The Setup Machine 2 For Maya Manual
The Setup Machine 2 For Maya Manual
The Setup Machine 2 For Maya Manual
INTRODUCTION
The Setup Machine 2 (TSM2 for short) is a standard Maya plug-in that installs a high-quality animation rig -- the
joints and controls that enable efficient manipulation of a 3D character -- into any character model. TSM2 for
Maya does the hard work of setting up a character for you. All you need to do is position our pre-made "widgets"
to fit your character. TSM2 for Maya automatically installs the rig and calculates weights in seconds, eliminating
the most complex and time-consuming steps. You don't need to know anything about joint orientation, pole
vectors, or expression syntax to rig characters with TSM2, and once the character is rigged, it will work on any
seat of Maya - you won't need to install anything additional to use the setup.
With TSM2 for Maya, you can rig not only humans, but also multi-limbed creatures that would be quite daunting
to rig by hand, such as giraffes and squid. Or rig exotic fantasy creatures -- fauns and centaurs, Pierson's
puppeteers, Tars Tarkas – if you can model it, TSM2 can rig it.
TABLE OF CONTENTS
System requirements
Important Notes
Widgets
Weighting
Contact Us
MODULARITY
Totally modular and customizable | Rig ordinary or exotic body plans, human, animal, or fantastic, or rig just the
parts you choose | Innovative construction-set approach to rigging--attach elements to each other with simple
tabs.
FLEXIBILITY
Full positional & rotational isolation of all controls--pose your character the way you want, without worrying about
how the controls will affect each other | Hyperextend elbows, knees & fingers backwards even while using IK |
Bending controls in the middle of the forearms and legs allow more fluid limb posing & animation
STRETCHINESS
Every system is stretchy | Intelligent IK stretch with ease-in eliminates jarring IK pop on limbs | Head has
separate stretchy zones for brow, jaw, and entire head | Proxy overlay mode allows complete control to reshape
your character
FK-IK SWITCHING
FK-IK switches on every system | IK-as-FK allows the best of both worlds--use FK for broad gestures & IK on top
for small tweaks, or use IK to pose FK controls
CREATURE FEATURES
Quadruped leg system | Tail/tentacle system | Unlimited arms, legs, and tails/tentacles
WEIGHTING
Automates the weighting process | Fully weight many characters in under an hour | Quickly eliminate unwanted
weighting influences using exclusion sets
SYSTEM REQUIREMENTS
--Maya 5.0, 6.0, 6.5, or 7.0.
Separate versions of TSM are required for each version of Maya and/or operating system you use.
IMPORTANT NOTES
* To use TSM2 for Maya, you should be comfortable with basic Maya skills like selecting, moving,
parenting, and keyframing objects. In addition, you may need to adjust your character's weights Maya's
weight painting tools. Please consult your Maya documentation if you're unfamiliar with this process.
* TSM2 will prompt you to save a copy of your character before rigging. We recommend that you do this
and keep the "pre-rig" version as a backup. If you decide to change the way your character is rigged with
TSM2 for Maya – for example, by adjusting joint positions for a better deformation -- you can make these
changes to the pre-rigged character and run TSM2's "Rig" command again.
* TSM2 is designed to rig one character per scene. If you're working with multiple characters, you should
rig each character in a separate scene, and then import or reference them into your shots.
2) Use the TSM Pre-Rig menu to define your character geometry and add widgets to your scene.
4) Use the Rig command from the TSM menu to install the rig and weights
5) Use TSM's Exclusion Sets to quickly eliminate unwanted weighting influences in areas like fingers and legs
7) Start animating!
This contains all the options for the rigging process. The "Pre-Rig" submenu contains all the tools you need to
set up a character to be rigged, including adding widgets and defining the character's mesh. The "Rig" command
installs the rig and auto-weights your character. The "Post-Rig" submenu contains Exclusion Set tools to
eliminate unwanted weights, and the option to auto-weight additional geometry.
WIDGETS
In TSM2, widgets are the "rig parts"--arms, legs, spines, etc. Each widget contains all the joints and rigging
necessary for that part, including the stretchiness functions, switches of various kinds, and so on, but most of it is
hidden until the Rig command is used. Instead, what you see when you add a widget is a general approximation
of the shape of a limb, with simple controls that allow you to fit it to your character's mesh. Any widget can be can
be attached to any other widget, in almost any arrangement. You can add fingers to feet to give your character
toes, or put a head on a tail to create a long neck. When the Rig tool is used, all of the widgets are transformed
into a complete working rig.
IMPORTANT NOTE: TSM1 included a special quadruped leg rig that was separate from the one used on
bipeds. TSM2 has only one leg rig: it's flexible enough to be used on either bipeds or quadrupeds,
although it defaults to a biped configuration.
Types of widgets: Widgets come in the following varieties: head/neck, spine, right arm, left arm, finger, right leg,
left leg, and tail/tentacle. (We will be adding more widgets types in future, including an insect leg and wing.) Each
is color coded for easy identification. You can bring in widgets individually to build a completely freeform
character from scratch, or you can use the "Build Biped" command to add all the widgets needed for a humanoid
character at once.
Widget controls: Widgets have two different kinds of controls: System Moving Controls, which are square and
can be used to manipulate, parent, or delete the entire widget at once, and Fit Controls, which are usually
circular and used to fit the widget to the character's shape. The Widget Surface --made up of NURBs cylinders--
can also be manipulated directly to help fit the widget to the correct shape.
This leg widget contains a System Moving Control (with red arrow) and Fit controls (with green arrows). The square-ish foot control at the bottom is the only
fit control that is not circular.
IMPORTANT! Please don't scale the System Moving Controls non-uniformly. All three scale values must
be the same, or TSM2 will display a warning and fail to rig until you correct the problem. Nonuniform
scaling the Fit Controls is fine.
Connecting widgets. Most Widgets have tabs. You can attach any widgets to another widget by parenting it to
one of its tabs. For example, you can attach a second pair of arms to a spine by parenting each arm's System
Moving Control to the appropriate tab on the spine.
See the quadruped building tutorial for a step-by-step example of connecting widgets using tabs.
A tab on a spine widget.
Connecting widgets without the tabs. The tabs provide a simple visual reference for making attachments, but
you can also connect widgets together at points where there are no tabs, or parent them to other objects entirely.
This allows you to rig a spine yourself and then attach Setup Machine arms to it, for example.
To attach widgets to an area in another Setup Machine system that doesn't have a tab, you'll have to unhide
some of the underlying rigging.
1. Open up a widget object in the Outliner. Underneath, you'll see at least three nodes: WIDGET, RIG, and
JOINTS (there is also sometimes an IK node). Everything but the WIDGET node will be hidden.
2. Unhide the JOINTS node. You can now see the joints inside the system (this is also useful if you want to see
exactly where the joints are being placed as you move the widget around).
A widget with joints unhidden.
RIGGING A BIPED
Let's go step-by-step through the basic rigging process for a biped. Techniques you learn in this section apply to
most other rigging jobs you will perform with TSM2.
1. To start rigging, open a bipedal character mesh in your Maya scene. We'll use the simple guy_mesh model
that is included with TSM2.
Import an unrigged biped character mesh into your scene.
2. Bring in the biped widget set by choosing The Setup Machine > Build Biped.
3. In the Build Biped Options box, you can specify the number of fingers (up to 6 total, including thumbs) and
add toes (these are simply fingers attached to the foot). Bipeds can have tails as well; we'll cover tails in a later
section. Click Build to import the widgets into your scene.
The biped widgets in your scene
4. The widgets are probably at the wrong scale. The Character control (large pinkish circle near the feet) and
the Upper Body control (yellow arrowy thing at the thorax) can be used to move/scale the entire biped widget
set.
IMPORTANT! Don't non-uniform scale the Character control or the Upper Body control! This will produce
unintended results. ScaleX, ScaleY and ScaleZ must all be the same value for these controls.
Scale the widgets to more closely fit the model.
5. Start positioning the widgets so they fit jyour character's mesh. The next few images show various aspects of
this process. TIP: You will probably want to get the upper body control down near the hips and then raise the
spine as you start positioning it, since most animators prefer to Upper Body control to be near the hips. Use the
System moving controls (square controls) to move a whole system such as an arm, leg, or spine. Use the Fit
controls (small circular controls) to fit the widget to the surface. Play with these controls and you'll see
immediately how they work.
IMPORTANT! Don't non-uniform scale the System moving controls (the square controls)! You can non-
uniform scale the Fit Controls (the circular ones) to your heart's content, but keep the square ones
uniform -- ScaleX, ScaleY and ScaleZ must all be the same value for these controls..
Fitting the spine widget with the fit controls.
Note that mirroring is automatically activated for arms and legs (including fingers and toes). Anything you do to
the left side is instantly reflected on the right. You should avoid moving the gray controls on the right side. Maya
will let you do it, but since they're connected to the controls on the other side, they'll just jump back into position
when you run the Rig command.
TIP: If you want to make something asymmetrical, you can quickly break the mirroring on any control. Just
selecting the control, select translate, rotate, and scale channels in the Channel Box, then right-click and choose
"Break Connections."
Mirroring
Arrows coming off joints help you figure out which direction your joint will bend in. TSM2 allows you to position
things more or less freehand, so it's important to be careful and make sure that things will bend in the direction
you want them to.
The arm widget, properly fitted to the mesh of the arm, doesn't perfectly cover the arm --and that's OK. It just
needs to be reasonably close to the shape of the arm, with the controls centered over the places where you want
your joints.
Widgets fitted to arm.
System Moving Controls on fingers have a slight arrow on the top to indicate which direction is "up." You should
sink them into the hand up to this control. This embedded portion of the widgets are metacarpals, which provide
additional flexibility in your character's hands.
On the thumb, make sure the arrow direction is indicating the axis you want the thumb to rotate on.
You can use the fit control for the foot to position the entire foot at once. IMPORTANT!: If you want the axes of
the foot control to be aligned with world axes (for walk cycles, etc) then don't rotate it.
Position the foot using the Foot control.
If you have a section of the body that projects outside the widget surfaces, you can move the surfaces
themselves to encompass the projection. You can even pull points on the widget surfaces in Maya's Component
mode.
6. Once the widgets are fitted to the mesh, you have a choice with regard to how the mesh will be bound to the
rig, and whether TSM2 will do weighting or not.
a) If you want the follow standard TSM2 procedure and use TSM2's auto-weighting, select the entire character
mesh--everything you want to be weighted by TSM2--and choose Setup Machine > Pre-Rig > Define
Character.
b) If you DO NOT want to use TSM2's auto-weighting, skip the Define Character step. Go right on to the
Rigging step (next).
Why skip auto-weighting? You may want to do your own binding and weighting, you may want to parent lots of
rigid geometry to the model instead of weighting it, or you may want to use a procedural muscle system.
Whatever the reason, we don't believe in forcing you to do things in only one way, so we give you the option.
After you run the Rig command in the next step, you will see that there is a set of bones visible inside the mesh.
You can bind or parent other geometry or systems to these bones.
7. Choose Setup Machine > Rig. TSM2 calculates weights and installs the rig in seconds. As mentioned above,
there is a set of bones visible inside the mesh. Parent any additional geometry or systems to these bones.
Looking at the rig in wireframe mode, you can see that there is a visible bone structure within the character. If
you have used TSM2's auto-weighting tools, you may wish to simply turn off joint display and ignore them. If not,
these joints are ready to be weighted, to have geometry or additional joints parented to them, or to be used as
attachment points for a procedural muscle system.
The character's joints are visible and available for additional weighting if desired.
8. You may wish to pull points in Component mode on the controls to make them exactly the shape you want, in
this case shrinking the Upper_Body control a bit.
You can change the shape of controls such as the Upper body control.
WEIGHTING
Even after auto-weighting, you may need to tweak the weighting of your biped to get it exactly where you want it.
There are two steps to this:
Exclusion Sets. You may notice when you move a finger or leg, or any body part that is close to another, that it
causes the neighboring parts to deform. What's happening is that the weighting of one part is "spilling over" and
influencing neighboring parts. This is usually a time-consuming hassle to fix, but TSM2 offers a feature called
Exclusion Sets that makes it easy to block these unwanted influences. Exclusion sets allow you to choose a set
of points on the mesh and exclude an entire section of the rig (such as a leg or finger) from influencing them.
Bad deformation on the legs here—see how the calf on the left leg deforms toward the right leg. Use Exclusion sets to deal with this.
1. Select the points you want to exclude from being influenced. In this case, care was taken to select the right
points on the pelvic area.
2. Choose Setup Machine > Post-Rig > Define Exclusion Set to exclude the selected points.
Define them as an exclusion set.
Select a control
4. Choose Setup Machine > Post-Rig > Exclude Systems. The bad deformation is gone! Like magic! In most
cases, you will need to exclude all fingers (and finger-toes) and each leg from each other. On a standard biped,
the process should not take more than a few minutes.
Weight tweaking. TSM2 does a good job of overall weighting, but characters may need some additional touch-
ups.
Auto-weighting works well for hips and shoulders—normally trouble areas in a rig.
Some joints you may want to tweak. In particular, the inside of elbows and knees, wrists, chin, and some other
complex areas may need some help to get them looking exactly the way you want them.
We'll work with the wolf model that is supplied with TSM2. It was modeled by Daniel Gilbert and Chris Bishop.
1. Import the wolf mesh. We'll start rigging it with the spine -- this is the usual starting point. Choose Setup
Machine > Pre-Rig > Build Parts > Spine.
Bringing in a spine.
2. Rotate the spine widget so it is horizontal, not vertical. Then follow the same process as in the biped rigging
tutorial to fit the spine into the model mesh.
Rotate and scale the spine.
3. Now bring in a set of legs by choosing Setup Machine > Pre-Rig > Build Parts > Legs. They come in as
mirrored pairs, so you will need to do this twice, once for each leg pair.
4. We'll fit the first leg pair to the back legs of the model, but you can start with either front or back. The key to
getting the quad legs to work well is to fit the widget carefully into the quad leg shape, which is significantly
different than the human leg shape. It is important to get the heel and toe into the right place. Wolves and other
animals walk on their toes, rather than flat-footed as humans do. Notice below that the leg is on its toes, just like
a real quadruped. To make it fit, you may need to directly scale and pull points on the widget objects themselves,
as discussed in the biped rigging section. Try to get as close as possible with the widget controls first.
Carefully fit the leg widget to the quadruped leg shape.
Notice also that the toes have been moved to the back of the foot control, so that the foot control pivot point is
under the toe instead of under the heel, as in a human foot. The heel is now in the air.
5. Bring in the second leg pair, and fit it to the mesh in the same way.
Another set of leg widgets for the front legs.
Notice that on these front legs, we're pointing the "knee" backwards. (It's really the elbow, of course.)
6. Bring in the head and neck widget by choosing Setup Machine > Pre-Rig > Build Parts > Head. You can
distort the widget objects considerably to fit the shape.
Fitting the head widget.
7. The next step is to bring in a tail. Choose Setup Machine > Pre-Rig > Build Parts > Tail.
Bring in a tail.
You'll see the Build Tail Options box. Here is where you specify how many segments you want to use. The
more segments, the more flexibility in the tail. Two segments are fine for a typical dog or horse tail. A cat tail
probably needs three. A squid tentacle or diplodocus neck might need 5 or 6 segments.
Scale the tail widget as a whole so that the length matches that of the model's tail, then use the widget controls
and the widget geometry to fatten it up to the right size.
8. Now the head, leg, and tail widgets need to be attached to the spine. (When you rig a biped using the
complete set of biped widgets, this step has already been done for you.) You've probably been wondering about
those tabs on the widgets--here is where they come into play. Parent the square control that moves each widget
to the nearest tab on the spine.
Parent the square system moving control on each widget to the nearest tab on the spine.
9. As with the biped, once the widgets are fitted to the mesh, you have a choice with regard to how the mesh will
be bound to the rig, and whether TSM2 will do weighting or not.
a) If you want the follow standard TSM2 procedure and use TSM2's auto-weighting, select the entire character
mesh and choose Setup Machine > Pre-Rig > Define Character.
b) If you DO NOT want to use TSM2's auto-weighting, skip the Define Character step. Go right on to the
Rigging step (next).
10. Choose Setup Machine > Rig. TSM2 calculates weights and installs the rig in seconds.
Select Rig from the Setup Machine menu.
11. You may want to reshape the foot controls with point-pulling to make them fit the quad shape better.
12. You can even move the pole-vector arrows to the side of the leg to make them easier to select.
Move the arrows to the side of the leg to make them easier to select.
13. You also probably want to turn on the heel pivot control (see more about leg controls in the Animating with
the Rig section). This is very useful for quads.
--Green is used for controls that are a little of both (such as the fingers and tail controls).
When the Setup Machine installs a rig, it also installs a special menu that's embedded in each Setup Machine
character. Whenever you have a Setup Machine character loaded (either as part of a scene or referenced into it)
the TSM Controls menu will appear--whether or not you have the Setup Machine installed on that particular copy
of Maya. The TSM Controls menu contains the Smart FK/IK Switch tool and the Refresh Rig tool.
TSM2 contains the standard FK/IK switches that allow you to blend between the two types of system manually.
But it also offers two unusual ways to deal with FK and IK on your character's limbs: a Smart FK/IK Switch that
switches between FK and IK while maintaining the limb's position, and the IK-as-FK Controls, which allow you
to animate the broad gestures of a limb with FK and use IK for small adjustments on top of them.
The Smart FK/IK Switch tool is a MEL script that is embedded in all TSM2-rigged characters. It runs when you
start up Maya, generating a Setup Machine menu containing the FK/IK switch tool whether you have TSM2
installed or not.
To use the Smart FK/IK Switch tool, just select one of the controls in any TSM2-rigged arm or leg, then select
TSM Controls > Smart FK/IK Switch. The limb will switch to the opposite type of kinematics while maintaining
its pose exactly.
This tool is good for more then just switching between FK and IK. You can also use it to pose the FK controls
with IK tools, and vice-versa. Just switch momentarily to the IK controls, pose the limb, and then switch back.
This is very useful when you want the natural arcs of FK rotation but would prefer to pose with more direct IK
tools.
* IMPORTANT! Smart FK/IK relies on the TSMControls selection set that the Setup Machine generates in
order to know which controls should be calculated. Although you're free to rename any of the controls in
any way you like, please don't remove them from the set (we think you'll find it very useful as a way of
selecting controls yourself, anyway).
IK-as-FK is an integral, essential part of the rig. Properly speaking, TSM2 never actually uses FK on any joints.
Instead, when you're switching between FK and IK TSM2 is simply switching between two different control
systems that affect the same IK handle. As a result, in FK mode, it's possible to continue using the limb as IK,
within certain limits. On both the FK hand control and the FK foot control, there's a switch that allows you to
unhide a separate control to translate the hand and foot around as IK. This control is parented to the end of the
FK control system, so it will follow along exactly with any already-animated FK movements.
This is very useful in situations where you want to use the smooth arcs of FK for general movements, but need
IK to create the little movements that would require a considerable amount of small rotations and counter-
rotations in FK. For instance, let's say your character points at another character and then jabs her finger at him
several times while talking. You might want to animate her bringing her finger up to point with FK to get smooth
arcs, but then animate on top of that a little bit with IK to get each finger jab, without ever leaving the FK control
set. IK-as-FK is great for producing those little movements while in FK mode.
* IMPORTANT! Don't try to animate any big gestures with IK-as-FK! If you drag the control too far away
from its 0,0,0 point the elbow direction will start to become unpredictable. This control is designed to
allow you to make small adjustments and gestures to movements that have mostly been animated with
FK. If you want to animate broad gestures with IK use the Smart FK/IK Switch or the manual switch to
move to IK mode.
ROTATION ISOLATION
Every system (except for tails and fingers) that the Setup Machine creates has an FK/IK switch and a Rotation
Isolation switch. Although most animators are familiar with FK and IK concepts, not all may be familiar with
rotation isolation. Basically, just as IK can pin, say, the position of the hand down to a specific place so that it
stays there no matter how the rest of the body moves, rotation isolation can pin the rotation of an arm down so
that, no matter what you've done with the body, it will always maintain exactly the same pose on-screen. This is
often extremely useful when animating with FK--you might get the pose of an arm down exactly right, and then
discover that you needed to make a slight change to the body, which would throw the arm pose off and cause
you to have to do a lot of counter-animating. Rotation isolation removes the need for most counter-animating.
When isolated, systems are still relative to the Upper_Body Control. You can still turn the entire character
around if desired using this control.
When using rotation isolation, limbs maintain their orientation even as the spine is manipulated.
PROXY LAYER
When you fit the widgets within your character's mesh while rigging with the Setup Machine, it will use them to
generate both your character's rig, and a proxy for your character. A proxy is a low-resolution model that
approximates the shape of your character but has no detail or deformation, allowing you to get fast feedback
while animating even if your character has a dense mesh. The TSM2 proxy also allows you very direct control of
deformation on your character.
When displaying the character in Proxy Overlay mode (accessible from Upper_Body Control > Display), the
proxy is superimposed as wireframe around your character. When you grab any of the proxy objects directly and
manipulate them, it has a direct effect on your character's mesh. For instance, the head is separated into three
sections in the proxy. By switching to Proxy Overlay mode, you can independently control the stretchiness of
three regions of the head--the forehead, the eyes/nose, and the jaw--to achieve very cartoony effects.
In addition, the proxy is invaluable when you want to attach your character's controls to other parts of its body, or
on another character's body. For instance, if you wanted to have a character rest its hand on its knee, it's
normally a pain to figure out how to get the hand attached to something that there's no control for. It's quite
simple, however, to switch to proxy mode and Parent Constrain the character's hand to the proxy shape in its
knee, which will follow along with the surface perfectly.
Manipulating the proxy objects allows you direct control over the character’s skin.
TWIST CONTROLS
When the Setup Machine rigs and weights a character's arms and legs, it's attempting to create a deformation
that's as usable and smooth as possible. In order to do that, it blends the twist of an arm joint--say the shoulder--
down the arm, producing a realistic and smooth deformation. This is pretty standard in Maya rigs, but also
standard is the problem that goes along with it: the ugly and unwanted twisting that occurs when you rotate the
limb past 90 degrees on one axis. Which axis it has a problem with usually depends on what rotation order
you're using, but there will always be one axis on which you can't rotate past 90 degrees without the twist.
Because Maya uses an essentially Euler-rotation based system, there's really no way we know of to completely
prevent this from happening, short of rewriting a significant piece of Maya. But we've built a number of ways of
getting around it into The Setup Machine. These are simple tools you can use to ensure that bad twisting never
bothers you again.
First are the Twist Placement controls. These have been placed on the shoulders, the wrists, and the hips, and
they allow you to switch which direction is "bad." So if you find yourself animating something and you're straying
into a place where bad twisting is happening, you can just switch that twist over to the other direction. For
instance, say you have a shot where a character's hand moves over to touch its opposite shoulder. This will
probably push the shoulder past 90 degrees across the body, and it will twist. However, the character never puts
its hands all the way down at its sides in the shot. You can just switch the Upper_Arm Twist Placement control
to "down" and the twist will now occur only when its hands are down at its sides—which does not happen in this
shot.
That's often enough to take care of the problem. But what if you do have a situation where the characters arm
needs to be both across and straight down in the same shot? Unfortunately, you can't blend the Twist
Placement control between its two states. For situations like this, and for any other situation in which you need
direct control of the twist, TSM2 also offers a way to control the twist manually. The Nullify Twist and Add to
Twist controls allow you to turn the twist off at some point in your shot and take over manually to fix any
problems. Because these controls are blendable, you can easily use the automatic twist for most of the shot and
only blend in the manual control to fix a few problem areas.
* IMPORTANT! Sometimes you may use the Twist Placement control on a shoulder, and the shoulder will
suddenly seem to lose it's connection to the rig. There's nothing wrong with the rig: that's a Maya bug
that causes it to lose track of the rig when rotation orders are switched. If this happens, simply choose
"Refresh Rig" from the TSM Controls menu that is embedded in every character--this will force Maya to
evaluate the rig correctly.
If the arm twists badly when rotated past 90 degrees down, the Twist Placement control can fix it.
The Upper_Body and Character controls are the most basic controls in the Setup Machine rig, used to move
the whole character around.
The Character control is mainly used to position and scale the whole character at the start of a shot. The only
situations where it may be useful as an animation tool is if the character is flying or swimming. Also, if the
character is sitting inside a moving car or other kind of vehicle, you may want to parent or Parent Constrain the
character control to the vehicle.
NOTE: Even though we use spline IK in many places throughout the Setup Machine rig, it's perfectly OK to scale
the character, and even to parent it to other objects that scale. Many rigs that use spline IK don't allow this.
In order to identify your characters in the Outliner, you may want to rename the character control to the name of
your character.
Character:
The Upper_Body control is so named because it's often used to move the character's entire upper body around
while keeping its feet planted (although this is a bit misleading, because if you have the legs on FK they'll move
along too, and if you have the arms on IK they'll stay behind). Many animators use this as their primary way of
moving the character around in a scene while they animate. It also contains a control to switch between the
various display modes of the proxy, and all the FK/IK and isolation switches for every system in the character.
Upper_Body:
Display: Switches between Geometry, Proxy Overlay, and Proxy Only display modes.
X_Isolation: Isolation switch (there will be as many of these as there are systems that require them).
SPINE
The Setup Machine spine defaults to IK. In IK mode, the spine always stretches between the Spine_Pelvis
control and the Spine_Torso control, with the Spine_Middle spine control allowing adjustments to the curve of
the back. The Torso and Pelvis are completely separate from each other, making it very easy to tweak and
adjust the pose of the spine. In addition, any of the spine controls can be scaled, allowing you a great deal of
control over reshaping your character's body on the fly. This is perfect for subtle breathing animation or extreme
Tex Avery-style distortions.
While it's common to use the Upper_Body control to move the character around and use the spine controls to
pose the shape of the spine, there's no particular reason why you can't animate with just the three spine controls,
moving them around the scene without help from the Upper_Body.
Spine_Pelvis_IK:
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
Stretch Meter: Cannot be edited--it measures the distance you have stretched the spine by moving the
controls.
Spine_Middle_IK:
Translate XYZ: Can be used to control the bend of the character's back.
Rotate XYZ: Doesn't have any rig effect, but it can help make the control more visible in some situation.
Spine_Torso_IK:
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
Stretch Meter: Cannot be edited--it measures the distance you have stretched the spine by moving the
controls.
Using the IK spine controls
The FK controls of the spine are much the same as the IK controls, but instead of being free-floating, they're
organized into a standard FK hierarchy.
Spine_Pelvis_FK:
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
Spine_Middle_FK:
Spine_Torso_FK:
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
HEAD
The head defaults to FK. In FK mode it has one control to rotate and scale the head, and another that can be
used to both rotate and stretch the neck.
Head_FK:
Scale XYZ: Scales the head (especially useful for stretch and squash effects).
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
Head_Neck:
In IK mode, there's only one control. The neck always stretches to reach it.
Head_IK:
Translate XYZ: Moves the head around, and stretches the neck to fit.
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
LEGS
Legs default to IK. When in IK mode, the legs can usually be controlled with just two controls--one footprint-like
control that positions the foot, and one knee direction arrow. By default, TSM2 doesn't use pole vector controls in
the ordinary sense. Instead, we use arrow-shaped controls that can be rotated to point the knee in any desired
direction (the actual pole vector is at the tip of the arrow). You can't get the thing lost inside some piece of
geometry or confuse the left one for the right one. However, you also have the option to use a standard pole
vector control if desired.
Of all the systems The Setup Machine installs, the limbs are the ones with the greatest flexibility. You can not
only stretch the leg, but reposition the knee on the fly, and bend the leg in-between the joints for smooth, fluid
poses. We've tried to make it easy to shape any limb into exactly the shape you want on-screen. Most
importantly for legs, our auto-stretch with ease-in virtually eliminates dreaded IK-pop. Manual leg stretching and
auto-stretching work together to allow you to make the leg appear the length you want, even while maintaining a
smooth automatic stretch.
NOTE: All on/off controls are blendable (from 0 to 1, in most cases), so it's always possible to turn auto stretch or
the standard pole vector on in the middle of a shot without causing a "pop" in the character's motion.
X = Right or Left
XLeg_IK_Leg:
Raise Heel: Raises the heel while keeping the toe planted.
Swivel Heel: Swivels the heel from side to side while keeping the toe planted.
Swivel Foot: Swivels the entire foot from the ball of the foot.
Knee Slide: Slides the knee up and down the leg.
Standard Pole Vector: Blends to a standard floating pole-vector for situations in which that is desired.
Toe Pivot: Can show or hide the XLeg_Toe_Pivot control, useful for ballerinas.
Heel Stretch: Stretches or compresses the heel of the foot, very useful for quadrupeds.
Heel Pivot: Can show or hide the XLeg_Heel_Pivot control, for direct control of heel rotation.
XLeg_Leg_Pole_Vector:
Translate XYZ: Aims the knee (though rotation is usually more effective).
Rotate XYZ: Aims the knee in the direction the arrow is pointing.
Twist Placement: Switches which axis of the thigh will twist when it's rotated past 90 degrees.
Reposition XYZ: Can be used to reposition the hip joint. This is mostly useful on quadrupeds (a tiger's
shoulders, for instance).
Remove Twist: Removes the natural twisting of the thigh.
The FK Controls on the leg still allow all the stretching and reshaping controls (except auto stretch) and also
contain IK-as-FK.
XLeg_Upper_Leg:
Rotate XYZ: Rotates the leg from the hip.
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
Twist Placement: Switches which axis of the thigh will twist when it's rotated past 90 degrees.
XLeg_Lower_Leg:
XLeg_Foot:
Knee Slide: Slides the knee up and down the leg.
IK as FK: Hides or shows the XLeg_FootMover that allows IK animation on top of FK.
XLeg_Toe:
XLeg_Translate:
FK leg controls.
ARMS
Setup Machine arm controls are very similar to the leg controls, with the exception of the foot and the addition of
the shoulder. They can use auto-stretch, limb reshaping, and IK-as-FK controls just like the legs do. TSM2 arm
controls default to FK.
NOTE: All on/off controls are blendable (from 0 to 1, in most cases), so it's always possible to turn auto stretch or
the standard pole vector on in the middle of a shot without causing a pop in the character's motion.
X = R(right) or L (left)
XArm_Shoulder:
XArm_Upper_Arm:
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
Twist Placement: Switches which axis of the shoulder will twist when it's rotated past 90 degrees.
XArm_Lower_Arm:
XArm_Hand:
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
Elbow Slide: Slides the elbow up and down the arm.
Twist Placement: Switches which axis of the wrist will twist when it's rotated past 90 degrees.
IK as FK: Hides or shows the XArm_HandTranslate that allows IK animation on top of FK
.
XArm_HandTranslate:
The arms curvature controls allow for flowing lines in a pose (FK shown)
XArm_Arm_IK:
Rotate Axis XYZ: Can be used as an additional way of rotating the control to avoid Gimbal Lock.
Knee Slide: Slides the knee up and down the arm.
XArm_Arm_Pole_Vector:
Twist Placement: Switches which axis of the shoulder will twist when it's rotated past 90 degrees.
Arm IK controls.
FINGERS
The Setup Machine's finger systems give you as much flexibility as possible when manipulating the fingers. Each
finger can scale and stretch independently. You also can reshape the palm for very exact control over how your
character's hands look. (The first finger joint functions as a metacarpal.) We've condensed all this control down
to just one control per finger (unless you're using finger IK). Unlike many other rigs, TSM2 does not attempt to
provide you with some kind of global hand control moving the fingers into limited predefined poses: instead,
since all fingers are generated from the same rig and therefore have the same attributes, it's very easy to select
them all--or only a few--and control them at once.
Fingers don't have completely separate IK and FK modes like most of the other TSM2 systems. You can switch
on the IK control from the FK finger control, but the FK control does not disappear. Also unlike the other systems,
the finger IK control is not floating free--it's still parented to the hand and will move with it. TIP: If you want to tack
the finger to something specific (like a button), use a Parent Constraint to attach the IK control to it.
FingerX_Finger_Control:
Translate XYZ: Moves the finger and rotates/stretches the metacarpals to reshape the palm.
FingerX_Finger_IK:
Translate XYZ: Moves the end of the finger with IK.
Finger IK.
THUMBS
Thumbs are pretty much exactly like fingers, except that they don't have metacarpals (first finger joints).
ThumbX_Finger_Control:
Translate XYZ: Has no rig effect--may be useful for making the thumb control more selectable.
ThumbX_Finger_IK:
Translate XYZ: Moves the end of the thumb with IK.
TAIL SEGMENTS
Tails generated by The Setup Machine are made up of an unlimited number of segments, allowing you to create
tails with an arbitrary length and number of controls. Each tail segment after the first one has only one control,
which can be used either as FK (by rotating it) or as IK (by moving it). You can Parent Constrain any of these tail
controls to an object to allow the tail to interact with other objects in the scene. For instance, you could wrap a
monkey's tail around a branch and then attach all the controls that are in contact with the branch to the branch.
The end of the tail will continue to grip the branch, stretching to reach it.
Unlike most splineIK-based tail systems, TSM2's tail controls truly describe the exact position of the tail, instead
of just vaguely influencing it (more similar, in other words, to a Bezier spline then a NURBs curve). This allows
you to put the tail exactly where you need it in your scene without wrestling with a lot of influences.
Tail_Control:
TranslateXYZ: Moves the tail from this point on.
RotateXYZ: Rotates the tail from here on.
Twist: Twists this section of the tail.
Roll: Rolls this section of the tail.
A: When you purchase the downloadable version of TSM2 for Maya from the Anzovin Studio Store, a serial
number will be emailed to the address you specified in your order. If you have serial number questions, please
contact janet@anzovin.com
A: We often fix bugs within a day or two of the first reported case, so it may already be resolved. You should
check your version of TSM by selecting "About" from The Setup Machine > Help menu, then go to our updates
page:
http://www.anzovin.com/products/TSM/mayaUpdate.html
Here you'll be able to find out if there's a newer version of TSM that will solve your problem. If not, keep reading:
A: Send it to brian@anzovin.com. Be sure to include your system specs, version of Maya, and how you
generated the problem. We may ask you to send your file for analysis.
A: You can obtain free tech support by contacting brian@anzovin.com. You can also sign on to The Setup
Machine Yahoo group, which the developers check constantly. To learn more about the group, please visit
http://groups.yahoo.com/group/setupmachine
This is the best place to have your questions answered and to learn what other users are doing with The Setup
Machine. To prevent spam, new users are moderated by default, so your first post won't show up immediately.
Please be patient; we'll authorize it as soon as we get it.
A: No, TSM2 for Maya does not do facial rigs. But we do have a product called The Face Machine in
development that will handle any humanoid face. Look for it soon.
A: Absolutely. We do recommend that you parent any extra joints to the appropriate joint in TSM2 skeleton,
rather than a control. You'll also need to add the joints to the character's skin. Just select the joints, select the
character geometry, and choose "Add Influence" from the "Skin > Smooth Skin" menu,
http://www.anzovin.com/
Our address:
Anzovin Studio
534 Main Street, Suite C
Amherst, MA 01002 USA
You can obtain free tech support by contacting brian@anzovin.com. You can also sign on to The Setup
Machine Yahoo group, which the developers check constantly. To learn more about the group, please visit
http://groups.yahoo.com/group/setupmachine
This is the best place to have your questions answered and to learn what other users are doing with The Setup
Machine. To prevent spam, new users are moderated by default, so your first post won't show up immediately.
Please be patient; we'll authorize it as soon as we get it.
http://www.anzovin.com/TSM2Maya
http://www.anzovin.com/
Our address:
Anzovin Studio
534 Main Street, Suite C
Amherst, MA 01002 USA