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Post by michaelb01 on Nov 18, 2014 12:15:11 GMT -5
Hi Yeah. Thanks for that. I'm hoping you can save the day with something else now! I'm having a lot of trouble using The Setup Machine 2 with Miarmy. I wrote a script that iterates over all the joints in the TSM2 rig and creates new joints (in one joint chain) at the position of the TSM2 joints and then parent constrains these to the matching TSM2 joints (I actually skip over some of the extra bones in the arms and legs to keep a simpler rig). The mesh is skinned to my single chain rig I then define the TSM2 rig in HumanIK (with a custom rig) and use motion capture to drive this (which in turn drives my single chain joint tree). This all seems to work and I can create an original agent from the single chain rig and create a running action, however when I cache the agent and visualise it with Mesh Drive 3.0 the mesh is all distorted - it looks like a skinning problem... As you can see it's getting to be a very complicated pipeline and I was wondering if you know of a simpler way of using TSM2 with Miarmy? Otherwise we have to build a new rig from scratch and re-skin everything... Here's a link to my scene if you want to take a look - dl.dropboxusercontent.com/u/18098614/AUS_miarmy_anima_tsm2_v009_mlb.zipThanks very much, Mike
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Post by Yeah YANG on Nov 19, 2014 10:38:58 GMT -5
Hi Mike,
I believe we can use TSM, but please do that like this: 1. Please do not simplify TSM rig, just use the same number of joints of it. 2. Please do all of your steps from "rest pose" or (T-pose) 3. if you do that step 1, and 2, correctly, you can easy copy skin wait from TSM to new single bone chain.
Then our compound RBD for dynamics servo force and collision check bugs fixed and that should work with your rig.
Cheers! --Yeah
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Post by michaelb01 on Nov 19, 2014 12:57:12 GMT -5
Ok thanks, i'll try this tomorrow. I just thought it would end up with a lot of joints and you advise to have a simple joint chain for miarmy.. Also the TSM rig is skinned to influence objects (nurbs curves) not joints and I think, for example there are two influence objects per finger joint. So I would have to create a joint for each of those? That would create a lot of joints...
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Post by Yeah YANG on Nov 20, 2014 5:14:36 GMT -5
Hello Mike, I know your problem, You bind your geometry like this: it's really big mistake the bind bone is original agent. the geometry is run pose. the bind bone and geometry should be the same pose right?? I hope this helps! --Yeah Ok thanks, i'll try this tomorrow. I just thought it would end up with a lot of joints and you advise to have a simple joint chain for miarmy.. Also the TSM rig is skinned to influence objects (nurbs curves) not joints and I think, for example there are two influence objects per finger joint. So I would have to create a joint for each of those? That would create a lot of joints...
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Post by yondon on Dec 15, 2014 11:22:05 GMT -5
I would like to get the update as well
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Post by Yeah YANG on Dec 16, 2014 4:11:46 GMT -5
Hi yondon, What is your Maya version? and on what platform? We can send you the upgrade to your mail box. Cheers! --Yeah I would like to get the update as well
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Post by yondon on Dec 16, 2014 8:52:23 GMT -5
maya 2012 and 2015. thanks!
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Post by Yeah YANG on Dec 17, 2014 3:01:32 GMT -5
windows or linux??
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Post by yondon on Dec 17, 2014 8:48:46 GMT -5
Windows! thanks
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Post by josephsdaniels on Jan 14, 2015 14:36:33 GMT -5
Hello Yeah, I also have the same issue. Were you able to write a script for this, and would you mind sharing it?
Thanks! ~Joe
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