...Oh,Oh! I can't Manipulate Dynamic Bones in 5.3.1

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Rai López
Posts: 2289
Joined: Sun Aug 08, 2004 1:41 pm
Location: Spain
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...Oh,Oh! I can't Manipulate Dynamic Bones in 5.3.1

Post by Rai López »

Well, at first I frightened very much :shock:¡, I thought that we had lost this USEFULL function forever, uf... :roll: but now seems that must be some oversight that only affects to Manipulate Bones tool, cause I can Rotate Dinamics bones with Rotate Bone tool along the time but not Manipulate'em with Manipulate Bones tool... You can easily try it with a simple Dinamics chain of bones and see it. Well, how I always have loved the possibility of animate Dynamic Bones :D (against the "Controlled Bones" LIMITED way of work :() I hope (what a heck! I totally trust :)) it'll can be easily resolved... CIAO!
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Lost Marble
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Post by Lost Marble »

Not a bug - these bones are meant to be ignored by the Manipulate Bones tool. Dynamic bones are meant to move automatically, under the effect of simulated physics. If you want to animate them by hand, turn off the dynamics.
Toontoonz
Posts: 763
Joined: Fri Mar 25, 2005 9:28 pm

Post by Toontoonz »

Couldn´t one manually move bones that had dynamics in earlier versions of Moho?

Example: Say one wants to really snap a tail on a horse.
One would add bone dynamics to the tail, then in the first frame move the tail bone all the way to the bottom, several frames later move it all the way to the top to add that extra momentum and whip of the tail through the bone dynamics.
Now one can´t manually move the tail bone with dynamics - the tail bone with dynamics is stuck in one position. If the rest of the bones in horse don´t move, the tail doesn´t move and then there are no motion dynamics to whip the tail.
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Rai López
Posts: 2289
Joined: Sun Aug 08, 2004 1:41 pm
Location: Spain
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Post by Rai López »

...LM!!! This is NOT possible! Sorry, but we ALWAYS have had the possibility of animate Bone Dynamics, why suddenly we can't??? Oh, sorry, SORRY, I'm little altered, I know... (I need to breath, uf... uf...) but I can´t believe it yet... PLEASE I'd ask for a reconsideration (PLEASE) this was a vey USEFULL function and one of the main reasons for I loved Dynamics, what have happened in this 5.3.1?? Why this involution? There must be another alternative to resolve the problems that eliminating/limiting very usefull and consolidated features... I think that we can't going in REVERSE (gear)! Please, really this is a very bad notice to me :cry: and my workflow and I hope only be dreaming/Nightmaring (HOPE), well... Bye...
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Lost Marble
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Posts: 2354
Joined: Tue Aug 03, 2004 6:02 pm
Location: Scotts Valley, California, USA
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Post by Lost Marble »

You can still use the Rotate Bone tool to rotate a bone with dynamics, so this is how you would approach the flipping horse tail example. It's just that the Manipulate Bones tool cannot move dynamic bones. This was a requested feature: the idea is if you have a leg or arm with dynamic bones in it (muscles, kneecaps, flabby arms, etc.), these dynamic bones will be ignored by the Manipulate Bones tool. You will only be moving the main parts of the arm, and the dynamic parts will move according to the physics simulation.
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Rai López
Posts: 2289
Joined: Sun Aug 08, 2004 1:41 pm
Location: Spain
Contact:

Post by Rai López »

Sorry LM, I'm treating to understand you but I can't... Before of this change it was possible do all that you say without any problem and we could animate Dynamic Bones with Manipulate Bones tool since 5.0 beta... Now is not possible and I can't see the benefits :? ...I know that you must have your SUPER powerful reasons and probably you are a little tired about this issue, but I'm very intrigated for the change cause with it I'm feeling a little less free during animation works and it's not good... :roll: THANKS for/if any attention! (more...) :)
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Rai López
Posts: 2289
Joined: Sun Aug 08, 2004 1:41 pm
Location: Spain
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Post by Rai López »

HI LM! Again with this issue, yes... Ammm... sorry... Well! As you can see it's still a problem to me (all right, not my mayor problem actually but one more to add to the list...) The difference is that I understand now your purpouse with this 5.3 "fix", but if you test this Moho file in a previous Moho version you will know why I could not feel the benefits in the past and even actually...

Code: Select all

application/x-vnd.lm_mohodoc
version 14
### Created in Moho version 5.3.1, © 1999-2005 Lost Marble
### Created: Mon Feb 06 16:20:16 2006

### static values
dimensions 1024 576
frame_range 1 56
fps 25
back_color 148 148 148 255
noise_grain 0
allow_3d true
depth_sort false
distance_sort false
depth_of_field false 2 1 0.020833
stereo_separation -1
extra_swf_frame false
soundtrack ""

### styles

### animated values
camera_track
[
	keys 1
		0 1 0.1 0.5 0 0 1.7321
]
camera_zoom
[
	keys 1
		0 1 0.1 0.5 1
]
camera_roll
[
	keys 1
		0 1 0.1 0.5 0
]
camera_pan_tilt
[
	keys 1
		0 1 0.1 0.5 0 0
]

### layers
layer_type 4
{
	### generic layer values
	name "Arm"
	quality_flags 1022
	origin 0 0
	parent_bone -2
	visible true
	render_only false
	edit_only false
	scale_compensation true
	rotate_to_follow false
	face_camera false
	masking 0
	blend_mode 0
	camera_immune false
	dof_immune false

	### transforms
	translation
	[
		keys 1
			0 1 0.1 0.5 0 0 0
	]
	scale
	[
		keys 1
			0 1 0.1 0.5 1 1 1
	]
	rotation_x
	[
		keys 1
			0 1 0.1 0.5 0
	]
	rotation_y
	[
		keys 1
			0 1 0.1 0.5 0
	]
	rotation_z
	[
		keys 1
			0 1 0.1 0.5 0
	]
	flip_h
	[
		keys 1
			0 1 0.1 0.5 false
	]
	flip_v
	[
		keys 1
			0 1 0.1 0.5 false
	]
	shear
	[
		keys 1
			0 1 0.1 0.5 0 0 0
	]

	### layer effects

	### bone layer values
	expanded true
	group_mask 0
	depth_sort false
	distance_sort false
	skeleton
	[
		binding_mode 1
		bones 12
			"Bicep" -1 -1 1 -1 1 1 -1 1 false 0.333333 0.25 0 0
			false -1.22173 1.22173
			[
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			[
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			[
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			[
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			[
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			[
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			"Hand" 1 -1 1 -1 1 1 -1 1 false 0.111111 0.25 0 0
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			[
				keys 1
					0 1 0.1 0.5 true
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			[
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			[
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			[
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					0 1 0.1 0.5 0 0
			]
			[
				keys 1
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			]
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			[
				keys 1
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			]
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			[
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			[
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			[
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					0 1 0.1 0.5 0 0
			]
			[
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			]
			"Hand Totally Controled" 4 2 1 2 1 1 2 1 false 0.027778 0 0 0
			false -1.22173 1.22173
			[
				keys 1
					0 1 0.1 0.5 false
			]
			2 2 1
			[
				keys 1
					0 1 0.1 0.5 0.333333 0
			]
			[
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					1 8 -1 -1 0
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			[
				keys 1
					0 1 0.1 0.5 1
			]
			[
				keys 1
					0 1 0.1 0.5 false
			]
			[
				keys 1
					0 1 0.1 0.5 0 0
			]
			[
				keys 1
					0 1 0.1 0.5 0
			]
			"Bicep Spring Up" 3 1 0.5 -1 1 1 -1 1 true 0.194445 0.5 0 0
			true 0 1.570796
			[
				keys 1
					0 1 0.1 0.5 true
			]
			1 0.55 1.25
			[
				keys 1
					0 1 0.1 0.5 0.055556 0.083333
			]
			[
				keys 1
					0 1 0.1 0.5 6.283183
			]
			[
				keys 1
					0 1 0.1 0.5 1
			]
			[
				keys 1
					0 1 0.1 0.5 false
			]
			[
				keys 1
					0 1 0.1 0.5 0 0
			]
			[
				keys 1
					0 1 0.1 0.5 0
			]
			"Bicep Spring Down" 3 1 0.5 -1 1 1 -1 1 false 0.194445 0.5 0 0
			true -1.570796 0
			[
				keys 1
					0 1 0.1 0.5 true
			]
			1 0.55 1.25
			[
				keys 1
					0 1 0.1 0.5 0.055556 -0.083333
			]
			[
				keys 1
					0 1 0.1 0.5 0.000002
			]
			[
				keys 1
					0 1 0.1 0.5 1
			]
			[
				keys 1
					0 1 0.1 0.5 false
			]
			[
				keys 1
					0 1 0.1 0.5 0 0
			]
			[
				keys 1
					0 1 0.1 0.5 0
			]
			"Forearm Spring Up" 4 -1 1 -1 1 1 -1 1 false 0.166667 0.5 0 0
			true -0.392699 1.22173
			[
				keys 1
					0 1 0.1 0.5 true
			]
			0.85 0.75 1
			[
				keys 1
					0 1 0.1 0.5 0.055556 0.055556
			]
			[
				keys 1
					0 1 0.1 0.5 6.283183
			]
			[
				keys 1
					0 1 0.1 0.5 1
			]
			[
				keys 1
					0 1 0.1 0.5 false
			]
			[
				keys 1
					0 1 0.1 0.5 0 0
			]
			[
				keys 1
					0 1 0.1 0.5 0
			]
			"Forearm Spring Down" 4 -1 1 -1 1 1 -1 1 false 0.166667 0.5 0 0
			true -1.22173 0.392699
			[
				keys 1
					0 1 0.1 0.5 true
			]
			0.85 0.75 1
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			]
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			]
			[
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					0 1 0.1 0.5 1
			]
			[
				keys 1
					0 1 0.1 0.5 false
			]
			[
				keys 1
					0 1 0.1 0.5 0 0
			]
			[
				keys 1
					0 1 0.1 0.5 0
			]
			"Hand Spring Up" 5 -1 1 -1 1 1 -1 1 false 0.083333 0.5 0 0
			true -0.785398 2.094395
			[
				keys 1
					0 1 0.1 0.5 true
			]
			0.75 0.55 1
			[
				keys 1
					0 1 0.1 0.5 0.027779 0.055556
			]
			[
				keys 1
					0 1 0.1 0.5 6.28318
			]
			[
				keys 1
					0 1 0.1 0.5 1
			]
			[
				keys 1
					0 1 0.1 0.5 false
			]
			[
				keys 1
					0 1 0.1 0.5 0 0
			]
			[
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					0 1 0.1 0.5 0
			]
			"Hand Spring Up" 5 -1 1 -1 1 1 -1 1 false 0.083333 0.5 0 0
			true -2.094395 0.785398
			[
				keys 1
					0 1 0.1 0.5 true
			]
			0.75 0.55 1
			[
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			]
			[
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			[
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					0 1 0.1 0.5 0 0
			]
			[
				keys 1
					0 1 0.1 0.5 0
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	]

	### sub-layers
	layer_type 1
	{
		### generic layer values
		name "Layer 1"
		quality_flags 1022
		origin 0 0
		parent_bone -1
		visible true
		render_only false
		edit_only false
		scale_compensation true
		rotate_to_follow false
		face_camera false
		masking 0
		blend_mode 0
		camera_immune false
		dof_immune false

		### transforms
		translation
		[
			keys 1
				0 1 0.1 0.5 0 0 0
		]
		scale
		[
			keys 1
				0 1 0.1 0.5 1 1 1
		]
		rotation_x
		[
			keys 1
				0 1 0.1 0.5 0
		]
		rotation_y
		[
			keys 1
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		]
		rotation_z
		[
			keys 1
				0 1 0.1 0.5 0
		]
		flip_h
		[
			keys 1
				0 1 0.1 0.5 false
		]
		flip_v
		[
			keys 1
				0 1 0.1 0.5 false
		]
		shear
		[
			keys 1
				0 1 0.1 0.5 0 0 0
		]

		### layer effects

		### mesh layer values
		noisy_shapes false
		noisy_lines false
		animated_noise false
		noise_amp 0.013889
		noise_scale 0.055556
		extra_lines 0
		gap_filling false
		fill_texture ""
		line_texture ""
		mesh
		[
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	}
}
The issue is that, as you can see, I had my own efective "Tip and Technique" to solve the Dynamics Chain Manipulation issue in previous Moho versions and that is the reason for the supposed benefits are become for me in a little waste... Well, the thing that I only want to coment is: Really is TOTALLY impossible the coexistence of the two ways? Wouldn't be possible that Manipulate Tool could dissable Dynamics temporaly (just meantime you hold RMB) in the IK chain and then dynamics recover the normality when you release Button without timeline keyframes insertion? ...I have seen that "temporaly" lua comands in the LUA reference (fTempPos, fTempLength, fTempAngle, etc...) and I'm very curious about that... I don't know, maybe a silly thing or not (although I'm sure you could find a better solution...), but well, my intentions are good and... Finishing, I only wanted to express that I have a lot of similar "peculiar" tricks to can solve certain Moho limitations like that one, yes... and I'm a little worried about this kind of changes in the Moho structure/funcionality, so I wonder if really is a good solution eliminate a software limitation eliminating suddenly another stablished feature when users are in the middle of the work... Well, anyway all improvements are always welcomed (of course) and this is only the exception so... :arrow: GREETINGS & THANKS!
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