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r189
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 8,
Visits: 107
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Another question, this seems annoying to me, but perhaps it is a "feature" and not a "Bug" I have 2 scrren shots attached, crosshair1b and crosshair2b. I have discovered that depending on the distance away from my object that I hit the spacebar (to begin the Face Puppet preview), I get a different amount of morphing. As you can see, in "crosshair1b" when I hit the spacebar the cursor (red box encompasing cursor) was some distance away from the model, and when I move the mouse to the extreme (for this morph) I get an incomplete wing closing. in image "crosshair2b" the cursor was on the tail of the model (red box encompasing cursor) and that gives me an almost complete wing close. This makes for a very imprecise control of a morph. Is this supposed to work this way? There truely must be a better way of handling non-standard morph types....
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r189
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 8,
Visits: 107
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You, Sir, are a genius!
That seems to be the issue, for the Jaw (where I assigned the morph), the weight number was 0, I set it to 50 and it looks about right.
I guess I now change the weights and then hit the "Save" button to save my weights for that model?
Hopefully, I can move forward from here
Thanks for all your help
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Rampa
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Rampa
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 8.2K,
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Maybe iClone defaults to %80. The facial puppet panel has some strength percentage setting options. That little icon circled in green is the settings. It'll open a pop-out side panel.
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r189
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 8,
Visits: 107
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OK, the Knww/Ankle swap during mapping does what I need it to do... Thanks -------------------------------- However, There is now an issue with the morph maps.
I mapped them as outlined in the Warlord video. But when I import the Characterized model and preview the morph/mouse movements, the morphs do not move to 100%.
During facial puppet set up I map the mouse motion to 100% of the morph I desire (ie Wing folding).
Back in iClone6 I get into face pupet mode, select custom and (in this case) Jaw and then preview.
When I drag the mouse the wings fold to about 80% and will go no further.
Is it possible in set up to tell the morph to go beyond 100% (I could not find such a thing)? -------------------------------- I do wish that iClone would allow for a list of morphs to be picked from... it would be less elegant, perhaps, than the mouse animation, but would allow for a great deal more flexibilty in morph animations.
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r189
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 8,
Visits: 107
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The knee/ankle thing is an intriguing idea, let me give it a shot.
thanks
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Rampa
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Rampa
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 8.2K,
Visits: 62.6K
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Here's a tutorial on full body morphing that Warlord did. You might get some ideas from it. Just because the morphs are applied in the expression editor, doesn't mean they have to be facial only! You'll notice that there are some custom morph options that you set to mouse motions.
Bird knees are an issue. Can you rig it such that the "knee" is rigged as the ankle, and the foot as the toes?
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r189
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 8,
Visits: 107
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Thanks for the vid on extra bones...
However, I am still having issues with the basic set up.
I have tried the above set up based on the 2 vids ‘Tutor’ provided links to. and there are two issues I need to overcome. --------------------------------------------------------------------------- 1) I have a bird model, the "characterization" bends the knees in the wrong direction for a bird (right for a humanoid)
So, can this be overcome? --------------------------------------------------------------------------- 2) The morph targets: I have morphs that are in no way related to the finite set that iClone allows you to set up.
I have wing folding and tail opening and feather spreading... etc Is there no way to add in and name your own custom Morph targets? --------------------------------------------------------------------------- 3) Finally, if I cannot solve issue #1 (for a bird Model) I can at least bring it in with the bones active (but no IK)...
If I do this, then How can I also import a list of Morph targets for a user to apply?
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Cricky
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Cricky
Posted 10 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 2.8K,
Visits: 13.8K
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Here is an example of using 'xtra bones over and above the rig requirements... Who needs Soft Cloth when you have a Jelly Belly and Soft Bottom?
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http://city.reallusion.com/ContentTag.aspx?tagname=Cricky&AuthorID=20081020688550191201#]Reallusion Store Content
" If I had Alzheimer's (Old Timers), would I know it? "
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r189
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 8,
Visits: 107
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Thanks
Your information is extremely helpful, I will give it a go tomorrow.
many thanks
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Rampa
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Rampa
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 8.2K,
Visits: 62.6K
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You have plenty of bones already in the proper hierarchy. Remember you only need the 15 that make up the basic humanoid.
Assign the root bone of your skeleton as the hips. It is alright to skip over bones in a chain as well. This effectively makes the skipped bone an extension of the previous bone. Makehuman skeleton has extra bones in the arm, so I do that a lot.
make the last bone of the arm that has mesh weighted to it your "hand". Don't bother with fingers for this.
Only bother with the toes if they match "Human" toes. In the human iClone avatars, all the toes are weighted to a single bone (It's the little gray diamond in front of the foot in the characterization panel).
Extra bones can be assigned as "extra" and can be animated, or they can be assigned as spring so that they will bounce with the avatar's motion. Note that springs "spring", but are not affected by gravity. The spring is often used to make the female avatar's breasts bounce.
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