Search found 2629 matches
- Mon Feb 22, 2016 10:10 am
- Forum: How Do I...?
- Topic: Smartbones only allowing 2 actions per bone??!?!?!
- Replies: 10
- Views: 1176
Re: Smartbones only allowing 2 actions per bone??!?!?!
ASP9 manual talks about smart bones on pages 77 to 89
- Sun Feb 21, 2016 11:49 pm
- Forum: How Do I...?
- Topic: Smartbones only allowing 2 actions per bone??!?!?!
- Replies: 10
- Views: 1176
Re: Smartbones only allowing 2 actions per bone??!?!?!
1: see ASP11.2 manual pages 105 to 117.
2: see viewtopic.php?f=13&t=28802
that should get you started. try a few things... then if/when you get stuck just ask!
2: see viewtopic.php?f=13&t=28802
that should get you started. try a few things... then if/when you get stuck just ask!
- Sun Feb 21, 2016 11:39 pm
- Forum: How Do I...?
- Topic: Head Turn and Body Turn
- Replies: 8
- Views: 1672
Re: Head Turn and Body Turn
IMO. the basic principle of any "turn" is to "unwrap" the shape on frame 0; then on frame 1 shove the parts you don't want behind other bits or drop their visual width to zero - and then, when you want the turn, shove the points around / use animated shape order as necessary to d...
- Sun Feb 21, 2016 6:55 pm
- Forum: How Do I...?
- Topic: Smartbones only allowing 2 actions per bone??!?!?!
- Replies: 10
- Views: 1176
Re: Smartbones only allowing 2 actions per bone??!?!?!
still 2... and, as dkwroot said, those 2 smartbone actions are intended to be one each for positive (>0) angles of rotation and negative (<0) angles of rotation. Or you can have just one action for the whole range of rotations including >360 but within an action you can control many things - includi...
- Sat Feb 20, 2016 4:19 pm
- Forum: Scripting
- Topic: All-in-one bone tool *Updated september 2010*
- Replies: 17
- Views: 21512
Re: All-in-one bone tool *Updated september 2010*
ponysmasher's tool is based on an old version of AS where the bone manipulation tools were all separate (the 3 names you've noted). Bones (and points) are now manipulated in their own "all-in-one" tool LM_transform_bone (and LM_transform_points). As you've discovered, the tool won't work o...
- Thu Feb 18, 2016 5:25 pm
- Forum: Scripting
- Topic: how can I get at the timeline for an action from LUA
- Replies: 2
- Views: 1210
Re: how can I get at the timeline for an action from LUA
Thanks Stan. that's it!! === and ... since it may help us update ASLua.com -- > for the record: smartbone layers are returned in the child layers of a bone layer but with a zero duration (non-zero duration in the bone layer itself) along with any layer-specific actions. > and .. any idea what MohoDo...
- Thu Feb 18, 2016 4:24 pm
- Forum: Scripting
- Topic: how can I get at the timeline for an action from LUA
- Replies: 2
- Views: 1210
how can I get at the timeline for an action from LUA
what I want to do is, from a script, find out what items (points, bones ...) are being manipulated in an action. Put another way, if I look at, say, the position animation channels of all the points in a mesh, I can see which ones are being moved. (e.g. using if mesh:Point(j).fAnimPos:CountKeys() > ...
- Thu Feb 18, 2016 10:36 am
- Forum: Scripting
- Topic: Translating Points tool needed
- Replies: 20
- Views: 8658
Re: Translating Points tool needed
You're very welcome. I've also raised a formal request to make 'select all points in shape / all points on curve' an option. (IIRC it was an option back in AS7-ish times??) I've noticed a few downloads of the files, so if there's anyone else looking in who wants that option included in the base prod...
- Wed Feb 17, 2016 12:17 pm
- Forum: How Do I...?
- Topic: How to animate clothes
- Replies: 3
- Views: 577
Re: How to animate clothes
I don't generally make clothes to put on a body shape as such ... what I mean is that a clothed arm doesn't have a sleeve shape over an arm shape - it has a shapes for the (to be) visible elements. Something like a flowing gown or a skirt that lifts in the breeze does have shapes "under it"...
- Wed Feb 17, 2016 11:57 am
- Forum: Scripting
- Topic: Translating Points tool needed
- Replies: 20
- Views: 8658
Re: Translating Points tool needed
... a sudden glimpse of the blindingly obvious - some scripts other than just point transform will call the LM_select points. I've updated the download to include a version of select named LM_ ... that disables curve and shape selection. http://www.mediafire.com/download/577c1vhexr9g3xd/SelectPoints...
- Tue Feb 16, 2016 6:19 pm
- Forum: Scripting
- Topic: Translating Points tool needed
- Replies: 20
- Views: 8658
Re: Translating Points tool needed
try this.. just a straightforward update of the standard (AS11) LM_ scripts to disable that behaviour. (transform calls select) https://www.mediafire.com/?577c1vhexr9g3xd 2 scripts, 2 icons and 4 cursors - copy into your custom tools folder. up to you whether you delete the standard tools or not (bu...
- Mon Feb 15, 2016 9:34 pm
- Forum: General Moho Discussion
- Topic: moving or copying a multi-layer animated section
- Replies: 3
- Views: 796
Re: moving or copying a multi-layer animated section
if you need to have other action interleaved I'd duplicate the AS file and keep the "standard" stuff but with the two separate action items in the two files. If not just keep the one set of animations and ... If you're planning on using a compositor - such as Premiere you either export onc...
- Thu Feb 11, 2016 9:39 pm
- Forum: Scripting
- Topic: LM.GUI.Cursor - "hot" coordinates?
- Replies: 2
- Views: 1171
Re: LM.GUI.Cursor - "hot" coordinates?
Ah! I hadn't thought of that -- my mind was stuck firmly on screen coords! I'll give it a whirl... thanks!!
Yeah .. that's it .. sees to be pixel offset from top left as {0,0} .. so (e.g.) {20,20} is just off bottom right.
Thanks again.
Yeah .. that's it .. sees to be pixel offset from top left as {0,0} .. so (e.g.) {20,20} is just off bottom right.
Thanks again.
- Thu Feb 11, 2016 5:35 pm
- Forum: Scripting
- Topic: LM.GUI.Cursor - "hot" coordinates?
- Replies: 2
- Views: 1171
LM.GUI.Cursor - "hot" coordinates?
the call to this is LM.GUI.Cursor(path, hotX, hotY) . "path" is self evident, and I can get this to work "as expected" by sticking zeros in the x,y .. but I can't figure out what those coords are there for?? can anyone enlighten me please?
- Thu Feb 11, 2016 9:44 am
- Forum: General Moho Discussion
- Topic: Joint Noodles
- Replies: 3
- Views: 591
Re: Joint Noodles
animated reparenting.
somewhere in the timeline you've changed the bone parent.
somewhere in the timeline you've changed the bone parent.