The control points of the gradient should be connect to the bone

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Hugging_Bear
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Joined: Wed Feb 23, 2022 2:21 pm

The control points of the gradient should be connect to the bone

Post by Hugging_Bear »

Hi Victor,
I noticed that the gradient control points (center point + handle) aren't connected to the designated bone. This brings weird effects when one animates this bone. In other words, while the layer moves, the control points stay stationary in one place. This makes animating character models that contain gradient layers pretty much impossible. I know one can animate those control points manually, but with hundreds of gradient layers, this option isn't really practical.
Moho strength is, that is a bone based animation program! Why doesn't that apply to the gradient control points, too?
I guess, one could use this fact of disconnectedness to its own artistic merit. But for this case, one could make it an option, whether the user want to connect those control gradient control points to the bone or want to disconnect them.
The same is also true about other control points (e.g. Image Texture).
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sang820
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Re: The control points of the gradient should be connect to the bone

Post by sang820 »

:shock: Yes, I really enjoy using gradient colors and have been tormented by bone weight tearing and discarding gradient colors for many years. It seems that only by binding the entire layer to a certain bone can the problem of gradient color movement be perfectly solved. And I recently found that setting gradient colors for fused liquid graphics can cause bugs. If you haven't used liquid graphics, you can separate all gradient graphics further away at frame 0, bind them with bone weights, and then reassemble them into their full form at the first frame. Although the gradient color control stick remains in place, the gradient color will move with the weight. :shock:
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