Strange problem with bone action (SOLVED)

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mdmodeler
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Strange problem with bone action (SOLVED)

Post by mdmodeler »

I'm trying to modify the left-fore-arm bone points in a bone action after I've already set keyframes in the animation (actually the animation is finished just wanted to tweek some things with the left-fore-arm bone action). But now as you can see from the images below, trying to edit the left-fore-arm action is warped and the left-fore-arm bone is outside of the arm layer. Is it not possible to tweek bone actions after the bones have been keyframed on the Mainline?

On the mainline all looks well: Image
In this image trying to modify the bone action, the character shifts out of the viewable frame (which the layer is translated out of the frame on frame 1 of the Mainline - but now the fore arm bone is way off causing some strange warping): Image

In the next image I tried deleting the action and adding it again to the bone and the character disapears: Image
Last edited by mdmodeler on Sat Nov 26, 2016 7:10 pm, edited 1 time in total.
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hayasidist
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Re: Strange problem with bone action

Post by hayasidist »

At first glance it looks as though it's a bone parenting and bone strength issue...
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mdmodeler
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Re: Strange problem with bone action

Post by mdmodeler »

I'll upload a picture of bone strength for each bone later but I looked at it quickly and all the strengths encompass the layer drawing they are associated with flexi-binding. About parenting, the left-fore-arm bone is parented to the left-upper-arm bone and that is parented to the midsection bone.

Update:
Well I think there may be something more serious going on here. Now when I try to edit the bone action, the program crashes. :cry:
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mdmodeler
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Re: Strange problem with bone action

Post by mdmodeler »

I hope someone can help me with this or I have to start over a week a work.
Ok, I had created the bone rig for the character in this thread. After a week of animating the character with no issues, I realized I had to tweek some points in a bone action. As you can see in the earlier thread, this was causing some weird results, so backed out the change and everything was back to normal.

Then I went to frame 0 and tried to add a smart bone dial but when I added the bone, I noticed all the bones were off. Then I looked at parenting and this is what it showed (see image below). The parenting lines are no longer connected to the bones. They have been offset into space.
Image

Now when I render the animation all the layers and points associated with these bones are way off and warping badly.

Has anyone ever seen this before? Is there a solution?

I'm Windows 7 64bit using Moho Pro 12.1.

I've stripped out all the layers not pertaining to the issue and created 2 files - one where the bones appear to be fine and the other where the bones are out of whack.

Good bones with proper parenting: https://drive.google.com/file/d/0B0xxX- ... sp=sharing
Bad bones with whacky parenting: https://drive.google.com/file/d/0B0xxX- ... sp=sharing
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synthsin75
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Re: Strange problem with bone action

Post by synthsin75 »

First possible issue is that your main bone layer is slide way over to the right on the sequencer.
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mdmodeler
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Re: Strange problem with bone action (SOLVED)

Post by mdmodeler »

synthsin75 wrote:First possible issue is that your main bone layer is slide way over to the right on the sequencer.
That must have been caused when I use Animation->Set Layer Start Time. I thought I could use that to insert 360 frames to the front. I moved the sequencing back (effectively removing those 360 frames). The problem still persisted. I appreciate you looking at the file but I found the solution.

The problem was 2 camera keyframes were in my frame 0 timeline. I was moving multiple keys for Camera Translation and Camera Rotation backward on the timeline. And I moved them into frame 0. From the looks of it, they affected the artwork and how the bones affected the artwork. The bones did not translate but the artwork did. The parenting diagram is still a mystery what it was doing because it looked like it was translating in the opposite direction of the camera.
Bottom line - do not put camera keys on frame 0. Once the keys were removed, all was well again. Here is another snag to this, I was not able to just delete the keys, I had to delete all the Camera keys from the timeline and put them back in the places they were before.
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