This blog is mainly about Ncloth tests then a little about the rigging and constraints issues.
(Ignore the animation was testing out the Ncloth)
Had issues with the Ncloth when trying to reference the character. When I did fresh imports the Ncloth worked. When tried to reference the character with Ncloth It didn’t work along with the hat shrinks it goes to the side of the neck for some odd reason. Tried taking off the Ncloth and reapplying the Ncloth In the actual animation scene, it didn’t work. Made sure to clear the nCache data from the original file before it is referenced in, didn’t work. Went on Reddit in search of an answer. Thought maybe is it just the masked man issue, tried the other characters with clothes, they all have the same issue.
At this stage decided to just have the characters have fresh import instead of having them referenced in the scene. Had to double check it was fine before importing it into the animated scene.
Sleeve rig and Ncloth test.
Realized the sleeve rig did not have the desired effect and would take too long to re-position it each time the character moves her hand. I could have changed the position of the root joint however it would still take time to animate the sleeve. Decided to unskin it and apply a ncloth to it. The ncloth allows the sleeve to move more naturally, cutting the time needed to animate it. Played around with the Ncloth properties for all the characters.
In conclusion: wasted time on rigging and blendshaping a sleeve for it to only be replaced with Ncloth.
There will be no sitting animation just had it going from the T pose to sitting for the ncloth to settle.
Had tried making the seat a collider to the Nucleus, the dress would fly up. The position of the arm caused the sleeve to come off, solve this issue by having the arm more away from the body. Took the collider off the seat, the dress as expected goes right through it. Tired blend shaping the dress, for some reason the Ncloth makes it void. Thought maybe having it at the new shape would fix the issue, wrong. Played it In the timeline the dress would move and clip the body.
After wasting a day and a bit just over something that should be so simple as placing a character in a seating pose in the scene, decided at this stage just going to have to cover up the mess by placing the “other” character in front of the mother and have to work the camera angles. This is going to be a big issue because there are sitting possess for the other characters at other stages of the animation. For those scenes might consider having the characters sit on a stool with no back.
Had issues with the black hands because when I scaled the root controller the child controllers didn’t follow the rig. Parented the child controllers to the root controllers then it made the orient constraints void. Had tried doing a manual parent for the child controllers
Had cloaking issues with some of the environments because they are too big. Unfortunately had to scale the environments at such a size because cant scale the character. If I were to scale the characters, it would affect the xgen.
In conclusion: going to use a large version when it’s all 3 main characters: the girl (that has hair) the mother (that has hair) and the masked man walk towards the circus. While having the scene where the “Other” character ( no hair) is humping the tent and zoom out from the place, going to use the original smaller mesh to avoid the cloaking issue.
Snabirtle rig test. Somewhat fixed most of the issues compared to the last post.
The main controller rotates full 360 with no glitch: it works
~Head rotation when keyed with no eyes popping out: solved.
~Tail: tail root condolers work, however further down the tail the controllers don’t follow the rig completely depending how much it’s being rotated.
~The legs: ended up taking off the Iks off the toes and putting orients, there’s less of an issue but still issues with the legs since it got 2 knees.
~Shell: the shell follows the body now.
~The wings: they worked in both tests.
~The beak: they worked from the beginning. The character working as a reference: with this test snabirtle works as a referenced character, unlike the clothed characters.
In conclusion it’s just Ncloth with the referencing issue. Made sure the Xgen blendshapes still work as a reference., they do.
In conclusion: the major issues have been sorted, for now going to just have snabirtle referenced into the scene and start animating. Since snabirtle is naked with no Ncloth can just swap out the versions if I correct more of the rig issues further down the line.
To fix the dress rig that failed to work In the last post. Removed all the Iks on the dress, loaded up all the controllers from the waist, made the controllers as an orient. There seems to be issues if I rotate one controller too far without moving the surrounding controllers, as well as issues with the ring finger attribute. While moving some of the controllers for the dress the child controllers shifts off center from the rig.
In conclusion: for now, going to leave it for now and start animating with it. The fingers aren’t too much of an issue because the only close up to the hands is the girl as the women holding the urn. Need to be careful how I animate the dress. Depending on the camera angles the audience might not even notice the dress movements since most of them are from a distance. Since the dress is rigged and not Nclocth going to reference the character. Worst case scenario I’ll fix the rig or controllers further down the line then swap out the file to a newer version.
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