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Testing Rig in Frame "0"??

Posted: Wed Dec 02, 2015 4:03 am
by Little Yamori
We'll just realizing how confused I am now that I'm working with Pro. Is there a way to test a standard bone rigging on frame "0" instead of frame 1 in Pro. I used to rig everything in debut 6 on frame zero, and move a bone with bound points immediately after hitting "bind points" while still in "0", but it seems pro doesn't work that way so your forced to make an unwanted keyframe on frame 1 just to test a movement. My brain says this can't be right, but so far I haven't figured out how to avoid it.

As usual thanks in advance, hope I won't have to keep asking simple questions, but I'm facing a lot of confusion with the differences in pro.

LY

Re: Testing Rig in Frame "0"??

Posted: Wed Dec 02, 2015 5:04 am
by synthsin75
Manipulate bone tool.

Re: Testing Rig in Frame "0"??

Posted: Wed Dec 02, 2015 7:25 am
by Little Yamori
synthsin75 wrote:Manipulate bone tool.
Didn't work when only using a single bone

I was experimenting with a simple one bone head rig and adding smartbone dials for expressions, when I went to tilt the head it would not work with the manipulate bone tool, it only moved the shape around like translating a layer, only when I added a second bone did the manipulate bone tool work, but only on the child bone. (can't say this is an improvement)

Thank you for the help though, it made me explore it more and kept me from going nuts

Re: Testing Rig in Frame "0"??

Posted: Thu Dec 03, 2015 2:44 am
by synthsin75
Hold the alt key to rotate a root bone.

Re: Testing Rig in Frame "0"??

Posted: Thu Dec 03, 2015 8:05 am
by Little Yamori
Thanks Synthsin75,

Alt key worked perfectly. Don't know why it had to be changed from the simple way it used to work, I'm sure it has to do with some coding process mumbo jumbo etc...(Argh) but thank you, it feels like a splinter has just been removed. :D

LY

Re: Testing Rig in Frame "0"??

Posted: Fri Dec 04, 2015 1:47 am
by synthsin75
It was changed because, while animating, there are much fewer times you need to rotate the entire character, but there are many time to translate it, like walk cycles.

Re: Testing Rig in Frame "0"??

Posted: Fri Dec 04, 2015 2:28 am
by 3deeguy
Little Yamori, congrats! Looking forward to seeing your progress.

Re: Testing Rig in Frame "0"??

Posted: Fri Dec 04, 2015 7:10 am
by Little Yamori
synthsin75 wrote:It was changed because, while animating, there are much fewer times you need to rotate the entire character, but there are many time to translate it, like walk cycles.
Well, I guess it was just bad luck on my part that I experimented with a single bone at first and got really confused in order to find this out, but now that you explained the Alt key, at least I can get done what needs to get done. Thx again.

LY

BTW 3deeguy, I'm still having a heck of a time in ASP 11 getting my dials and smart bones to behave, so things might take a little longer than anticipated (as usual) :shock: , I may actually switch the more ambitious story I was planning to a more straight forward one in order to work things out. Loving the FBF and brushes though.