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 >

