Vectors afected by Bones are Deforming during 3D Rotations..

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Rai López
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Vectors afected by Bones are Deforming during 3D Rotations..

Post by Rai López »

HI! When you have a Vector layer inside a Bone layer with bones affecting to the vector points and you try to rotate along the time this Vector layer in Y axis, the vectors reacts in a strange way and be "flatted" in the center of the layer meantime the layer is rotated (at 90º) brokeing completely the 3D sensation (more obvious if you orbit the workspace) ...I mean, if you have a perfect circle in the middle of the Vector layer and Rotate this vector layer 180º along 24 frames, de circle is elipsed gradualy to become in a line just in the middle of the movement (frame 12) and then is converted gradually again in a perfect circle at 24... The curious thing is that this doesn't happen working with Image layers, where proportions are perfectly mantained meantime you rotate and even animate bones to animate the image, or 3D layers (where an esfere instead a circle always will looks as an esfere) and I don't know if this must be so specially in Vector layes for technical reasons about the point level animation or what... Well, anyway I'd love can work in the other way, avoiding this vector deformation (if possible), and maybe I'd be more quiet with a little explanation or consideration about if "a bug or not a bug" :roll: ...CIAO!

EDIT: :!: ...I forgot say THANK YOU! :oops: (in advance... :roll:)
myles
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Post by myles »

Hello Ramón,

It seems to be some sort of unexpected interaction with bones.
I've followed your steps and got similar results, which I will send to Lost Marble.

I'm not sure if it is a bug, or just the result of trying to both control the points with bones and control the layer directly.

If you move the vector layer out of the bone layer, the problem disappears, so I think it may be some sort of bone/vector interaction.

I think the only way to avoid it would be to rotate the bone layer rather than just the vector layer, or (if necessary) to break the bone/vector setup into a more complex multi-layered bone setup so you can rotate just the bone(s) for that vector layer (and the associated vectors).

Regards, Myles.
"Quote me as saying I was mis-quoted."
-- Groucho Marx
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Lost Marble
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Post by Lost Marble »

I looked at the files Myles sent, and I'm not sure this is a bug exactly. I think the real problem is "why are you doing this"? Or, "what do you expect should happen?"

Think of it like claymation. Your vector layer is a clay sculture. The bone layer is a wire armature inside the clay. Now, if you rotated the clay while somehow holding the wire armature still, the clay would get all squished around and deformed. This is kind of what's happening in Moho. I'm not sure it makes sense to rotate the vector layer independently of the bone layer.

Another way to think of it: What if you turned your body sideways, but your skeleton stayed facing forward? It wouldn't be a pretty sight! Bodies just aren't meant to spin around independently of their skeletons.
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Rai López
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Post by Rai López »

HELLO! And THANKS to both!!! What a kind people, che :) ...Well, now I'll treat to explain me with the few words as possible for not boring :roll: ...Basically the "bug" called my attention cause it only happend working with Vector layers and not working with Image layers... although Images can be too animated using Flexible binding bones, I mean, using a Vector layer with all Flexi-Bind points and using a Image layer with Warp using bones activated inside the same Flexible binding Bone layer you got "exactly" (if vectors have the enough points) the same deformation results to both... Then, when I treat to rotate'em the results are different and unexpected in the Vector layer case... Well, the problem to me now (although is almost resolved THANKS to the 7feet's bone_control/master.lua embedded script) is again (and again) the old Depth limitation issue... Jaja, and SORRY if I bore you too much with this, but it'd be SO easy if Depth don't be exclusive to the same Group... I have part of my characters that must interact with the bones but must interact all the time too with the depth (I mean, bone animatable parts of the head in front and behind of the body i.e.) and if I put the Vector head layers inside a child Bone layer of the main Bone layer (uf...), I lose this depth interactivity, broking with it all my work flow expectations... So I treated to resolve all working only with one Bone layer and several direct Vector layers inside, so when I treat to turn the characters head in Y axis, the head is unespected deformed and well... that's make me search for another solution... if really there is one :roll: ...Well, THANK YOU two again! :D
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