The wizard helps you to set up a disk storage pool and to modify the server backup plan according to your requirements.Note the location of the disk library, which can be any folder on your local machine or network, where you can store backed-up data. Go to the Command Center URL that your administrator provided.The URL has the following format: webhost/adminconsole. From the navigation pane, go to Guided setup.The initial application setup page appears. Setting the Start-Of-Day Sequencer Machine and the App Server Time Zone. In the EMC, select the Enterprise level, click the Setup tab, and then click Enterprise Parameters. From the machine running the Oracle Hospitality Simphony Sequencer Service, open a Command prompt session and execute the hostname command.Most of the time, setting up your Ooma Telo Base Station or Phone Genie is a quick and painless process.TSMG enables you to quickly and easily create high-quality animation rigs for game characters. All rights reservedThe Setup Machine for Games is a plugin for Maya 2011 and later. Lehmann, George Castro & Ari Panzer Copyright © 2005-2015 by Anzovin Studio, Inc. Maya Versions: 2011-2014 Rig Design: Raf Anzovin Programming: Brian Kendall and Tagore Smith Documentation: Morgan Robinson Beta Testing: Alex M.
![]() You will be prompted to read and agree to the license agreement, and to choose which Maya installations you'd like to install TSMG for. Do not copy or move the installer to a different directory without copying or moving the InstallerData folder as well!Next, run the installer. We hope you’ll find it as useful as we do!To install TSMG, first ensure that the installer for your OS (either “Install TSMG for Mac OS X.app” or “Install TSMG for Windows.exe”) is in the same directory as the InstallerData folder. The Setup Hine 3 Serial Number Within 24Widgets are a simple representation of the joints of your rig that TSMG uses to position the rig correctly. To teach you the basics, we’ll be using a standard humanoid, but TSMG is certainly capable of rigging more exotic characters — see Build Your Own for more info.! Select the box to pop up an options dialog:So, the first step is to get some widgets into your scene. This character should consist of one or more polygonal meshes. If you have purchased TSMG and have not received a serial number within 24 hours, please contact To use TSMG, you’ll need to start with a character. At this point, you will be prompted to enter your serial number. Once the character is rigged, this will be the control for everything from the pelvis up, so it usually makes sense to position it around the pelvis:! Now, you can continue positioning widgets, using the square base controls to position an entire system, and then the smaller round controls for finetuning. Obviously this doesn't quite fit, so you'll want to start repositioning widgets by grabbing the green cube-shaped control at the base of the spine, and position it appropriately.You’ll also want to grab the yellow house-shaped upper body control and position it. Click OK.! ! You’ll see TSMG building the widgets, after which you should have something like the image above. We’ve got a standard humanoid with four fingers, thumbs, and no tail, so we can go with the defaults here. However, there are a few special cases to consider.! As you're positioning the leg widgets, pay close attention to the arrow that points out of the knee widget. This allows you to reposition an arm, for instance, while leaving the fingers in place.Most of the positioning you're doing should be self-explanatory – the round widgets go where you want your joints to end up. However, you can switch this off by unchecking TSMG > Parent Mode. This means that if you move or scale a widget that has other widgets attached, its ‘children’ will be moved or scaled as well. Convert quicken mac to quickbooks for pcAt the lo-res setting, the spine has three joints, the legs and arms have four. For the spine, this means five joints, while the legs and arms have six each. The Set Rig Options button will allow you to set the resolution of various systems, and also how the spine hip joint is handled:By default, all systems will be set to hi-res. Simply select your character’s geometry and select TSMG > Set Character Geometry:! This will create a standard Maya set called TSMGCharacterGeometry, from which you can add or remove objects at will.This pops up a dialog with some options. The same is true for the elbow arrow in the arm.! The small widget below the ankle will determine the placement of the foot control, and should be positioned at the bottom and back of the character's foot, right at the heel, as if resting on the ground.Once you’ve got your widgets placed, you’ll need to tell TSMG what geometry it should rig. It's affected by the position of the hip, knee, and ankle leg widgets, so be sure to position them so that the knee arrow points in the correct direction. ![]() Other controls in the chain can be rotated as well.To do a basic switch between IK and FK, select the house-shaped upper body control. The joints in the chain will automatically adjust themselves to allow this positioning.FK, or forward kinematics, allow you to take the first control in a chain – for example, the shoulder – and rotate it, which will reposition all of the subsequent controls in the chain. For those unfamiliar with these concepts, IK, or inverse kinematics, allow you to take the last control in a chain – for example, the hand – and position it freely, using both translation and rotation. To do this, simply select any control in the system you want to switch, and select TSMG Controls > IK/FK Switch.NOTE: The TSMG Controls menu will be present in any scene that has a TSMG-rigged character in it, regardless of whether the TSMG plugin is installed.! This will switch the controls to the opposite of their current control type: IK switches to FK, or FK switches to IK. It's also possible to have fractional values, if you need to do a transition over time.In most cases, though, you’ll want to instantly switch between IK and FK, while still maintaining a pose. Zero represents FK, and one represents IK.
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