Control multiple bone layers with a single "master"
Moderators: Víctor Paredes, Belgarath, slowtiger
Control multiple bone layers with a single "master"
I know the answer is probably yes, but not sure how to implement. I have 2 examples:
1.):
2 bone layers with identical bone setup; one controling an image; the other controling a vector layer ... would like to control these with a third bone layer
2.):
7 bone layers with different parts (Larm, Rarm, Lleg, Rleg, Head, Nech, & Backbone) ... would like to control these with 1 "master" bone layer that has all the bones from above layers in it.
... and variations of that. Is there a way / functionality already in Anime Studio ? ... is this an "RTFM" moment ... ? ... will there be ...*gulp* ... scripting involved ?
=>
Thanks for any info / direction anyone can offer.
Rob
1.):
2 bone layers with identical bone setup; one controling an image; the other controling a vector layer ... would like to control these with a third bone layer
2.):
7 bone layers with different parts (Larm, Rarm, Lleg, Rleg, Head, Nech, & Backbone) ... would like to control these with 1 "master" bone layer that has all the bones from above layers in it.
... and variations of that. Is there a way / functionality already in Anime Studio ? ... is this an "RTFM" moment ... ? ... will there be ...*gulp* ... scripting involved ?
=>
Thanks for any info / direction anyone can offer.
Rob
This wouldn't make much sense, IMO.
The reason why I have different bone layers for different body parts is that I like to have my timelines independent from each other. If I now use a "master" bone layer to control several bone layers, I will again have all bone keys in one single timeline - the same result as if I have only one bone layer from the beginning.
The reason why I have different bone layers for different body parts is that I like to have my timelines independent from each other. If I now use a "master" bone layer to control several bone layers, I will again have all bone keys in one single timeline - the same result as if I have only one bone layer from the beginning.
Slowtiger,
Given the singular example that you have provided, I would agree. But, all circumstances which require a solution are not satisfied with a single approach. I am without doubt that your techniques work for you … I have seen the work you produce and have admired the execution with which they are realized. But, “ … one size does not fit all … “, and “ … there is more than one way to skin a cat … “
=>
Circumstance: to mask an image layer controlled with a bone layer with a separate vector layer controlled with an identical bone layer.
Challenge: keep the 2 bone layers in synch so that the masking layer stays in synch with the image layer it is masking without the tedium of going to 2 layers to set each keyframe
Solution: Control both bone layers with a “Master” bone layer, or make 1 of the 2 layers control the other (i.e.: keyframes are set for both bone hierarchies at the same time and to the same values).
Another use for a “Master” bone layer would be to keep several bone layers used for a single character comprised of several separate bone layer sub-hierarchies (neck / head hierarchy; left shoulder / arm hierarchy; left hip / leg hierarchy; etc…) to be controlled from a single “Master” bone layer.
For example: without this central control system, the shoulder hierarchy and the backbone hierarchy would have to be positioned separately and hopefully the shoulder motion would match the backbone motion in between keyframes.
You seem to suggest that having all bones represented on a single layer is a bad thing. Having all bones represented on a single layer is the objective for a solution to my problem. My solution requires a central control system that is a representation of the separate individual control systems.
All this said, I am open to other suggestions. I do understand and recognize that there may be (read: “probably is”) a simpler / more robust solution to my problem. The solution I am currently interested in is noted above: Control another (or several other) bone layer(s) from a central bone layer representing the “entire” control structure in question.
Rob
Given the singular example that you have provided, I would agree. But, all circumstances which require a solution are not satisfied with a single approach. I am without doubt that your techniques work for you … I have seen the work you produce and have admired the execution with which they are realized. But, “ … one size does not fit all … “, and “ … there is more than one way to skin a cat … “
=>
Circumstance: to mask an image layer controlled with a bone layer with a separate vector layer controlled with an identical bone layer.
Challenge: keep the 2 bone layers in synch so that the masking layer stays in synch with the image layer it is masking without the tedium of going to 2 layers to set each keyframe
Solution: Control both bone layers with a “Master” bone layer, or make 1 of the 2 layers control the other (i.e.: keyframes are set for both bone hierarchies at the same time and to the same values).
Another use for a “Master” bone layer would be to keep several bone layers used for a single character comprised of several separate bone layer sub-hierarchies (neck / head hierarchy; left shoulder / arm hierarchy; left hip / leg hierarchy; etc…) to be controlled from a single “Master” bone layer.
For example: without this central control system, the shoulder hierarchy and the backbone hierarchy would have to be positioned separately and hopefully the shoulder motion would match the backbone motion in between keyframes.
You seem to suggest that having all bones represented on a single layer is a bad thing. Having all bones represented on a single layer is the objective for a solution to my problem. My solution requires a central control system that is a representation of the separate individual control systems.
All this said, I am open to other suggestions. I do understand and recognize that there may be (read: “probably is”) a simpler / more robust solution to my problem. The solution I am currently interested in is noted above: Control another (or several other) bone layer(s) from a central bone layer representing the “entire” control structure in question.
Rob
I know you can make point animation on one layer and let another copy of that layer be controlled by the first one,using a script called "meshinstance", you can search for it on this forum it should be somewhere here.
I know Fazek made one script called fa_meshinstance.lua and I think Synthsin made one as well.
Maybe it's possible to do the same with bone animation if you or some script guru could modify that script?
I know Fazek made one script called fa_meshinstance.lua and I think Synthsin made one as well.
Maybe it's possible to do the same with bone animation if you or some script guru could modify that script?
I have a plugin for this very thing. When applied to a layer with bones, it looks for bones with the same names in layers above (in the hierarchy), and matches their motions. So you could have an arm in a different layer, with a parent bone layer with arm bones in it, and another parent bone layer with the whole skeleton in it. As you animate the parent bone layer, its child bone layer will animate to match (to copy the motion correctly, you'll need all the bones from the arm and up to the root bone).
Look for it on my web page at
www.mikegreen.name
I use it all the time for switch layers which are children of my full hierarchy layer.
Look for it on my web page at
www.mikegreen.name
I use it all the time for switch layers which are children of my full hierarchy layer.
- Víctor Paredes
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Thanks for link, dodgy. I just want to ask you a favor. Can you make your avatar smaller? it's actually using the half of my screen and the space for reading is reduced a lot. Thanks.
Moho Product Manager
Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
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- Víctor Paredes
- Site Admin
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- Location: Barcelona/Chile
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ThanksDodgy wrote:LOL Sorry, I noticed that I'd linked to the wrong image last time I was on here. I would have thought it would have told me to limit my images, but oh well. It's fixed now!
Moho Product Manager
Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel