maybe this is a feature request, but having enjoyed 7feet's megamagnet tool I wonder if this might be possible as a script....
The question is - would it be possible to create a magnet tool which could manipulate several vector layers at once? It's a longshot, but if it could be made, it would add lots more expression to an animation.
Imagine animating a complex puppet, then going over the animation and tweaking the keyframes with the magnet for added distortion. You can do this already but you have to do it layer by layer. If you could magnetize several layers, you could just grab an area of the whole character at once and tweak it to your liking.
wishful thinking perhaps...
super ultra magnet???
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I think thats probably entirely possible. I had started throwing the pressure sensitivity into it, and I'll try to jam that in there as soon as I can get to it. It may be a little bit, though, my brand new girlfriend is distracting me. A wee bit more interesting than the scripting bit right now. But I'll see if I can do it in the not too distant future.
...VERY GOOD to know it!!!
I think that with this multy-layer possibility and the pressure function this "Super-Archi-Mega-Chuli-Magnet" will be the most massive production weapon in the world! THANK YOU 7feet for go on give us hope and dedication 
PS: By the way, (apart of say you thank you again
) in your first MegaMagnet tool always have had a little bug that I never have mentioned cause I didn't want to let you more work
, but maybe is good you know it... In the normal Mode and with "Only Selected" checked, if you have selected several points and treat to move'm with the tool, and the Red circle don't cover all the selected points, all that points out of the Red Strength circle made'm mad and run away and away in a quickly way depending of the distance of the Red Circle... Hmmm
, jaja, as always I don't know if I have got explain me, but you can try it drawind, in example, a big Spiral and selecting all, then treat to move the center selected points with a normal Strength and you'll see that the perimetral points (out of the circle) are moved in a strange way... Uf...
A lot of words to say something so simple, isn't?
CIAO!


PS: By the way, (apart of say you thank you again





Last edited by Rai López on Thu Dec 15, 2005 9:03 am, edited 1 time in total.
Yeah, I messed around with that a fair amount. Never could get the math on the size of the circle quite right. I'll see if I have any ideas on that, too.
I think the easiest way to affect points on additional layers would be, at least at first, to have it only affect layers within the same group. That shouldn't be too hard.
I think the easiest way to affect points on additional layers would be, at least at first, to have it only affect layers within the same group. That shouldn't be too hard.
first, congrats on the romance...
I just hope it doesn't steal you away from the scripting entirely. Remeber, girls really dig powerful scripts. There's never been a more effective line than, "hey baby, come to my place and check out the super-ultra-moho-magnet I made..."
But seriously - yes, the key would be to select a group (such as a skeleton) and have the magnet affect all layers within the group. That way you could tweak your character without messing with the BG. But it would have to work on all the layers within sub-groups too, since the skeleton will likely include a few of those.
A more specific hypothetical question - how would it work with switch layers within the group? Let's say I have a skeleton, and inside that is a group layer for the head, and inside that is a switch layer for the eyes. I would like to select the whole skeleton, and then magnet-tweak the face... would the superultramagnet know to tweak the active switch sublayer?
If it could work, it would be so awesome... I can see some super-elastic, hyper-distorted animations just over the horizon....
I just hope it doesn't steal you away from the scripting entirely. Remeber, girls really dig powerful scripts. There's never been a more effective line than, "hey baby, come to my place and check out the super-ultra-moho-magnet I made..."
But seriously - yes, the key would be to select a group (such as a skeleton) and have the magnet affect all layers within the group. That way you could tweak your character without messing with the BG. But it would have to work on all the layers within sub-groups too, since the skeleton will likely include a few of those.
A more specific hypothetical question - how would it work with switch layers within the group? Let's say I have a skeleton, and inside that is a group layer for the head, and inside that is a switch layer for the eyes. I would like to select the whole skeleton, and then magnet-tweak the face... would the superultramagnet know to tweak the active switch sublayer?
If it could work, it would be so awesome... I can see some super-elastic, hyper-distorted animations just over the horizon....
It would probably be possible to get all that in there. The real question I have is whether the script would get so big and complicated that it would be unacceptably slow to actually work with. I've had a few experiments that ended up there, but I think that was mostly clumsy coding.
But I don't see why it would be a problem for it to work on sublayers of switch layers as well. It probably would get unwieldy on complicated characters with sublayer upon sublayer, though. There's a certain amount of overhead in the scripting interface when it comes to finding and manipulating all those layers other than the one that is selected. Remains to be seen.
You'd also really need a selection tool that would select points down through the layers. I've been meaning for a while to write some generic routines to fish up and down the layer heirchies. If I can get something reasonable there, I could put a few different tools together pretty quickly.
Dunno about having the ladies around when I'm working, my coding style tends to include lots of beer and foul language. It ain't pretty. But the ideas are floating around in the back of my head, something'll pop out soon enough.
But I don't see why it would be a problem for it to work on sublayers of switch layers as well. It probably would get unwieldy on complicated characters with sublayer upon sublayer, though. There's a certain amount of overhead in the scripting interface when it comes to finding and manipulating all those layers other than the one that is selected. Remains to be seen.
You'd also really need a selection tool that would select points down through the layers. I've been meaning for a while to write some generic routines to fish up and down the layer heirchies. If I can get something reasonable there, I could put a few different tools together pretty quickly.
Dunno about having the ladies around when I'm working, my coding style tends to include lots of beer and foul language. It ain't pretty. But the ideas are floating around in the back of my head, something'll pop out soon enough.
7feet - hi. Haven't been doing much besides studying but dropped in and saw this post. Made me wonder if it might be possible/desirable to add checkbox options to determine what items are going to be affected by the magnet. For example might it be possible to say toggle off 'points' so the magnet pulls the layers but not points or toggle on 'affect bones' but toggle off 'affect points' so that you pull the bones -not the points (and the bones pull the points) which might be cool for some effects like the wind blowing boned objects or an explosion where you want to animate objects flying away from a location.
Hope that makes sense.
Hope that makes sense.

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...Definitely would be a DREAM!
The Moho workflow and results working with point animation would be incredibly improved and, the most important thing, with this would be eliminated one of the numerous moho "silly?" limitations working between different layers
and yeah, little by little, Moho it'll be finally a "little" more perfect
*CIAO* and GOOD LUCK with both things!!! 



