Bone locking still doesn't work in 5.3.1

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Toontoonz
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Joined: Fri Mar 25, 2005 9:28 pm

Post by Toontoonz »

Thanks for finding the info. Guess I did not get down that far in the manual. :D

Now I am still wondering why the Manipulate Bone Tool is active when one is out of frame 0....
Do you use it outside of frame 0?
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rylleman
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Post by rylleman »

Toontoonz wrote:Now I am still wondering why the Manipulate Bone Tool is active when one is out of frame 0....
Do you use it outside of frame 0?
Yes, it's good to use if you want to animate a whole chain of bones in the same time (IK, Inverse Kinematics).
Say you want to raise a hand, then move the hand bone with the manipulate bone tool and the lower and upper arms will follow, instead of having to move them one after the other with the rotation tool. When you have animated your arm using IK you can then use the rotate, translate and scale bone tools to fine adjust your movement.
Toontoonz
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Joined: Fri Mar 25, 2005 9:28 pm

Post by Toontoonz »

What you described was what I was using the Manipulate Bone tool for.
Now that think of it, I did some pretty good animations for only using 1/4 the bone animating tools. :D
I am eager to see how these new found bone tools improve my animations.
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ulrik
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Post by ulrik »

This is the way I've been animating, with the manipulate bone tool moving chain of bones...and also one by one, but now it will be easier when using the specified tools for rotate etc...
I have to laugh when I think of how I've been moving the whole skeleton, I've always used the translate layer tool.
Well the manipulate tool is very nice, as rylleman says, to animate hand-arms, feet-legs in chains, and I'm also using it in real time while timeline is running, it's a lot of cool things happening :D
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Rasheed
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Post by Rasheed »

Toontoonz wrote:Rasheed - Speaking of your Moho flow tutorial, maybe you could write a tutorial on the use of the Translate bone, Scale bone, Rotate bone in creating an animation in Moho!
:D
I was thinking of a tutorial with a somewhat larger scope, something like How To Use Bones In Moho Animation Effectively. People (me including) seem to experience problems when manipulating artwork with bones. Sometimes things don't go like you want them to go and your artwork gets all ugly from the bones distorting it. I want to investigate why this occurs and what one can do to prevent it or how to keep it manageable.

I will try to include inverse kinematics (manipulate bones) as well, although I personally never use it. Who knows, I might just discover that is as useful as some posters in this thread claim it to be and start using it.
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T
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Post by T »

I don't see Manipulate Bones as useless at all...

In fact, if I couldn't manipulate whole chains of bones at a time, I would say that Moho didn't have an IK bones system at all... because that's what an IK bone system (by definition) is.

Fortunately, they DO have the Manipulate Bones feature, so Moho *does* have IK... the other three buttons are just for tweaking, in my humble opinion.

I can't imagine having to reposition the skeletion for each key frame... might as well just draw the darn thing frame-by-frame. (Yes, I'm highly exaggerating).
"T"
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