Hi Daniel,

Great to see some samples popping up of RS Char Anim. What I would like to see you trying now is to get BlueGuy to walk WITHOUT his feet falling through the floor and without foot slippage in the process. If you can do this successfully and with an element of realism PLEASE post a tute on how you did so, this would be an excellent contribution to the RS Community.

http://www.realsoft.info/modules.php?op=modload&name=News&file=article&sid=72

This is a tutorial on Bones and Rigging I added yonks ago [ a yonk is ... well google it for a definition :) ]. This may be of help, not sure.

So their is your challenge :)
Cheers
Aidan

At 09:58 16/05/2006, you wrote:
Oh, in case the attachment is too big,

here's a link:

<http://www.richtermeister.com/BlueMan_Rigging.r3d>www.richtermeister.com/BlueMan_Rigging.r3d



On 5/16/06, Daniel Richter <<mailto:[EMAIL PROTECTED]>[EMAIL PROTECTED]> wrote:
Hey Matthias,

thanks for your quick response.
That doesn't solve it though,
and I attached the file in case you (or someone) can fix it or explain to me why it happens..

Thanks for the help,
Daniel


On 5/16/06, Matthias Kappenberg <<mailto:[EMAIL PROTECTED]>[EMAIL PROTECTED] > wrote:
Hi Daniel,

first disable "construct".
Set your skeleton to "native" pose.
Then unmap the points, and remap the points
to the desired new bones.

(Or upload the model, and let us have a look)

Matthias
----- Original Message -----
From: <mailto:[EMAIL PROTECTED]>Daniel Richter
To: <mailto:[email protected]>[email protected]
Sent: Tuesday, May 16, 2006 5:21 AM
Subject: Riggin problems (BlueGuy)


Hey all,

the recent discussion about Realsoft's character anim abilities prompted me to see how far I actually push the available tools..
(Amateur hour ;)
So here's a quick little result from 2 afternoons modelling & rigging
<http://www.richtermeister.com/BlueGuy.mov>www.richtermeister.com/BlueGuy.mov

I'm loving it!
However, there's a problem - I did the anim without fingerjoints, and I thought I could add the fingers later, but now when I map points to the newly created finger joints, it causes these vertices to jump out of place. I have no idea how local/global coordinates are stored in objects, or how normalizing works.. so any ideas anybody?
I don't mind sending/posting the file if anybody wants to take a look at it.
I'd hate to have to re-rig everything...

Thanks for your time,

Daniel






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