I have an issue when I manipulate the forearm described in the screenshot in order to key in a position on the timeline. When I do it, instead of placing keys inside of one frame which would be the frame of the cursor it is currently placed, it would place keys there and place keys six frames ahead. See the example 16.48.06 PM.png
I'm not sure what's happening here but I'm guessing it's something to do with my smart actions. I have the moho file as well as snapshots attached in the link provided
Also, the smart dial turns after the initial keyframing of the body. That would be smart dial body turn. You can view this within screenshot 17.06.04 PM. I hope this is clear, let me know if I can make my question clearer. Thanks.
https://drive.google.com/file/d/1-N5ah7 ... sp=sharing.
/Users/micmachine/Desktop/Screen Shot 2024-11-16 at 16.47.53 PM.png
/Users/micmachine/Desktop/Screen Shot 2024-11-16 at 16.48.06 PM.png
/Users/micmachine/Desktop/A7.moho
Bone Keys in Multiple Frames
Moderators: Víctor Paredes, Belgarath, slowtiger
Re: Bone Keys in Multiple Frames
So I realize the cluster that I created here and I've made effort to clear this up. I've edited the moho file that I attached in a zip folder hyperlinked in this comment which would be title A7.
In the document if you move any limb using any bone you will see that two key frames will appear on the timeline. I'm not sure how this is happening. Will anyone advise?
https://drive.google.com/file/d/1-fPUAn ... p=sharing
In the document if you move any limb using any bone you will see that two key frames will appear on the timeline. I'm not sure how this is happening. Will anyone advise?
https://drive.google.com/file/d/1-fPUAn ... p=sharing
- hayasidist
- Posts: 3830
- Joined: Wed Feb 16, 2011 8:12 pm
- Location: Kent, England
Re: Bone Keys in Multiple Frames
https://drive.google.com/file/d/1-fPUAn ... sp=sharing -- I'm getting "access denied"
and the "screenshots" in OP are just the textual file paths on your local system ...
and the "screenshots" in OP are just the textual file paths on your local system ...
Re: Bone Keys in Multiple Frames
I see, the link was set to 'restricted' by mistake. It's now updated to be available for access to anyone with the link.hayasidist wrote: ↑Tue Nov 26, 2024 3:58 pm https://drive.google.com/file/d/1-fPUAn ... sp=sharing -- I'm getting "access denied"
and the "screenshots" in OP are just the textual file paths on your local system ...
The screenshots are in the link as well. Thank you!
- hayasidist
- Posts: 3830
- Joined: Wed Feb 16, 2011 8:12 pm
- Location: Kent, England
Re: Bone Keys in Multiple Frames
phew -- where to start....
1: the action bones are parented to the skeleton - they shouldn't be.
2: the actions contradict mainline bone motion - deleting the bone animation in the actions makes the cycle keyframes in mainline accessible --and these can be deleted.
3: the main Mentor layer start time is offset. Did you intend this to be the case? However, with the cycle keys deleted, this can be reset to start at frame 0 without worrying about where the cycle start key is. (The cycles are offset from each other by the Layer start time shift - so I'm guessing this shift was not wanted.)
4: with the Mentor layer reset, you can rebuild the smart bone rotations in the actions. You don't need to delete the target layer animation (e.g. the point animation in the vectors in the eye group ... BUT you might want to think about what I'm about to say before deciding which route to take ...). Note that Moho gets confused if you have the same smartbone angle twice in an action, so e.g. for the eyes action which starts at scowl and moves to raised, your mainline frame 0 bone position should be "scowl" and (IMO) it would make sense to have your vectors set to match that in frame 0 rather than jumping them from "neutral" to scowl at action frame 1. HOWEVER: as an option, Moho lets you have a + and - action on each SB (look at Bone / Create SB Dial) so that the SB and the brows can start at neutral and move to scowl and to raised in separate actions. And then the same for the other two actions...
With those 4 things out of the way, that should get you moving again!
1: the action bones are parented to the skeleton - they shouldn't be.
2: the actions contradict mainline bone motion - deleting the bone animation in the actions makes the cycle keyframes in mainline accessible --and these can be deleted.
3: the main Mentor layer start time is offset. Did you intend this to be the case? However, with the cycle keys deleted, this can be reset to start at frame 0 without worrying about where the cycle start key is. (The cycles are offset from each other by the Layer start time shift - so I'm guessing this shift was not wanted.)
4: with the Mentor layer reset, you can rebuild the smart bone rotations in the actions. You don't need to delete the target layer animation (e.g. the point animation in the vectors in the eye group ... BUT you might want to think about what I'm about to say before deciding which route to take ...). Note that Moho gets confused if you have the same smartbone angle twice in an action, so e.g. for the eyes action which starts at scowl and moves to raised, your mainline frame 0 bone position should be "scowl" and (IMO) it would make sense to have your vectors set to match that in frame 0 rather than jumping them from "neutral" to scowl at action frame 1. HOWEVER: as an option, Moho lets you have a + and - action on each SB (look at Bone / Create SB Dial) so that the SB and the brows can start at neutral and move to scowl and to raised in separate actions. And then the same for the other two actions...
With those 4 things out of the way, that should get you moving again!
Re: Bone Keys in Multiple Frames
hayasidist thank you so much for your very valuable information. To be honest I do not understand everything you said in parts 2 and 4 but I know that it's because I am novice and not able to see what you're saying. Using your advice I was able to see why the key frames were offset and got the SBs to no longer produce multiple keys in the timeline. I will keep everything else you mentioned in mind, I have a goal to fully understand what you're saying when I'm ready.hayasidist wrote: ↑Wed Nov 27, 2024 1:32 pm phew -- where to start....
1: the action bones are parented to the skeleton - they shouldn't be.
2: the actions contradict mainline bone motion - deleting the bone animation in the actions makes the cycle keyframes in mainline accessible --and these can be deleted.
3: the main Mentor layer start time is offset. Did you intend this to be the case? However, with the cycle keys deleted, this can be reset to start at frame 0 without worrying about where the cycle start key is. (The cycles are offset from each other by the Layer start time shift - so I'm guessing this shift was not wanted.)
4: with the Mentor layer reset, you can rebuild the smart bone rotations in the actions. You don't need to delete the target layer animation (e.g. the point animation in the vectors in the eye group ... BUT you might want to think about what I'm about to say before deciding which route to take ...). Note that Moho gets confused if you have the same smartbone angle twice in an action, so e.g. for the eyes action which starts at scowl and moves to raised, your mainline frame 0 bone position should be "scowl" and (IMO) it would make sense to have your vectors set to match that in frame 0 rather than jumping them from "neutral" to scowl at action frame 1. HOWEVER: as an option, Moho lets you have a + and - action on each SB (look at Bone / Create SB Dial) so that the SB and the brows can start at neutral and move to scowl and to raised in separate actions. And then the same for the other two actions...
With those 4 things out of the way, that should get you moving again!