Bone and X/Y scaling problem.
Posted: Mon Dec 04, 2017 6:50 am
This requires a little explanation
Basically, I'm trying to make a head rig capable of easy head turns via layers and scaling.
https://i.gyazo.com/1dab1b98cf1ef286244 ... e7e4c4.mp4
First I tried with a lot of manual vertices shifting, but it's a little too time consuming, and all the keyframes end up being on different layers, so it's not really practical.
At the very least, I'd like the moving and scaling of major parts to be done with bones, so that I can have all the major rotation stuff done on a single set of keyframes before doing minor corrections if I need to.
https://i.gyazo.com/68a9d5107119946579c ... 9b8c85.mp4
However, to do looking up and looking down, I also need to be able to scale things vertically, which is where I hit a problem.
https://i.gyazo.com/a2a6eca629178e21fe2 ... 0abea2.mp4
If I assign a layer to the two bones for flexi-binding, the bones begin to affect each other even though they arent parented to each other. If I don't use flexi binding,
then I run into problems because all the parts are in the same bone group. (for example they start affecting each other)
So what I need to know is, how can I have a vector layer height/width/position control via bones? Keeping in mind that anything that causes each part to have a different set of key-frames is not an option.
Basically, I'm trying to make a head rig capable of easy head turns via layers and scaling.
https://i.gyazo.com/1dab1b98cf1ef286244 ... e7e4c4.mp4
First I tried with a lot of manual vertices shifting, but it's a little too time consuming, and all the keyframes end up being on different layers, so it's not really practical.
At the very least, I'd like the moving and scaling of major parts to be done with bones, so that I can have all the major rotation stuff done on a single set of keyframes before doing minor corrections if I need to.
https://i.gyazo.com/68a9d5107119946579c ... 9b8c85.mp4
However, to do looking up and looking down, I also need to be able to scale things vertically, which is where I hit a problem.
https://i.gyazo.com/a2a6eca629178e21fe2 ... 0abea2.mp4
If I assign a layer to the two bones for flexi-binding, the bones begin to affect each other even though they arent parented to each other. If I don't use flexi binding,
then I run into problems because all the parts are in the same bone group. (for example they start affecting each other)
So what I need to know is, how can I have a vector layer height/width/position control via bones? Keeping in mind that anything that causes each part to have a different set of key-frames is not an option.