DetoNaToR wrote:I don't get it, how did you do a head turning animation using only bones..?

I downloaded your moho file but I can't understand your technique..

For the head turn there is an extra eye layer behind the head/body layer. As I turn and distort the head and neck I move this eye out... then a "third eye" layer is made visible as it turns to the front.
Normally I wouldn't do it this way. I would use a switch group for a head turn and then copy the created keyframes of the vectors to a "stand in" head so I can use interpolation. That is a bit of a pain to make changes of course.
I wanted to see how far I could go with out using any vector animation (Switch groups technically ARE vector animation in my head).
This started as an excersise... an experiemnt with fan bones. I hadn't really pushed the concept to this extreme yet.
I never intended to do a head turn... I kept adding in new stuff as I went along to make it work. This was sort of a free form "flow of conciousness" type animation.
First it was just a wiggly amorphous blue blob. Then I shaped a head on it and added an eye. Then an arm. Then I decided to do a head turn so I added some extra bones to the head to "distort" the shape... then I needed another eye... etc.
Later some of the fan bones weren't working properly so I go to frame 0 and tweaked the points. I found they work best with one bone for each point.
This could happen all while motion was "in place" with bone animation.
Adding new layers or changing the mesh did not effect any of the bones key framed motion.
I eventually put both eyes on separate layers so they could be moved more easily using bones and so I could scale them independently using layer scaling separate from the body/head... no vector scaling needed.
I wanted to be able to stretch out his body and neck so I added scaling constraints to the body bones. Scaling the control bones stretches the body bones.
This is why I like bones. Everytime I added in a new mesh or changed the vectors... or added a new layer... all I had to do was make sure it was associated with a bone that was already keyframed. If I added a new bone it was always a child of a bone already keyframed.
As I play with this... I plan to add simple fingers next. I won't have to animate vectors if I use bones to control them.
If this was vector animation and I added fingers to the existing mesh... I would have to key frame ALL those points on every existing key frame. By adding the fingers on frame 0 and just sticking in some new bones under the hand bone to control them I can easily go through and add finger motion separate from everything else already done.
This experiment... was purely an excorsize to show that bone animation is another technique in the Moho arsenal.
... bone animation for ME is the "Best "Way to Use Moho". It is how I have animated in 3D for nearly 10 years.
-Vern