Lukas wrote: ↑Wed Feb 26, 2020 4:31 pm
Greenlaw, I'm curious about your current solution. Do you use layer-order keys controlled by smartbones? Or small z-translation values? Or some tricks with a lot of duplicate arms etc? Or some other magic trickery?
By now, I've probably gone through just about every technique I can think of.
Originally, I used a reference with a mask and the mask position was controlled by an SBA. This generally worked but sometimes had issues in the elbow area. Later, I modified this using Stroke Exposure, which worked better but only for certain character designs (not so good for greatly exaggerated arm/leg shapes.)
Then I started duplicating limb layers and knocking out the upper and lower limbs where appropriate. With this setup, it was just hiding and revealing the segments based on the sorting position I wanted using a single SBA. Since the same continuous path was used for each of parts, the look was seamless and didn't have the problem in the joints like the masked version of the setup. The issue now is that I have to make four copies of each limb and, depending on the character design and complexity of the stacking requires, as many as eight copies. It's a lot to deal with on the rigging end but actually very nice to animate with. I do this mainly in rigs created for other artists to animate, artists who may not be very familiar enough with Moho rigging to modify the rigs as needed.
When I'm expected to animate the rigs myself, I might go with a simpler variation since I can hack and modify the rigs as I work through the shots. Personally, I'm careful not to build in too much 'automation' because I find that can backfire and restrict the animation possibilities. For me, it's faster to work this way too.
I generally avoid animating layer order in an SBA. The problem, I'm sure you know, is that this can lock the layer animation possibilities to only what the SBA does. If I'm planning to use Layer Order animation, I'd rather handle that manually. BTW, Wes' Layer Shortcuts makes this easier to do because the buttons can be set up to directly select specific groups and layers efficiently.
One trick I adopted from Victor is simplifying my limbs
reveal order animation to a single SBA. For example, I might have one SBA to control all the possible arm reveal positions for both arms. I used to have separate SBA's for every limb. Multiple SBAs looks very organized and is very obvious to animate but, in practice, it's not necessary. Victor's approach is to simply add all the stacking/reveal possibilities inside a single SBA. This makes setting such things up easier and it also helps make the UI look less cluttered. It's also very easy to add more reveal possibilities when I need them.