View Full Version : where is the iiko model ?
I was reading through the recently released animation prompt, and I was wondering: Where can we find the iiko biped model? They don't give a link or anything on autodesk.com/first.
EDIT: I figured this out, but I am keeping this topic open for reference to other users.
salamanacler
11-01-2011, 20:51
I was reading through the recently released animation prompt, and I was wondering: Where can we find the iiko biped model? They don't give a link or anything on autodesk.com/first.
EDIT: I figured this out, but I am keeping this topic open for reference to other users.
So, can you shed some light and help a brother out on where to find this thing? Ive been looking all over the website for it!
salamanacler
11-01-2011, 21:01
Where do i find it? Any help would be nice. I just cant seem to find it anywhere.
MrPowers399
11-01-2011, 21:29
Yeah I can't find it anywhere :/ A link would be greatly appreciated :)
Is the model rigged already or do we have to rig it?
KrakatoaCoo
11-01-2011, 21:34
The animation guide states that the model is already rigged. As for getting the model, i read that someone said that the model is not up yet.
CaptainChris
13-01-2011, 11:05
so whomever finds the model first please post a link
much thanks:)
keericks
13-01-2011, 12:09
Our animation team found it here:
http://area.autodesk.com/3december/migs
Look in right hand nav panel for Rig Download Link.
salamanacler
13-01-2011, 15:19
Ok, just confirmed it. The description spells it like the prompt. This is indeed our little alien.
salamanacler
13-01-2011, 15:58
Ok, so i have it downloaded and everything. Looks great except the skin color is somewhere it shouldnt be, working on that. But my problem is that when I try to animate the bugger, he wont let me save a keyframe.
CaptainChris
13-01-2011, 17:02
holy crud that thing is hilarious!!1 lolz i havent tried any key framming yet but will it work with motion capturez?
CaptainChris
13-01-2011, 17:21
has anyone been able to animate him?
salamanacler
13-01-2011, 17:52
I dunno about the Mo-Cap but keyframes don't work at all. I know FIRST probably reads some of the threads, hope they see our dilemma.
MrPowers399
13-01-2011, 18:22
Grrr these lame school computers won't load the page so we can't download it today :/ Can someone post an image?
Even if FIRST read this, I'm pretty sure the problem would be with Autodesk, seeing as it's their model on their website. I do hope this is resolved though haha
NoQuestions
13-01-2011, 19:20
Here's a thumbnail that was on the website, it's not big, but it's better then nothing for reference.
http://i29.photobucket.com/albums/c296/Fally_Feagreen/migs_iiko.png
Personally, I think they're super adorable and I've been playing around with rigging the past hour. I also can't key-frame them though.
varcingetorex
13-01-2011, 20:22
All i see is a max download. Does anybody know if there is a download for maya somewhere?
CaptainChris
13-01-2011, 20:32
maya can be transfered from 3ds max
MrPowers399
13-01-2011, 22:57
Aww the Iiko's are adorable! hahaha thanks!
Anyone else having trouble with the materials? It says "Missing Map Files" then I navigate to the folder with the maps (sceneassets\images\rascal_DIFF_u2_v1.jpg) and click "Use Path" but it still gives me the error.
EDIT: Nevermind I fixed it :P
leftybot1515
13-01-2011, 23:06
Are you positive this is the iiko rig??
it seems a bit too professional for us to use
Jreed129
14-01-2011, 00:40
Are you positive this is the iiko rig??
it seems a bit too professional for us to use
I believe it is. if you happen to be a little nosy like i am i ready the pdf that is also on the download page and the spell it iiko in that document so it could just be a file mistype...
CaptainChris
14-01-2011, 19:36
i agree it does seem a little too professional, since i recently started learning 3ds max it is complex for me, but ill do my best,
now has anyone figured out how to key frame this thing
i agree it does seem a little too professional, since i recently started learning 3ds max it is complex for me, but ill do my best,
now has anyone figured out how to key frame this thing
At last! I did it!
1. Select one of the bones.
2. Click the 'Motion' Tab.
3. Expand the 'Layer Manager' rollout.
4. Click and hold the 'Add Layer' button (next to the 'X' button).
5. Point to the first option and release, a new 'Animation Layer' is added.
6. Click the 'Setup/Animation Mode Toggle' button.
7. Start creating keyframes for the spline helpers (like 'CTRL_Head').
MrPowers399
15-01-2011, 14:25
Holy crap.... I deleted all the bones they had and did my own biped rig...
This way is so much better. haha thank you :D:D
Nerd_Skywalker
15-01-2011, 14:33
At last! I did it!
1. Select one of the bones.
2. Click the 'Motion' Tab.
3. Expand the 'Layer Manager' rollout.
4. Click and hold the 'Add Layer' button (next to the 'X' button).
5. Point to the first option and release, a new 'Animation Layer' is added.
6. Click the 'Setup/Animation Mode Toggle' button.
7. Start creating keyframes for the spline helpers (like 'CTRL_Head').
When I do this the Rascal CATRig at the bottom doesn't make the iiko move with it. Any suggestions?
Also, the textures don't work with it, when I load the iiko it says something about "Missing External Files" then it gives the directories to the pictures but I see no way to solve it...
asciutto
15-01-2011, 15:00
Is it possible to use footstep mode with the CATRig? Or is it possible to convert the CATRig to a Biped?
So far I've only been able to animate with keyframes, but using footstep mode would save a lot of time.
CaptainChris
15-01-2011, 15:47
Holy crap.... I deleted all the bones they had and did my own biped rig...
This way is so much better. haha thank you :D:D
powers how did you rig a biped to it, cause that confused me
MrPowers399
16-01-2011, 13:55
powers how did you rig a biped to it, cause that confused me
With the biped you can't move the mouth or ears like with their rig, but to do it you can delete all of their rigs on it and right click to "Unhide All" and "Unfreeze All" and then delete everything but the Iiko model. Then the rest is just biped rigging. This tutorial is pretty helpful: http://www.ehow.com/way_5980405_3d-studio-max-biped-tutorials.html
Jreed129
16-01-2011, 16:10
Also, the textures don't work with it, when I load the iiko it says something about "Missing External Files" then it gives the directories to the pictures but I see no way to solve it...
To fix the textures you need to open the material editor get the texture from the iiko rig... then remap to the textures provide by autodesk can be found at ikorig_maxproject\sceneassets\images\
Nerd_Skywalker
16-01-2011, 20:14
To fix the textures you need to open the material editor get the texture from the iiko rig... then remap to the textures provide by autodesk can be found at ikorig_maxproject\sceneassets\images\
I'm sorry but what do you mean by "remap"? I have tried loading the textures into the material editor and I just don't know where to put the material...all I have are the CTRLs and the CATRig.
It's just a .rar file. How do you get it into a .max file?
- Extract the file to the directory of your choice using any popular Extracting program (7zip, WinZip, WinRAR)
- Go to the newly extracted folder
- Go to the "scenes" folder
- Open the file inside in 3ds Max
- ????*
- Profit*
*Sorry, I couldn't resist
Eagleeyedan
16-01-2011, 20:24
I'm sorry but what do you mean by "remap"? I have tried loading the textures into the material editor and I just don't know where to put the material...all I have are the CTRLs and the CATRig.
- Extract the file to the directory of your choice using any popular Extracting program (7zip, WinZip, WinRAR)
- Go to the newly extracted folder
- Go to the "scenes" folder
- Open the file inside in 3ds Max
- ????*
- Profit*
*Sorry, I couldn't resist
Thanks!
Eagleeyedan
16-01-2011, 20:27
I can't get the maps on him though. You can't select anything but the dummy objects.
Eagleeyedan
16-01-2011, 20:29
I can't get the maps on him though. You can't select anything but the dummy objects.
Nevermind, I got it. Just had to unfeeze all.
Jreed129
16-01-2011, 22:52
I'm sorry but what do you mean by "remap"? I have tried loading the textures into the material editor and I just don't know where to put the material...all I have are the CTRLs and the CATRig.
try unfreezing everything and then using the get texture eyedropper.
if you are using max 2011, click on the button where you can choose what the texture is(ie. arch/design, ink n' paint) at the bottom of that window should be the textures that say something like rascals_green its a multi subobject then relink the bitmap images
Nerd_Skywalker
17-01-2011, 07:47
try unfreezing everything and then using the get texture eyedropper.
if you are using max 2011, click on the button where you can choose what the texture is(ie. arch/design, ink n' paint) at the bottom of that window should be the textures that say something like rascals_green its a multi subobject then relink the bitmap images
Thank you, I didn't realize that everything was frozen.
Can anyone here post some pictures in 3ds max of this iiko ?
\
Can anyone post maya file \ or obj file.. please .. ? for those of us who dont have 3ds max...
please..
Thanks
Eagleeyedan
17-01-2011, 14:06
How do you get their mouth to move?
CaptainChris
17-01-2011, 20:07
does anyone know how to get rid of that arrow underneath the iiko with out deleting the skin itself?
Jreed129
17-01-2011, 20:17
How do you get their mouth to move?
there is a dummy circle right in front of his mouth that you can rotate(better option IMO) or move that will move his lower jaw and teeth
does anyone know how to get rid of that arrow underneath the iiko with out deleting the skin itself?
can I ask why you would want to get rid of the arrow?
i'm not 100% sure but break(broken chain in upper left of viewport) the space wrap that is connecting the skin and the arrow and you should be able to delete it
I am unable to open the file. It says,
"Unkown class, no stand-in: SuperID =0xB60, ClassID =(0x5bf9411, 0x68c22D6F)
and then a huge list of Missing Dlls.
Help please??
Thank you so much!!!
Jacob
Team 2481
CaptainChris
17-01-2011, 20:50
ok so i have the iiko rigged to a biped but now the eyes and teeth no longer move with the skin, also the mouth and ears no longer can move, any suggestions on how to fix this problem i have?
Nerd_Skywalker
17-01-2011, 21:31
I am unable to open the file. It says,
"Unkown class, no stand-in: SuperID =0xB60, ClassID =(0x5bf9411, 0x68c22D6F)
and then a huge list of Missing Dlls.
Help please??
Thank you so much!!!
Jacob
Team 2481
I think that you might be missing the Character Animation Toolkit, Google it.
Eagleeyedan
17-01-2011, 22:38
there is a dummy circle right in front of his mouth that you can rotate(better option IMO) or move that will move his lower jaw and teeth
can I ask why you would want to get rid of the arrow?
i'm not 100% sure but break(broken chain in upper left of viewport) the space wrap that is connecting the skin and the arrow and you should be able to delete it
Oh yeah, I guess i missed that.
Eagleeyedan
17-01-2011, 23:09
How come the map doesn't quite fit him?
for those of you who do not know, they officially released the FRC 2011 3d animation tool kit here:
http://students.autodesk.com/?nd=frc2011_animation
hope this helps!
and the previous model people were using is correct (assuming off of image)
Jacob
scrubsfan1793
18-01-2011, 13:51
I can't get any of the textures in the files to work for the aliens head. Is there something extra that needs to be done to get one of the textures to work? Or is there a file that I am overlooking? Thanks!
Tommy
Team2481
Jreed129
18-01-2011, 21:17
How come the map doesn't quite fit him?
I can't get any of the textures in the files to work for the aliens head. Is there something extra that needs to be done to get one of the textures to work? Or is there a file that I am overlooking? Thanks!
Tommy
Team2481
Make sure that if you edited anything on him you didn't mess up the id mapping numbers, the head and eye lids should be matid 2 and body, arms, and legs should be matid 1 also make sure you apply the right map to the right id number in mat editor U1_v1 is the body and U2_v1 is the head
Eagleeyedan
19-01-2011, 18:24
Make sure that if you edited anything on him you didn't mess up the id mapping numbers, the head and eye lids should be matid 2 and body, arms, and legs should be matid 1 also make sure you apply the right map to the right id number in mat editor U1_v1 is the body and U2_v1 is the head
I just remade it and made it in several different colors for a bit of diversity. We have one scene where there are 12 iikos so gotta add some change.
The only thing about your fix is i can't figure out how to apply it to just his head. His body and head are one piece.
Jreed129
19-01-2011, 18:33
I just remade it and made it in several different colors for a bit of diversity. We have one scene where there are 12 iikos so gotta add some change.
The only thing about your fix is i can't figure out how to apply it to just his head. His body and head are one piece.
You need to go back to when he is an editable poly and then select the faces of the head and make them id 2 and like wise the faces of the body/arms/legs and make them id 1 sorry if i wasn't clear before
when the question about skin comes up yes/hold is the correct answer
rastermon
20-01-2011, 14:02
ok so i have the iiko rigged to a biped but now the eyes and teeth no longer move with the skin, also the mouth and ears no longer can move, any suggestions on how to fix this problem i have?
The iiko is already rigged - you probably lost its functions when you attached it to a biped.
rastermon
20-01-2011, 14:27
We would like to scale an iiko to be children and adults... when we try to do that, (after unfreezing) it does not scale uniformly. IOW, the hips, neck, head etc scale on x and y, but not z. Seems like the iiko mesh scales everywehre except its anchored at the rig control points.
Any advice?
Eagleeyedan
20-01-2011, 16:05
We would like to scale an iiko to be children and adults... when we try to do that, (after unfreezing) it does not scale uniformly. IOW, the hips, neck, head etc scale on x and y, but not z. Seems like the iiko mesh scales everywehre except its anchored at the rig control points.
Any advice?
I have the same problem.
MrPowers399
20-01-2011, 18:01
Hmm :/
We are using multiple computers. One is using 3DS Max 2011 64-bit and all of the others are using 3DS Max Design 2010 32-bit.
Is there any way we can easily convert these files to be compatible with each other because every time we save one in 2011, it does not open properly in Design 2010?
CaptainChris
21-01-2011, 19:13
can I ask why you would want to get rid of the arrow?
i'm not 100% sure but break(broken chain in upper left of viewport) the space wrap that is connecting the skin and the arrow and you should be able to delete it[/QUOTE]
the arrow is there durin the render is why i would want to get rid of it
Jreed129
21-01-2011, 19:19
the arrow is there durin the render is why i would want to get rid of it
If you right click on the object and go to object properties you should be able to turn off the renderablilty of the object at hand....
Aussie Oi!
21-01-2011, 19:35
cannot we make our own iiko modle?:confused: :confused:
CaptainChris
21-01-2011, 19:41
Thanks Jeremy, i figured i would try one more thin before i affected render-ability and i Right clicked on the arrow and hit hide and for some reason it worked!!! its a miracle!!
Nerd_Skywalker
21-01-2011, 19:47
Does anyone know how to move the entire model? You can't keyframe the arrow thingy...
This is pretty obnoxious, I'm sure it was like this last year though ;)
Aussie Oi!
21-01-2011, 19:49
Do we have to follow this disine or can we make our own iiko :confused: :confused: :confused: :confused:
CaptainChris
21-01-2011, 19:53
JREED, is there any way to get the mouth to move after i have rigged the skin to a biped?
Nerd_Skywalker
21-01-2011, 19:54
Do we have to follow this disine or can we make our own iiko :confused: :confused: :confused: :confused:
I'm sure you can have some creative freedom with them.
MrPowers399
21-01-2011, 20:01
Do we have to follow this disine or can we make our own iiko :confused: :confused: :confused: :confused:
In the prompt it says we may use their Iiko, make our own, or not even use an Iiko at all.
Aussie Oi!
21-01-2011, 20:09
Ok thanks:D
Jreed129
21-01-2011, 20:12
JREED, is there any way to get the mouth to move after i have rigged the skin to a biped?
Not that I know, I'm not really knowledgeable in the area of bipeds
CaptainChris
21-01-2011, 20:16
alright thanks man..
can anyone answer my question?
how can i get the mouth of the iiko skin to move, while the skin is rigged to a biped
PHREDETTE
21-01-2011, 22:28
So I'm trying to make the aliens different sizes and I'm having trouble scaling them proportionality. Any suggestions?
elysiadrake
22-01-2011, 18:58
I don't think that it is possible... >.>
And I think that there's an easier way to move the iiko than putting it as a biped. I've just been moving the brown arrow under it and keyframing it, you know?
NoQuestions
23-01-2011, 14:15
I've been trying to avoid putting it as a biped thus far into the process. I've figured out how to key frame it by adding an animation layer, but when I do that the movement controller on the bottom stops moving it. Does anyone know how to reconnect them or whatever? I've been trying things the past few days and have yet to stumble upon a solution.
rastermon
24-01-2011, 12:49
I've been trying to avoid putting it as a biped thus far into the process. I've figured out how to key frame it by adding an animation layer, but when I do that the movement controller on the bottom stops moving it. Does anyone know how to reconnect them or whatever? I've been trying things the past few days and have yet to stumble upon a solution.
Don't know if this is how your supposed to use it, but we animate the hips as the main mover. The arrow stays put, the hips are keyframed as the iiko walks.
BTW as it has been mentioned, in order for keyframes to work, you have to go to the motion tab and turn on the animation layer.
Also BTW, the Biped is not a very good rig (they tell me). Good walk cycles have hip-sway that does not happen with a generic biped.
Eagleeyedan
24-01-2011, 18:48
So I'm trying to make the aliens different sizes and I'm having trouble scaling them proportionality. Any suggestions?
I have the same problem.
NoQuestions
24-01-2011, 20:51
Don't know if this is how your supposed to use it, but we animate the hips as the main mover. The arrow stays put, the hips are keyframed as the iiko walks.
BTW as it has been mentioned, in order for keyframes to work, you have to go to the motion tab and turn on the animation layer.
Also BTW, the Biped is not a very good rig (they tell me). Good walk cycles have hip-sway that does not happen with a generic biped.
Oh wow, thanks. I... I completely missed that possibility XD I made a walk cycle right after I figured out the keyframes and still didn't catch that I could just move it by moving the hips and feet. Thanks!
And yeah, I was trying to avoid changing it to a biped for that reason. It seems like it would just add more problems and it would end up looking less natural anyways.
SmurfinLennon
24-01-2011, 22:32
Does anyone know if it's possible to import the rig into maya?
We got the geometry in, but the rigging doesn't import, and no one on the team has ever done character rigging, so having to rig it would set us back... a lot.
:confused:
asciutto
25-01-2011, 08:50
My group and I are having trouble with the Iiko rig. We share the same issue with others, as we cannot scale the Iiko in any way, either.
Also, getting multiple Iiko's into one scene is quite a hassle. They don't like to duplicate nicely. I'm probably doing it wrong, so any help would be awesome.
I also can't seem to move the Iiko from it's position at the origin. I can have an animation that will let it walk, and it will move in the set direction, but adjusting the actual "start" location isn't happening. I have everything unfrozen/unhidden and it still won't move.
Any help would be greatly appreciated, thanks!
e:
I figured out how to move it from the origin, so I think that also solves the duplication issue, but the scaling problem still stands.
e2:
Scaling works now too for some reason, weird.
e3:
I take that back, scaling only works until the mesh is moved, whereupon it reverts back to it's normal size. The eyes and teeth stay enlarged, however.
Well, I guess all my issues have been arrested, thanks for the great thread full of information!
Nerd_Skywalker
25-01-2011, 09:25
I feel that they could have done a lot better with the iiko model if they tried, even just releasing a two minute long video on moving them would have been helpful.
asciutto
25-01-2011, 09:49
I couldn't agree more.
CAT seems like a very efficient and intuitive method for animating, it's just less straightforward and basic than the biped system. At least, that's the way it seems to me. Adding layers and tons of presets is awesome, I just haven't quite become accustomed to them.
However, I do find the CATMotion layers very helpful and awesome. Especially since you can fine tune each keyframe after the animation is generated and tweak all the settings/swatches within the global parameters, like pelvic twist/bend, etc. So very neat!
SmurfinLennon
25-01-2011, 13:28
Has anyone contacted Autodesk or FIRST about these issues?
My coach suggested that but I'm not sure if there's much we can do in terms of bringing the character into Maya...
playbass06
03-02-2011, 14:30
It looks to me that a Maya version of the rig is up now, it's under the Training and Supporting Materials tab. http://students.autodesk.com/?nd=frc2011_animation
I'm to the point where I just want to make an animation of blowing the iiko up with a gernade.:mad:
SmurfinLennon
03-02-2011, 20:13
I'm to the point where I just want to make an animation of blowing the iiko up with a gernade.:mad:
I feel ya man. After weeks of avoiding the iiko rig from 3ds Max and days of trying to animate it in Maya, now I find the Maya rig...
SmurfinLennon
03-02-2011, 20:31
Also, I'm trying to open the new Maya rig in Maya, and I (think) I extracted the files correctly, and I'm getting an error and a blank Maya screen.
Sooo... I was relieved when I saw there was a Maya rig, aaaand now I'm notsohappy again.
:|
Jreed129
04-02-2011, 10:31
I'm to the point where I just want to make an animation of blowing the iiko up with a gernade.:mad:
I'm with you on that one.
Every now and then it helps to blow small things up in side animaitons
I'm with you on that one.
Every now and then it helps to blow small things up in side animaitons
Maybe that could be in the credits.
Actually, the credits should be a still, non-animated slide.
MrPowers399
05-02-2011, 16:19
I found that I can scale the Iiko by selecting his bones (RascalRArm1, RascalSpine, etc) individually and scaling them that way.
If you chose a set number and always scale each bone to that number, then in the end it will all be proportional. Haha I know it's time consuming, but I can't seem to find any other way to scale them
Jreed129
05-02-2011, 16:35
Actually, the credits should be a still, non-animated slide.
Does it say that anywhere?
This is from the award documents
1. Your entry must include: 5-second slate followed by one second of black (see sample slate
provided in the toolkit), followed by the animation of no more than 30 seconds, followed by one
second of black.
a. The initial slate must include:
- Team number
- Team Name
- School
- Title
- Duration (not including slate and black)
- Credits may follow that still frame, but will not be included as part of the timing,
judging or scoring
It just says that it should follow the second of black that ends the animaiton
SmurfinLennon
08-02-2011, 11:02
Does it say that anywhere?
This is from the award documents
It just says that it should follow the second of black that ends the animaiton
I'm fairly certain the credits can be anything you want them to be and are not part of the judging process...
CaptainChris
09-02-2011, 20:44
does anyone know where i can find skins that i can rig to a biped, im trying to make humans look more real instead of like bipeds
Hi Folks:
It's been sometime since I've been on this site. I'm on my third FIRST Robotics team in eleven years, exciting times!
Apologize in advance for adding a second topic within this thread...
I've just realized something regarding 3ds max 2011 64 bit, we can not export .mov files, Apple and Autodesk have not resolved the codec problems.
Essentially we have to render out single frame shots into and a movie editing application of choice (Premiere or any other editing software).
If anyone is interested I'll post something in a day or so regarding a solution; other than the immediate solution of just installing 3ds max 2011 32 bit version onto classroom stations...
As an aside, why is the Animation contest due so early?
Bye for now,
Alexi Balian
Mentor
Animation, Team Identity, Web and Marketing
Team 3705- Arrowbots
http://arrowbots.com/
suzumebachi
12-02-2011, 11:04
At last! I did it!
1. Select one of the bones.
2. Click the 'Motion' Tab.
3. Expand the 'Layer Manager' rollout.
4. Click and hold the 'Add Layer' button (next to the 'X' button).
5. Point to the first option and release, a new 'Animation Layer' is added.
6. Click the 'Setup/Animation Mode Toggle' button.
7. Start creating keyframes for the spline helpers (like 'CTRL_Head').
Thank you :OOOO:eek:
Eagleeyedan
16-02-2011, 22:54
Actually, the credits should be a still, non-animated slide.
I never saw anything like that. I don't believe that that is true.
I am having trouble with the iiko rig. Whenever I import him his rigging is in bones and not a cat rig. If you guys know how to fix it let me know because the bone rig doesn't work correctly.
thanks
NoQuestions
08-05-2012, 15:36
I am having trouble with the iiko rig. Whenever I import him his rigging is in bones and not a cat rig. If you guys know how to fix it let me know because the bone rig doesn't work correctly.
thanks
Are you using the Maya rig? I seem to recall briefly looking at the two different files for comparison, and the Maya rig is set up as a biped as opposed to CAT. Which makes sense as Maya can't make use of CAT rigs.
ChewBacca
27-05-2012, 15:03
At last! I did it!
1. Select one of the bones.
2. Click the 'Motion' Tab.
3. Expand the 'Layer Manager' rollout.
4. Click and hold the 'Add Layer' button (next to the 'X' button).
5. Point to the first option and release, a new 'Animation Layer' is added.
6. Click the 'Setup/Animation Mode Toggle' button.
7. Start creating keyframes for the spline helpers (like 'CTRL_Head').
Thank you so much! But how'd you figure that out? We didn't figure it out in time for the competition, so we ended up having a spaceship with no windows, and no aliens inside.
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