then if you turn the head, you are affectively rotating the whole skeleton.

Post by 3dfrog // Jul 27, 2008, 12:48pm

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hi rich, sorry been real busy on my game since the meeting, just getting to the forums now. 7.51 skeleton should be ok with 7.6. It will load and all, but if you havent invested a massive amount of time in the rig might be good to start it in 7.6 to be safer. For the root bone, i would start it at the pelvis area, thats where i start in most characters, for bipeds anyway that is the central point of the rig. That's how I learned it when i started 3d and found thats the best way. Also if all your limbs are coming out of the pelvis, you can be sure their rotation will be pointing the right way with ts bones. I am no pro or anything but I am no bad with the bone tools, I use them a lot. Hope that helps.

Post by RichLevy // Jul 27, 2008, 12:58pm

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Thanks Dennis... I'll keep yours and Jack reply in mind when I do my characters.

What about snake man here? he lacks the additional appendages in the pelvis as we are talking about... maybe something like starting around what would be the pelvis (a nonmoving area) and than going up the spine and than down to the tip of the tail?

Your ideas are greatly apperciated, while you are modest, you are far more versed on rigging than me :)


A quad-ped would probably be good to start in the pelvis also I guess?


Thanks for the answer's, it's very much appreciated... you did a great job on the Animator's meeting... :D


Rich

Post by 3dfrog // Jul 27, 2008, 3:03pm

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awesome snake man! yes if i was rigging him i would start at the pelvis area. where it would be if he had legs.

Post by frootee // Jul 27, 2008, 4:56pm

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Dang Rich! Where've you been? Wow! Cool stuff! haha!


Froo

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