I just upgraded from ASP 9 to ASP 11, and have been following this tutorial on rigging mouth positions using Smart Bone Dials.
https://youtu.be/ohv3kA5nPec
Anyway, I was able to get through the first Smart Bone Dial and correctly make an Open/Closed mouth. I made sure my bone strength was turned all the way down, and none of the bones were parented to each other. But when I try making any other Smart Bone Dials work, something very odd happens while transforming the points on my character's mouth.
When I create a second Smart Bone Dial, the action timeline pops up. I then select the mouth in my layers panel, and highlight points to transform. However, when I click down on my mouse, those highlighted points jump away from their current position, and after I transform them to where I want them, they jump even further away. If I literally just clicked down and let go in the same position, my character's mouth would start deforming and opening very, very wide. For the second and third Smart Bone Dial, I was able to drag points much further down in anticipation of the jump when I let go of the mouse. But, it seems that even with this compensation, each new Smart Bone Dial is somehow affecting the previous ones even though none of them are parented to each other.
I'm sure I have a setting wrong, or missed a step that I can't seem to find. I'll probably scrap all of these Smart Bone Dials and begin again. However, if something doesn't change, I fear that this thing will keep happening. Please watch the video below to see what I'm describing. Hopefully, someone will be able to recognize where I'm going wrong and help me find the solution.
http://vimeo.com/170021894
Password: animehelp
Thank you so much for any light you can shed on this!
Curt
How Do I Make Smart Bone Dials Transform Points Correctly?
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- synthsin75
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Re: How Do I Make Smart Bone Dials Transform Points Correctl
I think this usually happens when you have keyframed the default rotation (frame zero angle) of a smart bone in its action. So that smart bone is active while you're trying to create another action.
- Wes
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Donations: https://www.paypal.com/paypalme/synthsin75 (Thx, everyone.)
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Scripting reference: https://mohoscripting.com/
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Re: How Do I Make Smart Bone Dials Transform Points Correctl
That totally sounds like something I probably did by accident. I'm not sure how to avoid doing that in the future for every one. However, I went back and deleted the angle, and sure enough, it fixed the problem!synthsin75 wrote:I think this usually happens when you have keyframed the default rotation (frame zero angle) of a smart bone in its action. So that smart bone is active while you're trying to create another action.
Since I'm new to ASP 11, is there something I may have done to set the bone angle that I should not be doing? i.e.: clicking on something accidentally in that new red box that shows up with my points?
Thank you so much for your insight. I can finally move on to the rest of my animation!
- synthsin75
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Re: How Do I Make Smart Bone Dials Transform Points Correctl
If you're doing a two-way smart bone action, where the default angle is in the middle of the SB action timeline, place two keyframes right next to each other, so they jump over the default angle in one frame. It's nothing you did wrong. It's just that you need to be aware that any active smart bone will effect other actions, and that keyframing the default angle will make it always active.
- Wes
Donations: https://www.paypal.com/paypalme/synthsin75 (Thx, everyone.)
https://www.youtube.com/user/synthsin75
Scripting reference: https://mohoscripting.com/
Donations: https://www.paypal.com/paypalme/synthsin75 (Thx, everyone.)
https://www.youtube.com/user/synthsin75
Scripting reference: https://mohoscripting.com/