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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. |
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Where do i find it? Any help would be nice. I just cant seem to find it anywhere.
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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? |
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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.
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so whomever finds the model first please post a link
much thanks:) |
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Our animation team found it here:
http://area.autodesk.com/3december/migs Look in right hand nav panel for Rig Download Link. |
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Ok, just confirmed it. The description spells it like the prompt. This is indeed our little alien.
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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.
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holy crud that thing is hilarious!!1 lolz i havent tried any key framming yet but will it work with motion capturez?
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has anyone been able to animate him?
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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.
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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 |
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Here's a thumbnail that was on the website, it's not big, but it's better then nothing for reference.
![]() 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. |
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All i see is a max download. Does anybody know if there is a download for maya somewhere?
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maya can be transfered from 3ds max
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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 |
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Are you positive this is the iiko rig??
it seems a bit too professional for us to use |
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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 |
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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'). |
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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 |
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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... |
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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. |
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- Go to the newly extracted folder - Go to the "scenes" folder - Open the file inside in 3ds Max - ????* - Profit* *Sorry, I couldn't resist |
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I can't get the maps on him though. You can't select anything but the dummy objects.
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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 |
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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 |
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How do you get their mouth to move?
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does anyone know how to get rid of that arrow underneath the iiko with out deleting the skin itself?
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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 |
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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 |
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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?
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How come the map doesn't quite fit him?
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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 |
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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 |
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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. |
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when the question about skin comes up yes/hold is the correct answer |
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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? |
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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? |
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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 |
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cannot we make our own iiko modle?:confused: :confused:
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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!!
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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 ;) |
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Do we have to follow this disine or can we make our own iiko :confused: :confused: :confused: :confused:
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JREED, is there any way to get the mouth to move after i have rigged the skin to a biped?
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Ok thanks:D
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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 |
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So I'm trying to make the aliens different sizes and I'm having trouble scaling them proportionality. Any suggestions?
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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? |
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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.
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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. |
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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. |
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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: |
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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! |
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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.
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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! |
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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... |
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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
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I'm to the point where I just want to make an animation of blowing the iiko up with a gernade.:mad:
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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. :| |
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Every now and then it helps to blow small things up in side animaitons |
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Actually, the credits should be a still, non-animated slide.
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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 |
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This is from the award documents Quote:
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I'm fairly certain the credits can be anything you want them to be and are not part of the judging process... |
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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
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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/ |
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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 |
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