The rigging is quite as spectacular as the designs though

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I may be getting a bit dense in my old age but I can't for the life of me figure out how you were able to set the extreme position of the shoulder bone while creating the arm action. Whenever I tried to set another bone in a smart action, it appears to work in the action itself, but not in the mainline. Does it only work using the IK tool, or should it work with the rotate bones tool as well? Now that I think about it I think I only tried using it with the rotate tool, as the manipulate bones tool is kind of a pain when it comes to going back and editing keyframes.chucky wrote:
Link Smart Bone Chain better quality
You can't create a smart action with more than one bone being 'smart' at a time , but you can do each action with the next bone's extreme positions in place. This will help the overall design of actions when used in conjunction with other actions in the mainline.
I call it a 'smart bone chain' , or if you prefer a more accurate terminology try ' compound boning' hey call it what you like but it can help to use this technique, be sure though it's about the way you position the points in this case not the program doing everything for you.
You might notice there aren't any angle constraint on the early version, that does help too but is not the sole reason that the IK works better.
In the future maybe smart bones may evolve to allow an even more sophisticated calculation which will include more than one bone, layer motion and child control.
Even without this there are many great possibilities as you can still use the old action techniques for layers within groups.
spoon wrote:Ah...well..that does make more sense. I really think I need to sleep more.Still, a great idea.
Are any points bound to the Control Bones? They don't need to be. I've had good luck with just one frame actions for pupil movement.erikk wrote:Any thoughts?