issue with action upgrading moho 13.53 to 13.55
Moderators: Víctor Paredes, Belgarath, slowtiger
issue with action upgrading moho 13.53 to 13.55
Hi, i've rig a char on moho 13.53. today i've upgrading to 13.55 and i have some issue with action. I've point binding on my arm an a action to manage the rotation of the shoulder. It works well, but now my timeline on the action is pink. When i am in the action view the binding work well, but if i got to frame 0 or 1 in the timeline and mainview, the binding is weird. Is someone already experience that?
Thank you all
Thank you all
Re: issue with action upgrading moho 13.53 to 13.55
Hi viccho,
Can you post screen images that illustrate the problem...or even better the project file? "The binding is weird," isn't very specific.
Re: 'Pink' timeline, one of the recent improvements in Moho was that the timeline is highlighted when Relative Keyframing is enabled. On my computer the color is read. Could this be what you're seeing?
Hope this helps.
Can you post screen images that illustrate the problem...or even better the project file? "The binding is weird," isn't very specific.
Re: 'Pink' timeline, one of the recent improvements in Moho was that the timeline is highlighted when Relative Keyframing is enabled. On my computer the color is read. Could this be what you're seeing?
Hope this helps.
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Re: issue with action upgrading moho 13.53 to 13.55
Hi GreenLaw, thank you for answer . I think i'm not in relative keyframing (the box is unchecked) but i don't really know the purpose of relative keyframe. Here is my project https://drive.google.com/file/d/1nJy3fS ... sp=sharing
my problem is on the bend-arm action. It was working on moho 13.53 but now is not. i try to delete all my action and restart the point binding of the shirt when the arm is rotate, but still have the problem : binding ok in action timeline and not active on frame 0 or 1
my problem is on the bend-arm action. It was working on moho 13.53 but now is not. i try to delete all my action and restart the point binding of the shirt when the arm is rotate, but still have the problem : binding ok in action timeline and not active on frame 0 or 1
- synthsin75
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Re: issue with action upgrading moho 13.53 to 13.55
Access denied.
If the action is pink then it's not a smart bone action, if that's the intent.
- Wes
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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/
Re: issue with action upgrading moho 13.53 to 13.55
access ok
the intent is to constrain the point deformation of the shirt when the arm-bone rotate

the intent is to constrain the point deformation of the shirt when the arm-bone rotate
- synthsin75
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Re: issue with action upgrading moho 13.53 to 13.55
For smart bones, your bone name needs to exactly match your action name. That is how the two are connected.
If you change the bone name to match the action name, the action timeline will turn blue and the action will work in the main timeline.
- 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/
Re: issue with action upgrading moho 13.53 to 13.55

Re: issue with action upgrading moho 13.53 to 13.55
i think i have a view on the issue. it seems that when i passed in moho 13.55 some of my smartbones action was converted to regular action. is there a way to convert regular action to smartaction ?
Re: issue with action upgrading moho 13.53 to 13.55
I have looked into your file. As Wes told you, the problem is that you named the smartbones incorrectly. You told him "ok for smart bones, i will be attentive when using it. But here my issue is with point binding deform" but you need to know that a smartbone is not necessarily a smartbone dial, there are smartbones that are part of the character's body, like an arm bone, and at the same time their rotation activates an action (that will be called smartaction). You seem to be trying to achieve just that, because I see you created a lot of actions called "BEND ARM R", "BEND FOREARM R", etc. Those actions have to have the same name as the bone that you want to use to activate them. So you can rename the "BEND ARM R" action to the actual name of your arm bone, that is "B22", or rename the arm bone to "BEND ARM R". I would name both, the bone and the smartaction, to something shorter like arm R. And the same with all your "BEND..." actions and bones.
The normal workflow is to create your bones and name them first, and then to convert one bone to a smartbone you do this:
1. Select the bone layer
2. Select the bone
3. Click on create new action
When you do this, the action creation panel will automatically understand that you want to create a smartaction that will turn that bone into a smartbone, so the name of the action will match the name of the selected bone.
You also said "and i have 2 différents action for the arm-bone so i can't name 2 actions the same way". Moho lets you have two smartactions for each smartbone, one for each direction. If you follow those steps for a second time for the same bone, the action creation panel will automatically name the action as the bone's name with a "2" at the end, like "arm R 2" and each rotation direction of that bone will activate one of those two.
The normal workflow is to create your bones and name them first, and then to convert one bone to a smartbone you do this:
1. Select the bone layer
2. Select the bone
3. Click on create new action
When you do this, the action creation panel will automatically understand that you want to create a smartaction that will turn that bone into a smartbone, so the name of the action will match the name of the selected bone.
You also said "and i have 2 différents action for the arm-bone so i can't name 2 actions the same way". Moho lets you have two smartactions for each smartbone, one for each direction. If you follow those steps for a second time for the same bone, the action creation panel will automatically name the action as the bone's name with a "2" at the end, like "arm R 2" and each rotation direction of that bone will activate one of those two.
Re: issue with action upgrading moho 13.53 to 13.55
Smart Bones should be uniquely named. So if you have similarly named bones in the skeleton, you need to be sure they're not named exactly like the Smart Bones. For example, if you have a Head bone in the rig, and you wish to have head turn Smart Bone, you need to name them Head Turn and Head Turn 2 or something to that effect. (The Actions window will automatically add the 2 for you when you create the second Smart Action for the same bone.)
Or, if I have left and right Smart Bones, like to blink the eyes, I'll name the skeleton's eye bones EyeL and EyeR and the blink Smart Bones Eye Blink L and EyeBlink R
Here's a deeper example: I like to set up Smart Bones that drive other Smart Bones. For example, I might have a Smart Bone for turning a head a complete cycle in one direction, and a second Smart Bone to drive that first Smart Bone's cycle animation multiple times in forward and reverse directions. This means I can keep my base turn setup simplified to one turn and one cycle. But to make this work, I need unique names for the dials: like Head for the skeleton's head bone, Head Loop for the single animation cycle, and Head Turn to operate HeadLoop's velocity, number of cycles, and direction. (BTW, I use the Shy option on Head Loop because this bone should never be touched by the animator directly.)
So basically the bones in the skeleton should be named for exactly what they are (Root, BodyLo, BodyUp, Head ArmUpR, ArmUpL, etc.,) and the Smart Bone names are concisely descriptive about what they do (HeadTurn, HeadPitch, BodyTurn, ArmRollR, etc.) If you do this, you shouldn't ever run into a Smart Bones conflict.
Hope this helps.
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