Connect masked pupil with a bone in an upper layer

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Gaston
Posts: 83
Joined: Tue Jan 03, 2017 2:24 am

Connect masked pupil with a bone in an upper layer

Post by Gaston »

Hello!
I have a pupil in one eye (masked in a group).
I want to control it through a bone from the character, but I can't select the pupil to connect it to the bone. I can select the group, but I can't edit the pupil.
Any tips?
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Hoptoad
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Re: Connect masked pupil with a bone in an upper layer

Post by Hoptoad »

Gaston wrote: Mon Apr 29, 2024 9:22 am Hello!
I have a pupil in one eye (masked in a group).
I want to control it through a bone from the character, but I can't select the pupil to connect it to the bone. I can select the group, but I can't edit the pupil.
Any tips?
In a group with masking, I generally put the pupil in its own layer. It's easy to select the shape that way. So maybe move the pupil to its own layer using copy/paste selected points.
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Greenlaw
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Re: Connect masked pupil with a bone in an upper layer

Post by Greenlaw »

Without seeing any files or images, this is just a guess, but is the Group using Bind Layer? Bind Layer prevents the child layers from being affected by other bones.

If you need a child layer to use another bone, you should bind each of the contents individually, not as a group.

For example, if a Group called Eye contains artwork layers called Eyeball, Eyelids, and Pupil, then don't bind the Eye Group. Instead, you might use Bind Layer for the layers Eyeball and Eyelids and bind them to an Eye Bone, and then use Bind Layer to bind the Pupil layer to a Pupil bone that's parented to the Eye bone.

So...

Bones
-Head Bone
-- Eye Bone
--- Pupil Bone

Layers (under Bones layer)
- Eye Group (no binding)
-- Eyeball (bound to Eye Bone)
-- Eyeball Mask (bound to Eye Bone)
-- Eyelids (bound to Eye Bone)
-- Pupil (bound to Pupil Bone)
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Gaston
Posts: 83
Joined: Tue Jan 03, 2017 2:24 am

Re: Connect masked pupil with a bone in an upper layer

Post by Gaston »

Hi Greenlaw, thank you so much for your tips.

After a long time I've a question of these point again:
My character has ears and braids. And when I turn the head, I want the ears and braids to be behind and in front of my head.

The layers are:

Charactergroup (with Bones for the hole figure, included a bone for the head rotation)
- braid R
- head
- braid L
- arm R
- arm L
- leg R
- leg L
- body
- neck
-braid L

Head layers (bone layer):
- ear R
- face masked layer --mouse --eye brow R --eye brow L --eye R --eye L --face(masked)
- nose
- head
- ear L

Eye layer for example site R:
eye R (bone layer) to move the pupil
- eye (masked layer) --eye (form masked) --pupil

At the moment, the bone for head rotation is located in the main character group.
I positioned it there so that I could also control the layer change for the ears and braids. Is that even correct?
Because the elements in the face can no longer be controlled with it, even though the action bone works
correctly and animates all elements in the face.
Just not as a bone in the entire character. What's going wrong?
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