Re: Bone morph dials script
Posted: Tue Oct 13, 2015 2:50 am
Hi funksmaname,
Thank you for taking interest in this.
So I could achieve the same with smart dials, but I have 6 controls for expressions, 4 for head turn and 10 for phonemes. Whereas if I use morph dials, then I can just have 3 controller bones for all of these. This makes the key frames much lesser and easier to handle. Basically while I can achieve the same thing with smart dials, the proximity feature of the controller bone in Rudiger's morph dials really reduces the animation time and also makes it easy to animate.
Is there something I am missing? Is there a way to do this with smart dials as well?
Thank you for taking interest in this.
So I could achieve the same with smart dials, but I have 6 controls for expressions, 4 for head turn and 10 for phonemes. Whereas if I use morph dials, then I can just have 3 controller bones for all of these. This makes the key frames much lesser and easier to handle. Basically while I can achieve the same thing with smart dials, the proximity feature of the controller bone in Rudiger's morph dials really reduces the animation time and also makes it easy to animate.
Is there something I am missing? Is there a way to do this with smart dials as well?