DigitalEro Offline

Model have no toes,what should i do to make a rig?

Sat, 26 Oct 2013 17:03:54

zdsmdbh

Sorry for my poor english in advance If i turn boneToeL and boneToeR to False,console show this: Traceback (most recent call last): File "<string>", line 443, in <module> File "<string>", line 231, in BuildRig File "<string>", line 141, in ComputeVectorBetweenBones AttributeError: 'NoneType' object has no attribute 'GetAbsPosition' If both are True,console show: Traceback (most recent call last): File "<string>", line 443, in <module> File "<string>", line 191, in BuildRig File "d:\my\steam\steamapps\common\sourcefilmmaker\game\usermod\..\sdktools\python\global\lib\site-packages\sfm\sfmUtils.py", line 66, in FindFirstDag raise errorString TypeError: exceptions must be old-style classes or derived from BaseException, not str I have no idea,can anybody help me? Model download http://www.gamefront.com/files/20530895/FFXIII_Serah_Farron.zip Model by Squiddy
Sun, 27 Oct 2013 03:23:28

KaylaN

Here's a script I made a while back for a model with no toe bone. http://filesmelt.com/dl/rig_biped_simple_talim.py I don't recall what I did to get it to work but have a look and you can probably figure it out.
Sun, 27 Oct 2013 09:29:46

zdsmdbh

"KaylaN" said ...
Here's a script I made a while back for a model with no toe bone. http://filesmelt.com/dl/rig_biped_simple_talim.py I don't recall what I did to get it to work but have a look and you can probably figure it out.
Thank you,I learn something from you,boneToeR use boneFootR's name,boneToeL use boneFootL's name Add # to disable line Finally,I make a rig,it works,but not good enough When I move rig_pelvis forward,model's legs and arms is turn,but when I move back, it won't happen
Sun, 27 Oct 2013 17:27:44

KaylaN

Well the toe bone does help control the knee, so without a toe bone that has to be adjusted manually sadly.
Mon, 28 Oct 2013 04:06:00

DemonicLemon

I thought the knee bone was rigged to the foot?
Mon, 28 Oct 2013 05:54:22

KaylaN

"DemonicLemon" said ...
I thought the knee bone was rigged to the foot?
It is, but it uses the direction from heel to toe to create the knee offset which is used by both the knee(+KneeOffset) and the elbow(-KneeOffset) it needs the reference which is why it behaves that way. There is probably a way around it, but this was a quick and dirty fix and I haven't looked at it since.
Wed, 30 Oct 2013 03:22:18

zdsmdbh

Still don't know how to fix it,can you make a rig for this?please
Wed, 30 Oct 2013 09:53:07

KaylaN

Does it still not work even if you move the knee and elbow joints manually? Because the knees won't move with the rest of the model because of how crude of a workaround it is. And other than that I don't know how else to fix it currently.
Wed, 30 Oct 2013 11:29:20

zdsmdbh

Even though I rotate arms and legs right manually,after that,when I move rig_pelvis forward again,arms and legs still turn,I guess that's it for now,thank you.