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Re: Image Layers Stretch When Moving Bones

Posted: Sun Jul 16, 2017 11:46 pm
by Greenlaw
I should clarify the part about the arm. I used Layer Binding in this specific example because the art was drawn in segments and it doesn't need to deform, however, I normally use Use Selected Bones For Flexi-binding with vector artwork. Combined with Smart Bone Actions, this method allows you to create more natural looking deformations at the elbow.

Also, if you're using Moho Pro 12, this works with either Vectors or Bitmaps. If you use Bitmaps, you'll need to create a custom mesh for the Bitmaps though and use the Smart Bone Action to correct the mesh deformation at the joint.

Re: Image Layers Stretch When Moving Bones

Posted: Mon Jul 17, 2017 2:00 am
by masusaca
Greenlaw wrote: Also, if you're using Moho Pro 12, this works with either Vectors or Bitmaps. If you use Bitmaps, you'll need to create a custom mesh for the Bitmaps though and use the Smart Bone Action to correct the mesh deformation at the joint.
That's the thing. I am not used to Moho that much. Creating a custom mesh for the images and using smart bones? I guess I have tried that because I already seen like 10 different videos on rigging an image (separated layers) and it doesn't work.

Re: Image Layers Stretch When Moving Bones

Posted: Mon Jul 17, 2017 8:19 pm
by neeters_guy
Greenlaw's overview on how to handle joints is good. Strider also posted a video on the subject:



These use vectors, but there are some good threads on using image files (I posted one somewhere, but photobucket just changed their policy on hotlinking so the thread is nearly incomprehensible now :( ).

This is a solvable problem though. Hang in there.

Re: Image Layers Stretch When Moving Bones

Posted: Tue Jul 18, 2017 1:03 pm
by masusaca
neeters_guy wrote:Greenlaw's overview on how to handle joints is good. Strider also posted a video on the subject:



These use vectors, but there are some good threads on using image files (I posted one somewhere, but photobucket just changed their policy on hotlinking so the thread is nearly incomprehensible now :( ).

This is a solvable problem though. Hang in there.
I wish I can find a video that can help me. I have seen that video too and still I can't figure out how to do it, both in vectors and images. I have asked questions on videos that use images and they just tell me to contact support. That's not going to help anything. Unbelievable, I just want to recreate a simple animation and I can't.

Re: Image Layers Stretch When Moving Bones

Posted: Tue Jul 18, 2017 3:16 pm
by neeters_guy
Let me take a crack at it. Just so I get this right, you basically want the elbows (and joints, in general) to deform well, right?

Re: Image Layers Stretch When Moving Bones

Posted: Tue Jul 18, 2017 8:02 pm
by masusaca
neeters_guy wrote:Let me take a crack at it. Just so I get this right, you basically want the elbows (and joints, in general) to deform well, right?
If you see the video I posted on youtube, here is the link: https://www.youtube.com/edit?o=U&video_id=V-xRajWZLss

I showed you that if I use one of the method shown in the video the layers (forearm to hand) will not bend correctly. Meaning that they will bend too much or stretch any other part of the body. If I use the other method, then they will rotate not meshed together. Meaning that they you will see the cut-out part of the end of the layer when rotating. I want to have the layers meshed together that when I rotate them, it does not stretches or shrink any part of the body and bend with the cut-out.

Re: Image Layers Stretch When Moving Bones

Posted: Thu Jul 20, 2017 5:26 am
by neeters_guy
I tried several ways of rigging this. I think this is the simplest method; the main benefit is don't need to redraw the psd file. All the extra bits are added in Moho. So these are the steps:

1) Excluding the body, layer bind everything to their respective bones.

2) For the body, select the middle 5 bones and apply Bones->Use Selected Bones For Flexi-binding.

3) Adjust the bone strength as follows:
B1 - 0.7
B2 - 0.7
B3 - 0.6
B9 - 0.5
B5 - 0.5
Nothing magical about these numbers; it's mostly trial-and-error. I designed it so the influence will be weighted toward the waist.

4) Add shapes to fill in the joints. You'll need four vector layers: left elbow, right elbow, left wrist, right wrist. Point bind to the nearest bone.

4b) (optional) Create smart bone actions to deform the joints in a pleasing way.

5) Care must be taken when rotating and moving the shoulders to avoid the gap. Luckily they're drawn well so they look good in a wide range of motion.

I'll send you link to the Moho file in a pm.

Hope that helps.