Hello Adam, I did my rig from scratch this time look me less time then
before ! Anyhow it is great now how it is setup. I have two questions
though my character will follow a not so straight ground as in it has
some hills is there any way when animating I could make sure the feet
don't fall into the ground? If I constrain to ground I'm afraid it
will just keep the feet looked to the ground? And the other question
is it seems when auto key frame is on XSI creates a key almost all the
time, now I know they added some maya functionality to XSI 5.x which I
am not using at the moment is it better for keyframes? as in requiring
less or can this be also done on 4.2 ?
Christopher
Monday, January 30, 2006, 12:59:25 PM, you wrote:
> a rebuild sounds like it is needed. I do see a small prob.. The
> null you use to scale the skel is a parent of a model node itself.
> Generally, you only need one model node per character.
> Without more info, its sort of difficult to trouble shoot anymore.
> I am nowhere near an xsi workstation at the moment. But after
> wednesday I could be of more help..
> I wrote a few rigging tutorials a while back, on www.joncrow.com
> that may help you out with your hierarchy... Have you tried removing
> any animation from your character?
> Adam
> ----- Original Message -----
> From: Christopher <walksfar(at)netscape.ca>
> Date: Sunday, January 29, 2006 9:48 pm
> Subject: Re[4]: Scaling and Rotating Envelopes
>> Hello Adam, I tried that no luck. I have attached a screen shot
>> of my
>> schemetic view a portion of it so you can see. I re-read what you
>> said and even made a new model and made the two children, same thing
>> occurred.
>>
>> Christopher
>>
>>
>> Sunday, January 29, 2006, 9:28:18 PM, you wrote:
>>
>> > model( poly mesh) and skeleton / rigging pieces should not be in
>> > the same hierarchy. Both should be children of a model ...
>> Create > Model > New model
>>
>> > make all of your skeleton components children of a null, then make
>> > the null a child of the model ( not the polymesh)
>>
>> > Now select the null that is parent of the skel pieces and scale
>> that.
>> > Adam
>>
>> > ----- Original Message -----
>> > From: Christopher <walksfar(at)netscape.ca>
>> > Date: Sunday, January 29, 2006 9:03 am
>> > Subject: Re[2]: Scaling and Rotating Envelopes
>>
>> >> I forgot to mention I have it setup like this:
>> >>
>> >> Model is parent of my rig and it's all enveloped. So I have a
>> >> envelope on a model I have been taking the model null which branch
>> >> selects the model + the chains (rig) but my mesh gets all
>> twisted what
>> >> am I doing wrong or a work-a-around?
>> >>
>> >> Christopher
>> >>
>> >>
>> >> Sunday, January 29, 2006, 11:34:52 AM, you wrote:
>> >>
>> >> > rotate or scale the parent object of your skeleton chain. You
>> >> > needn't ever scale, rotate or move the envelope itself. I
>> have no
>> >> > problems scaling a character up or down if I follow this
>> guideline.>> > That being said... its always best to get the
>> proportions of
>> >> > characters, sets, props etc. correct so that you don't in
>> fact have
>> >> > to perform any kind of SRT manipulation of the character
>> after the
>> >> > fact. You'll find it can cause all sorts of little problems
>> down the
>> >> > line... ie bump scale gets thrown off
>> >>
>> >> > Adam
>> >>
>> >> > ----- Original Message -----
>> >> > From: Christopher <walksfar(at)netscape.ca>
>> >> > Date: Saturday, January 28, 2006 2:16 pm
>> >> > Subject: Scaling and Rotating Envelopes
>> >>
>> >> >> How do you rotate a model with a
>> >> >> envelope but keep everything intact, currently when
>> >> >> I rotate my mesh is getting all twisted up.
>> >> >> And one other thing scalling a model when enveloped same
>> thing
>> >> is
>> >> >> occuringmy model is getting deformed not keeping proportions.
>> >> >>
>> >> >> ---
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>> >> --
>> >> Best regards,
>> >> Christopher walksfar(at)netscape.ca
>> >>
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>> --
>> Best regards,
>> Christopher walksfar(at)netscape.ca
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Best regards,
Christopher mailto:walksfar(at)netscape.ca
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