Miquel, I think you know the rig better than I do know :D



On 17 December 2012 17:39, Matt Morris <[email protected]> wrote:

> Hey Miquel,
>
> that's exactly what I was looking for, thanks very much!
>
> Cheers (now where's that beer emoticon!)
>
>
>
> On 17 December 2012 16:19, Miquel Campos <[email protected]> wrote:
>
>> Hello Matt,
>>
>> I remember this is a limitation of the studio Nest solvers. The
>> solvers use the scale of two (or more) objects to control de tangent
>> of the curve for create the round effect. So the initial scale is very
>> important.
>>
>> The good thing is that you can change the expression to make it less
>> sensitive if the model is too small
>>
>> Check for this object "arm_C0_tws1_rot.kine" and edit the expression
>> for scale in x
>>
>> For example from: rig.global_C0_ctl.anim_prop.arm_C0_roundness + 0.001
>> to:rig.  (global_C0_ctl.anim_prop.arm_C0_roundness /2)+ 0.001
>>
>> I hope it helps ;)
>>
>> Cheers
>>
>> ----------------------------------------------------
>>
>> Miquel Campos
>> www.akaosaru.com
>>
>>
>>
>> 2012/12/17 Matt Morris <[email protected]>:
>> > Hey Cris,
>> >
>> > the scene he will end up in is going to be rather large, and I'd like to
>> > avoid possible rounding errors etc when moving too far away from world
>> zero.
>> >
>> > I could scale him down after building the rig, but was worried I might
>> be
>> > introducing other possible pitfalls.
>> >
>> >
>> >
>> >
>> > On 17 December 2012 14:04, Cristobal Infante <[email protected]> wrote:
>> >>
>> >> Hi Matt,
>> >>
>> >> why not just change the scale of the scene?
>> >>
>> >> you could make an xsi unit = 1 cm
>> >>
>> >> Alternatively rig him at a bigger scale and shrink after?
>> >>
>> >> Best,
>> >> Cris
>> >>
>> >>
>> >> On 17 December 2012 13:23, Matt Morris <[email protected]> wrote:
>> >>>
>> >>> Hi list,
>> >>>
>> >>> just wondering how you tackle rigging small characters using GEAR?
>> >>>
>> >>> If I rig at the intended scale (about 4 si units high) I find the
>> bend in
>> >>> the limbs overshoots by quite a bit. I guess I can rig at a larger
>> scale and
>> >>> set the global scale param down, but will that add problems if I'm
>> adding
>> >>> other components at a later date? Alternatively is there an option
>> somewhere
>> >>> to change the relative bend of a limb?
>> >>>
>> >>> Cheers,
>> >>> Matt
>> >>>
>> >>>
>> >>> --
>> >>> www.matinai.com
>> >>
>> >>
>> >
>> >
>> >
>> > --
>> > www.matinai.com
>>
>
>
>
> --
> www.matinai.com
>

Reply via email to