Control Action cycle with smart bone?

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kakubei
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Control Action cycle with smart bone?

Post by kakubei »

Hello, I've got an Action that is not tied to any bones because it's a cycle of my character's mouth talking (cycling through images).

I'd like to have a smart bone to add that cycle behaviour to the timeline, simply to make it easier to see where this cycle occurs, along with all the bone animations.

I realise this might not be possible. Just wondering if there is a good strategy for this.

Alternatively I could always tick on the Show in Timeline column for the Mouth Switch layer.

I suppose this would be the best way to do it, just wondering if people have other methods.

Thanks.
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slowtiger
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Re: Control Action cycle with smart bone?

Post by slowtiger »

In one project I had a smart bone controlling the switch layer for the mouth shapes, easy to see where this bone had keys.
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kakubei
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Re: Control Action cycle with smart bone?

Post by kakubei »

slowtiger wrote: Mon Nov 17, 2025 4:43 am In one project I had a smart bone controlling the switch layer for the mouth shapes, easy to see where this bone had keys.
Could you let me know how you did that? In my case I have a cycle that is inside an Action so I simply Insert the Action where I want it but I don't think that can be controlled with a smart bone.
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slowtiger
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Re: Control Action cycle with smart bone?

Post by slowtiger »

I created the switch keys inside an action - no cycle. Now the smart bone position determines which switch key is shown.

Additional hint: a sequence I found helpful for lipsync starts with the most open position - A - and goes over E, I to M (closed) in the middle of the action, then to O, U. Finally F/W. This way you can cover many words with just 2 keys instead of syncing every phoneme.
AS 9.5 MacPro Quadcore 3GHz 16GB OS 10.6.8 Quicktime 7.6.6
AS 11 MacPro 12core 3GHz 32GB OS 10.11 Quicktime 10.7.3
Moho 13.5 iMac Quadcore 2,9GHz 16GB OS 10.15
Moho 14.1 Mac Mini M2 Pro OS 13.7.6
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