Vitruvian Bones messes up masking + textures on 2nd object

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Gibble
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Vitruvian Bones messes up masking + textures on 2nd object

Post by Gibble »

Hey Gang!
I'm having a problem with two rigged Vitruvian ( 2 x left arms) in my project .

NOTES: They both use:
  • A masked texture.
  • A switch layer for the hands.
When I turn these two arms into Vitruvian arms, the second arm breaks.
Specifically, it loses:
  • The hand switch layer.
  • The textures go missing.
I've included some images below.
What’s going wrong, and how can I fix it? Let me know if you need more details.
Thanks in advance! :)

Image
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Gibble
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by Gibble »

**UPDATE** – The problem is still happening. However, after watching a @McCoy Buck video about Vitruvian bones, I learned that there are issues with how points are attached to the bone.

Here’s what I found:

1. **Bind Points** doesn’t work with Vitruvian bones (which is what I used). Instead, **FlexiBind** works, so I’ll try re-rigging using FlexiBind to see if that fixes the problem.

2. **Bind Layer** (used to attach the Hand Switch and Texture Map Layer) automatically hides any item connected to it when converted to a Vitruvian Bone. This is why those items are no longer visible.

So, I’m looking for alternative ways to bind a Bitmap Texture and Switch Layer to the rig.

But, the video didn’t explain why the Switch Selection went missing. That was attached using Bind Layer.

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Greenlaw
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by Greenlaw »

Are there two switch layers or one? Each sub-rig needs to have its own switch layer. If there is only one switch layer, then this behavior is correct because the Switch layer stays with the sub-rig it's attached to, along with any other layers bound to that sub-rig.

The way I would rig the two sub-rigs is either make a Reference of the Hand Switch layer so the Switch layers stay in sync, or make a Duplicate of the Switch layer and use a Smart Bone Action to switch them and keep them in sync. The second method takes a little more work set up and update, but it may perform more reliably and is less likely to break.
Last edited by Greenlaw on Fri Feb 28, 2025 6:58 am, edited 3 times in total.
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Greenlaw
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by Greenlaw »

As for the masking issue, I'll have to try this myself, but I would expect it to work when the masking effect is replicated for the second Vitruvian bones group.

Basically, you should think of each Vitruvian Bones group like it was a Group layer in the Layers window, and only the items contained inside that group are visible when it's selected. When you want the same items to appear in both Vitruvian Bones groups, they need to be Duplicated or Referenced.

Hope this helps.
roberto13
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by roberto13 »

i didnt find any vetruvian tutorial with attached switch layers for the hands, so i thought, its maybe not possible or not vetruvians purpose.
I found out, that the use of referenced switch layers for hands is unstable, if you change somthing like adding a new hand or so.
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Gibble
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by Gibble »

Thanks for your help, DR! To answer your questions:

Are there one or two switch layers?
Two Switch Layers. Every arm rig has it's own Switch Layer that was a duplicate of the original Hand Switch Layer. It was attached via Bind Layer.
make a Duplicate of the Switch layer and use a Smart Bone Action to switch them and keep them in sync. The second method takes a little more work set up and update, but it may perform more reliably and is less likely to break.
Smartbone Question: I don't fully understand how you're setting up the Smart Bone to keep them in sync? What exactly is the Smart Bone set up to do?

Binding Question:
I was rewatching your helpful video "Moho Basics! Learn The 5 Bone Binding Methods!" to find other ways to connect the Arms and Hands (Switch Layers). The way things are connected seems to be a problem in Moho, according to a video by McCoy Buck (mentioned above). I used Bind Points to connect the arms- but apparently that doesn't work because that gives Moho too much to process, so I need to try a different binding method. Knowing how an item is an attached can give Moho issues was why I began to think that using Bind Layer might be an issue as well- but I have no evidence of that, its just a theory right now. Have you ever experienced anything similar to this?

Last edited by Gibble on Fri Feb 28, 2025 6:17 pm, edited 2 times in total.
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Gibble
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by Gibble »

SOLUTION:(After much digging!!!)
How To Make the Missing Items Reappear.
  • 1. Select Layer - the one that isn't working. It can be a Switch Layer or a Texture Layer, it doesn't matter.
  • 2. Choose: Bone > Flexi-Bind Layer
FIXED!!!
The missing layers will show up and be attached perfectly!

Apparently, binding isn't enough. This second step needs to be added.
But the good news is that you can use any of the binding methods that you want, including Point Binding!
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Greenlaw
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by Greenlaw »

Gibble wrote: Fri Feb 28, 2025 5:08 pm Smartbone Question: I don't fully understand how you're setting up the Smart Bone to keep them in sync? What exactly is the Smart Bone set up to do?
Use the Smart Bone to operate both Switch Layers, even when only one is visible. This way, when you switch between the two switches, the drawings remain in sync. This makes it easier to animate because you're only keyframing one item, not two.*

Re: Bind Points, you can Bind Points in a Vitruvian Bones Group, but you must use it in addition to Link Bones for the layer. Using Link Bones or Bind Layer tells Moho which Vitruvian Bone Group the layer belongs to. If you don't pick one of these, the layer uses either the default Flex-bind or no binding, which doesn't tell Vitruvian Bones which group the layer belongs to.

What might be confusing is that Bind Points can work with Flexi-bind or Link Bones. But with Vitruvian Bones, you MUST use Link Bones when you also want Bind Points.

Final note: Bind Points is meaningless when you use Bind Layer because this method is meant to bind the entire layer to one bone. By design, Moho ignores any other method when using Bind Layer. This includes any child layers when you use Bind Layer on a Group layer.

Hope this helps!

*Note: If you're using Interpolate Sub-layers, this option won't work with this setup. That's one downside I'm aware of for Smart Bones. But if you're not using Interpolate Sub-layers, go for it. (I only use this option for special cases.)
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Gibble
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by Gibble »

Thank you for the added explanation, DR.
I "think" this all makes sense. But I am going to put your suggestions into action next and see if I truly understood what you said. I'll keep you posted :)
Thanks again
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Gibble
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Re: Vitruvian Bones messes up masking + textures on 2nd object

Post by Gibble »

Greenlaw wrote: Sat Mar 01, 2025 6:29 pm Smartbone Question: I don't fully understand how you're setting up the Smart Bone to keep them in sync? What exactly is the Smart Bone set up to do?
Use the Smart Bone to operate both Switch Layers, even when only one is visible. This way, when you switch between the two switches, the drawings remain in sync. This makes it easier to animate because you're only keyframing one item, not two.*

Re: Bind Points, you can Bind Points in a Vitruvian Bones Group, but you must use it in addition to Link Bones for the layer. Using Link Bones or Bind Layer tells Moho which Vitruvian Bone Group the layer belongs to. If you don't pick one of these, the layer uses either the default Flex-bind or no binding, which doesn't tell Vitruvian Bones which group the layer belongs to.

What might be confusing is that Bind Points can work with Flexi-bind or Link Bones. But with Vitruvian Bones, you MUST use Link Bones when you also want Bind Points.

Final note: Bind Points is meaningless when you use Bind Layer because this method is meant to bind the entire layer to one bone. By design, Moho ignores any other method when using Bind Layer. This includes any child layers when you use Bind Layer on a Group layer.
[/quote]

Hey DR!

I linked the layers to the bones after watching your fantastic tutorial from your . Thanks again for creating those!
See here: https://youtu.be/UMpJ6aTCvos?si=ilDNzh78VoYgzZ78&t=198

I’m still a bit confused by the comment "Use the Smart Bone to operate both Switch Layers,"
Would you be able to please explain what/how the Smart bone is to be used here? I am just unclear how mean to use it.
I still need to connect the hands that are in a Switch Layer- and what role the smartbone would play in this.
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