I have created my own joint chain but I have got this error message while Building AdvancedSkeleton. // Error: "Root_Wire3_Jnt3" is on the Left side, FitSkeleton joints must be on the Right side. //
Great tutorial. I wish you continued to show how to bind the axe to Conan. How would you do this? Would you add a parent constraint from the hand to the axe handle bone, or would you reparent the axe handle to the hand joint?
how do i add a custom joint to advancedSkeleton as i am using the UE5 Mannequin but i have added a weapon joint to the hand_r but i want a controller for it in advanced skeleton?
Finally another great tutorial after a long time! Last tutorial was not that much interesting as it involved workflow and setup files stuffs. Also please make a tutorial or add any feature if there is non on how to create dynamic joints such as hair for a cartoon character such as pony tail to move with dynamics when animating a character. Thank you so much for all your efforts. Hope to see more videos again in future.
Thank you so much for your awesome software. I have always wondered what "X" offset groups are used for. I see in this video they are used to implement SwitchPivot. Do they serve other purposes?
Hi. The "Extra" controllers, that are accessed my `pickwalk -up` or with the "Extra" checkBox in the selector, servers a few purposes: 1. Provide a extra transform for Constraints. so you can make parentConstraint to make a controller follow another controller, and still have the controller `free to use` as it is the Extra controller that is constrained. 2. Avoid gimbal lock: By rotating the Extra controller, you can set where is your `gimbal free zone`. See the "Gimbal lock" tutorial video for more details. ruclips.net/video/_jW5PCiB2vA/видео.html 3. Providing alternative pivot points for controllers. This can be done manually, by moving the Extra-controller to where you want the alternative picot, then move the `actual` controller back to where it was. Or use the "SwitchPivot" function, which automates those steps. 4. Mocap connections. Extra controllers are also used for connection to MoCap skeletons, so that the `actual` controllers, are still free to be animated `on-top` of mocap motion. Hope this helps answer your question. Best regards, Øyvind.
I cant seem to get the mocap data to work on Advanced Skeleton. I have correctly added all the joints that shows the HIK system green but does not perform correctly. I guess it is because there are so many bones on the skeleton and it does not move as expected. I hope there is a way of getting mocap data to work on the Advanced Skeleton rigs as well. If so can you please guide me the right way to use mocap data on such a character please? Hope to get a response soon. Regards Affan
I have created my own joint chain but I have got this error message while Building AdvancedSkeleton.
// Error: "Root_Wire3_Jnt3" is on the Left side, FitSkeleton joints must be on the Right side. //
Great tutorial. I wish you continued to show how to bind the axe to Conan. How would you do this? Would you add a parent constraint from the hand to the axe handle bone, or would you reparent the axe handle to the hand joint?
by parenting it with the axe handle joint
I swear I learn more about AS every day
how do i add a custom joint to advancedSkeleton as i am using the UE5 Mannequin but i have added a weapon joint to the hand_r but i want a controller for it in advanced skeleton?
can't get the 2nd controller when rebuilding the rig...
How do I tell the face rig where to put the eye pivot?
Finally another great tutorial after a long time! Last tutorial was not that much interesting as it involved workflow and setup files stuffs.
Also please make a tutorial or add any feature if there is non on how to create dynamic joints such as hair for a cartoon character such as pony tail to move with dynamics when animating a character.
Thank you so much for all your efforts. Hope to see more videos again in future.
Thank you so much for your awesome software.
I have always wondered what "X" offset groups are used for. I see in this video they are used to implement SwitchPivot. Do they serve other purposes?
Hi.
The "Extra" controllers, that are accessed my `pickwalk -up` or with the "Extra" checkBox in the selector, servers a few purposes:
1. Provide a extra transform for Constraints.
so you can make parentConstraint to make a controller follow another controller,
and still have the controller `free to use` as it is the Extra controller that is constrained.
2. Avoid gimbal lock:
By rotating the Extra controller, you can set where is your `gimbal free zone`.
See the "Gimbal lock" tutorial video for more details.
ruclips.net/video/_jW5PCiB2vA/видео.html
3. Providing alternative pivot points for controllers.
This can be done manually, by moving the Extra-controller to where you want the alternative picot,
then move the `actual` controller back to where it was.
Or use the "SwitchPivot" function, which automates those steps.
4. Mocap connections.
Extra controllers are also used for connection to MoCap skeletons,
so that the `actual` controllers, are still free to be animated `on-top` of mocap motion.
Hope this helps answer your question.
Best regards, Øyvind.
Wow, I wasn't expecting such a detailed answer. That is very very helpful!
Thanks in a bunch...great one
Yessss! Love these videos!
I cant seem to get the mocap data to work on Advanced Skeleton. I have correctly added all the joints that shows the HIK system green but does not perform correctly. I guess it is because there are so many bones on the skeleton and it does not move as expected.
I hope there is a way of getting mocap data to work on the Advanced Skeleton rigs as well. If so can you please guide me the right way to use mocap data on such a character please? Hope to get a response soon.
Regards
Affan
1000% usefull
Thanks you ! You Awsome man