Problem editing points after using Smart Bone Dial

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GraphicAnime
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Problem editing points after using Smart Bone Dial

Post by GraphicAnime »

Hello,

Anime Studio Pro 10.1.1 -- Build 13559(64-bit)

I have two bone dials for opening and closing the eyes (EyesOpenClose & EyesOpenClose 2), with a duration of 24 frames.

After I use the smart bone dials on the main timeline, I'm unable to make adjustments to these points with the "transform points" tool.

When I move and release the points, they would jump off to another area in which I am unable to straighten them out.

Thank You in advance,
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synthsin75
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Re: Problem editing points after using Smart Bone Dial

Post by synthsin75 »

I'm not seeing the problem here, same build, 32bit. Might need to see an example file of the problem.
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GraphicAnime
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Re: Problem editing points after using Smart Bone Dial

Post by GraphicAnime »

I managed to fix the issue.
My smart bone dial contained nested bone layers with in another bone layer.
I originally had the smart bones affecting the points that were part inside a bone layer that was inside another bone layer.

When I modify the layering order and changed the nested bone layers to nested group layers, I didn't have the problem with the points jumping in the main timeline after the smart bones are used.

Below is the the screenshot of the layers setup that may have caused my problem.
I had the bone dial at the parent bone layer, "dk_pose01", which would affect the points inside the "eye01" and eye02" bone layer.
Image
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