Follow Path as a pseudo bone

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Follow Path as a pseudo bone

Postby Víctor Paredes » Sun Nov 07, 2010 4:49 pm

Hi, I was playing with follow path tool and got the idea it can be used as a pseudo bone.
I don't know how it could be useful yet, but it has different proprieties to bones, so there has to be at least one useful application.

Check this file
http://www.mediafire.com/?js194fr8d9do43g
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Postby Víctor Paredes » Thu May 12, 2011 4:10 pm

Ok, I know this thread wasn't too popular, but yesterday I discovered a fantastic use for this pseudo bones.
In a spot we are making, I have to animate this machine
Image
As you can see, the arms are made by several squared shapes. Using bones normally it's very hard to get a nice curve and movement. A squared brush didn't work well neither.
So, I created a straight line made of squares and, using Follow Path, I attached it to a path. Then I used bones to animate the path. It worked wonderfully smooth.
Please, check the anem file here (7.1)
http://dl.dropbox.com/u/54411/AS7/machine.anme

PD: you can see an animated test in flash HERE.
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Postby jahnocli » Thu May 12, 2011 5:09 pm

Looks real good! It's great to have someone like you, selgin, really pushing this stuff!
You can't have everything. Where would you put it?
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Postby Genete » Fri May 13, 2011 7:48 am

Hi selgin,
it is a very smart feature. I have a question though.
The squares are attached (follow path) to a path and the path is bended by a bone. So, each individual square is not affected by any bone, just rotated and translated to be placed following a bone handled path... So, why are some squares stretched in one of its side?
I can't load the sample file right now.
-G
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Postby Víctor Paredes » Fri May 13, 2011 4:29 pm

Genete wrote:Hi selgin,
it is a very smart feature. I have a question though.
The squares are attached (follow path) to a path and the path is bended by a bone. So, each individual square is not affected by any bone, just rotated and translated to be placed following a bone handled path... So, why are some squares stretched in one of its side?
I can't load the sample file right now.
-G

Hi genete,
thank you. The squares are stretched because follow path is being used with alt in keyboard, so the layer is bended to the path. It's only one layer by arm, that layer contains the row of squares. The whole layer is bended to the path. It's a whole new world because this let you create "curved bones" (made with the path), something impossible in normal way of rigging.
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Postby Poopee » Fri May 13, 2011 7:01 pm

Nice trick, funny how ASP makes me more and more think of a 3d application.

On a side note, got a hold of your new head turn technique yesterday and I am having a blast with it, also great stuff, keep em coming! :)

Thanks lad!

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Postby Genete » Fri May 13, 2011 10:24 pm

selgin wrote:
Genete wrote:Hi selgin,
it is a very smart feature. I have a question though.
The squares are attached (follow path) to a path and the path is bended by a bone. So, each individual square is not affected by any bone, just rotated and translated to be placed following a bone handled path... So, why are some squares stretched in one of its side?
I can't load the sample file right now.
-G

Hi genete,
thank you. The squares are stretched because follow path is being used with alt in keyboard, so the layer is bended to the path. It's only one layer by arm, that layer contains the row of squares. The whole layer is bended to the path. It's a whole new world because this let you create "curved bones" (made with the path), something impossible in normal way of rigging.

Great feature! Thanks for the info selgin!
-G
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side note

Postby winknotes » Sat May 14, 2011 2:35 pm

Selgin,

Do you follow cycling at all? Movistar is the leading team in the Giro d'Italia right now.

Sorry to stray off topic.
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Postby Víctor Paredes » Sun May 15, 2011 3:22 pm

Jahnocli, thanks for your nice words. I only try to contribute to this fantastic communtity.
Poopee, I'm glad you like that both techniques. I hope to get a simpler way to get the head turn someday, that scripted and masked head still more comple than I would like.
Winknotes, I cycle from house to my work and vice versa, but nothing too serious. I had to google the Giro d'Italia, sorry :oops:
(Anyway, I know movistar is a huge spanish multinational telephonic company with no good labor practices -as all the multinationals I know-, so it's not too glorious to animate for them :roll:)
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Postby 3deeguy » Sun May 15, 2011 4:05 pm

selgin, I downloaded the AS file you posted but I can't figure out how to make the 'follow path' tool work. The Help section doesn't say how to draw a path. When I click on the path tool nothing happens.
Cheers, Larry
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Postby funksmaname » Sun Aug 21, 2011 11:10 pm

wow, this is interesting... hurting my head a bit but its like discovering new posibilities (i've never used the follow path tool, and wasn't aware you can alt click to 'bend' to it... going to experiment!)

here's a quick test
Image

I wonder if this can bridge the gap between onionskinnings double stroke limbs technique with using actual shapes... need to experiment more... :)
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Postby GCharb » Sun Aug 21, 2011 11:41 pm

Time to go fishing! :)

Follow path could be used for a fishing rod and wire action, could be a cool test for ya and your wormy! :)
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Postby Víctor Paredes » Tue Aug 23, 2011 7:35 pm

Hi, I just thought in another use. You can create complex "brushstrokes" using follow path. Since normal brushes are just an image repeated many times, you can get very interesting effects having a long brushtroke.
Just create a layer and draw an horizontal long brushstroke the way you want. Draw a line with some points in another layer. Then link the brushstroke layer to the path (with follow path tool and alt+click).
Again, the advantage is you control a very complex shape moving only a few points.
Image
Check the anme file here:
http://dl.dropbox.com/u/54411/AS8/forum/brushtrokes/brushstroke.anme
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Postby funksmaname » Tue Aug 23, 2011 8:54 pm

I've got my head around how this works a bit, and it won't really work for rigging limbs - it seems the number and position of points don't matter as much as the overall shape of the target line... so it's great for shaping anything that is a 'line' based set of objects like the examples above, but won't be much use in character rigging as far as i can tell :)

keep on experimenting Selgin
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Postby rocky53204 » Sat Sep 03, 2011 3:40 am

Shame it won't work for limbs... seems like a candidate to do 'rubber hose' type animation...
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