farabi213 wrote: ↑Wed Sep 22, 2021 4:29 pm
Thank you so much...
I am new in moho thats why i dont have enough knowledge about moho bone angle
kindly if you Clarify some more example like,
My smartbone at frame 1 is at 90º angle.
so, How much will I put in frame 0?
I know it is stupid ques but i am noob thats why
Not stupid at all, smartbones are complicated at the beggining and this forum is for this so don't hesitate to keep asking what you need.
To understand the 360º Smartbone you may have to understand a few concepts before:
First: the frame 0. It is very important in Moho and it confused me at the beggining. It is the design mode, where you draw and design the rig, but at the same time it's the default initial position of your rig: the default initial angle of each bone, the default initial position of each vector point, etc. But it is not like a real frame because it is not rendered, it's not part of any animation. And the most important thing in this case: it is shared between every timeline on your project, so you can access it (change it) from any timeline, just for convenience. This will be useful later.
In Moho, an action is an animation (a sequence of keyframes) that is stored in its own timeline (called action timeline) so you can reuse it in the future as many times as you need.
A smart action is different than the rest of actions on the way you reuse it. For the other actions you go to the action panel and press "insert copy" to insert a copy of the action's animation into your main timeline. But smart actions are animations that are reused by moving a specific bone. That works this way:
When you create an action and name it exactly as one of your bones, sharing the same name is the only thing that tells moho that you want that action to be a smart action, to be activated by that bone (now smartbone).
Inside the smart action timeline you create an animation for the smartbone: in this case the smarbone spinning a number of full turns (360º). And inside the other layers you create keyframes for the animations you want the smartbone to trigger on each of its angles. So if you want a character to be smiling when your bone is at 90º, you create the smiling keyframe exactly at the same frame that your smarbone is at 90º. This may be easier to grasp with a youtube tutorial. This one is good:
https://www.youtube.com/watch?v=HVIBoRhrqvQ
So you could make the smartbone spin 100 full turns in the smart action if you wanted your character to be able to spin his head like a basket ball. The numbers I use are optional. The smartbone I made in the file you downloaded, TEST360CICLEOneBone, can make one full turn to the right and one turn and a half to the left.
Now lets get into it, this is how you design it:
1. You start deciding how many turns you want the head to be able to make. Lets say that you want one full turn to each side. Knowing that a full turn is 360º, you calculate how many degrees you need your smartbone to be able to rotate in total. In this case it's very easy, that would be 360º to the left and other 360º to the right.
2. You decide how do you want your smartbone to look by default (on frame 0), manipulating it with the transform bone tool on frame 0. It's totally up to you, but in this case I made mine looking down because my character is looking to the front at frame 0, so that way it is easy to understand where is he looking at just looking at the bone and that's cool. Once you have the smartbone how you want it to look like, we can start creating the smartaction's animation. On the smartaction's timeline go to the frame 0 (remember that it is the same frame 0 you have on your main timeline, it's shared). I see that the smarbone looking down, if it is not parented to any other smartbone, will have an angle of 270º. So that would be the default initial position of a smartbone looking down.
3. Knowing all that you can already start animating your smartbone in your smartaction. You know that the Smarbone is at 270º by default, and you want it to be able to rotate 360º to each side so the first keyframe of your smartaction (frame 1) must have the smartbone at 360º less than 270º (that's -90º) and the last frame of your smart action must have the smarbone at 360º more than 270º (that's 630º). How many frames long do you want your smartaction to be? Well that's up to you, but a common practice is to use one frame for each degree, because that many frames makes the animation look smooth enought even if you make a slow turn. So if you want to follow that practice, knowing that your bone has to spin two full 360º that's 720º and you have to add it one more frame (for the frame 0 default angle between those two 360º) so your smartaction will end at frame 721 where you have to put your smartbone at 630º.
Why is my smartbone at TEST360CICLEOneBone starting at 630º on frame 0? because like I said it's up to you, I just didn't like to work with negative numbers on the smartaction, I guess. But as you saw, it doesn't matter. All it matters is that you have your smartaction starting from (whatever frame 0 angle) -360º and it ends with (frame 0 angle) + 360º so your frame 0 angle ends being in the middle and therefore able to rotate both ways.
I hope it's clearer now. Take your time, it's not as complicated as it sounds the first time you read it.