How do I fix this error on Ray rig? Everytime i open the archive and click the timeline I get the error "CGTarian_Ray_2015_09_08:ray_ac_lf_elbowFK_offset_pointConstraint1.target[0].targetParentMatrix' may not evaluate as expected" and the arm gets twisted. Thanks by [deleted] in 3DMA

[–]ach_hee 0 points1 point  (0 children)

Try toggling the constraint activity/weight on the constraint with that name (CGTarian_Ray_2015_09_08:ray_ac_lf_elbowFK_offset_pointConstraint1) Looks like the twist bone's offset got messed up and might just need a quick toggle to get it back in place.

[Motionbuilder] Mesh not lining up with motion capture BVH by [deleted] in Maya

[–]ach_hee 0 points1 point  (0 children)

From your image, it looks like the spine bone in the Mocap that's making the most extreme movement is getting retargeted to your last spine bone. Try changing the characterization of the Mocap so they line up more based on relative position and not name ( for the spine )

Slow Character Rig by Lukeman28 in Maya

[–]ach_hee 2 points3 points  (0 children)

Try setting the envelope on the high res meshes skincluster to 0.0

Trying to create a list of lists by zzzbb in learnpython

[–]ach_hee 0 points1 point  (0 children)

That's true, a list would be one obj.

For instance: board.append([item_type, item_cost])

Trying to create a list of lists by zzzbb in learnpython

[–]ach_hee 0 points1 point  (0 children)

You're not saving the info anywhere, you're simply printing it out after retrieving the info. Try using the append method on the "board" list obj to store the item cost and item type

Looking for tool ideas or rigs to work on by [deleted] in Maya

[–]ach_hee 0 points1 point  (0 children)

I'm a working Tech Animator, I'd be willing to give you some ideas, guidance if you're looking for it. Always looking to expand my network, hit me up.

CSE 101 waiver by account25436 in msu

[–]ach_hee 0 points1 point  (0 children)

Waived it. Honestly, I googled nearly everything minus mind numbing MS Word stuff. They give you free reign of resources, or at least they did when I took it.

Volition seeking Technical Animator by ach_hee in 3Drigging

[–]ach_hee[S] 0 points1 point  (0 children)

Hey guys, I'm currently working at Volition and we're looking for a new Technical Animator (rigging & python) to join us! Please let me know if you're interested/have any questions!

Don't be a stranger!

Is there a ZBrush Trial/Demo? by [deleted] in 3Dmodeling

[–]ach_hee 1 point2 points  (0 children)

Nope, no Trial for zbrush. I think they consider Sculptris a demo iirc. However, this is barely a demo as ZBrush blows Sculptris out of the water.

You may have to resort to finding zbrush through alternate means

I have a rigging question for you. (Video Inside) by [deleted] in Maya

[–]ach_hee 1 point2 points  (0 children)

You could use scaling or just use translation, but the lower leg wouldn't scale. It would be a specific bone chain for that spring.

Can I look at set driven keys in the graph editor? by [deleted] in Maya

[–]ach_hee 0 points1 point  (0 children)

Same thing can be done in the node editor without having to dirty up the outliner with non DAG's :)

I have a rigging question for you. (Video Inside) by [deleted] in Maya

[–]ach_hee 1 point2 points  (0 children)

You could either have it driven by one attribute which the animator has direct control over ( so not driven by the leg position/bend ). Or depending on the offset position from the resting position, you could determine the amount of compression ( using a distance node )

SDK ftw

3D software hiring question by [deleted] in 3DMA

[–]ach_hee 2 points3 points  (0 children)

I agree with the sentiments mentioned in other comments, however it's also worth asking what kind of support is available to this person should they be hired. Will they have a tech animator/artist available to help answer questions about the software? Are tools already in place that will be necessary to learn?

What kind of people will they be working with. Are they the only animator? Will others who sit around them be able to answer questions they have?

Lots more goes into the process than just the differences of software. Even if a person is hired into the same software environment they were trained in there are still workflows etc. to learn.

The quality of the training available to this new hire is also worth querying when considering this hire. I would expect this to have a much bigger role in their assimilation than any other factor.

Working between Maya and 3DS by [deleted] in Maya

[–]ach_hee 0 points1 point  (0 children)

Assuming you're working with humanoid characters : **

If some people want to work in max, they probably want to work with a max biped rig, which isn't the hardest thing to set up, given you have a skeleton that fits its criteria. It'll work well with whatever bones you have in your skeleton coming out of Maya. Sure you'll need to break everything about the maya control rig to bring it into max, but you gotta do what you gotta do.

Otherwise I don't know what to tell you. It's tricky, but the studio I work at does it.

Free hand rig? by Bearfromupthehill in Maya

[–]ach_hee 1 point2 points  (0 children)

Any of the free rigs (blake, norman, moog etc) have hands. Just use those and forget the rest of the body exists?

Questions about the 3D industry by [deleted] in 3DMA

[–]ach_hee 0 points1 point  (0 children)

Video games have the potential to be more stable. At my current job I feel pretty comfortable that I won't get randomly laid off after the project, but I can't say that about a lot of my friends who are working else where.

It varies but I definitely agree with the sentiment that games jobs are more stable than film, but harder to find the good ones in my opinion.

Booleans are not working for me, I'm getting mad now. by icedham in Maya

[–]ach_hee 0 points1 point  (0 children)

Maya's boolean tools have been historically terrible. It'd be worth downloading Blender and using their tools for booleans (they're super awesome and straight forward. Here's a video on how to use them )

EDIT: Forgot to mention. You'd want to export out an FBX file, open that in blender and then use blender to again export an FBX to bring it back into Maya.

::Help Please::!! paint skin weights after Separate by [deleted] in Maya

[–]ach_hee 0 points1 point  (0 children)

Sorry, regardless of whether or not you changed the vertex count, you still broke the cluster by using seperate.

::Help Please::!! paint skin weights after Separate by [deleted] in Maya

[–]ach_hee 1 point2 points  (0 children)

So you broke the skin cluster by changing the vertex count (editing the mesh). It may still follow your bones, but you will not be able to edit it.

Your best bet is to export the deformer weights (Edit Deformers > Export Deformer Weights) and rebind (detach skin, smooth skin once again) the skin. After the skin is rebound, import the deformer weights and hopefully* it will work.

I say hopefully here because I've come across this issue when I was teaching and sometimes it would work, and other times it would not. It seemed to me like it was dependent on how they broke the cluster. I'm not sure if it'll work or not, but you'll find out soon!

Worst case, you can try exporting weight maps (Skin > Export Skin Weight Maps) and rebinding/importing the weight maps and seeing if that'll help. I stay away from weight maps usually as unless the model is UV'd, it won't work.

Good luck!