Transitioning from behind to in front
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Transitioning from behind to in front
I hesitate to ask this because I'm sure it's probably been asked before, but my searches yielded no results...
Say there a character standing, facing the camera. As she's talking, she's moving her arms and sometimes they'll be behind her, other times in front... How is this accomplished...
Plus at some point, I want her finger to enter her nose as well... I know, sounds gross, but there's a reason for it...
Say there a character standing, facing the camera. As she's talking, she's moving her arms and sometimes they'll be behind her, other times in front... How is this accomplished...
Plus at some point, I want her finger to enter her nose as well... I know, sounds gross, but there's a reason for it...
- Nolan Scott
- Posts: 396
- Joined: Fri Oct 22, 2004 2:14 am
- Location: Auckland, New Zealand
- Contact:
I assume each arm would have to have it's own bone setup? I also assume I can copy the position data from one arm to the other so that they appear in the exact same spot and position when I flip the visibility properties?
I haven't actually tried to do any of this yet, but was hoping to get a mental gameplan of how to proceed... So far I need to create a character with four arms... heh heh heh... Like Shiva...
I haven't actually tried to do any of this yet, but was hoping to get a mental gameplan of how to proceed... So far I need to create a character with four arms... heh heh heh... Like Shiva...
Yes you would need to have a bone set up for the "extra" arms.
Check out these scripts that I created just for this purpose...
http://www.lostmarble.com/forum/viewtopic.php?t=3465
At the bottom of the first post are links to the scripts and a sample file to see how it works.
I use these all the time for my own projects. It isn't a perfect solution... but it works pretty good.
One of the drawbacks is that the master bone layer has to be under any controlled layers... so I put an "empty" bone layer (no vectors layers... just the bones) at the bottom of the layer palette for all animation. This way the body bones can be controlled and STILL be on TOP of the extra arm layer.
-vern
Check out these scripts that I created just for this purpose...
http://www.lostmarble.com/forum/viewtopic.php?t=3465
At the bottom of the first post are links to the scripts and a sample file to see how it works.
I use these all the time for my own projects. It isn't a perfect solution... but it works pretty good.
One of the drawbacks is that the master bone layer has to be under any controlled layers... so I put an "empty" bone layer (no vectors layers... just the bones) at the bottom of the layer palette for all animation. This way the body bones can be controlled and STILL be on TOP of the extra arm layer.
-vern
- Nolan Scott
- Posts: 396
- Joined: Fri Oct 22, 2004 2:14 am
- Location: Auckland, New Zealand
- Contact:
As long as you work in the same body-bone-hierarchy I presume there is
no need for an extra bone set-up for your arm.
In the Layers select your arm and click the “Duplicate Layer” button.
Move this layer in your body-hierarchy either in front or behind your body.
This will create one arm in front and one arm behind your body all controlled
by the same bones. Just switch the visibility.
Cheers
Nolan
no need for an extra bone set-up for your arm.
In the Layers select your arm and click the “Duplicate Layer” button.
Move this layer in your body-hierarchy either in front or behind your body.
This will create one arm in front and one arm behind your body all controlled
by the same bones. Just switch the visibility.
Cheers
Nolan
Thanx, I guess I'll just have to attempt it then... A quick question tho, please excuse my ignorance... but the statement
Thanx... to Noaln and Vern both...
What do you mean by this? Since it's a single character, it would always be within the same body-bone hierarchy, right? As I said, I guess I'll just have to give it a whirl, and see what happens...As long as you work in the same body-bone-hierarchy
Thanx... to Noaln and Vern both...
- Nolan Scott
- Posts: 396
- Joined: Fri Oct 22, 2004 2:14 am
- Location: Auckland, New Zealand
- Contact:
If you like, please have a look at my file “Walk in the Park”
you can download here:
http://www.lostmarble.com/forum/viewtopic.php?t=902
In the “Foreground” Folder open the “Animator” Folder.
Here I have created a second bone-hierarchy in the “Head” Folder.
If you would duplicate a layer here and drag it into the animator-hierarchy
something very unusual might happen.
This is what I meant with the same “body-bone-hierarchy”,
or in this case “Animator-” and “Head-Hierarchy”.
Cheers
Nolan
you can download here:
http://www.lostmarble.com/forum/viewtopic.php?t=902
In the “Foreground” Folder open the “Animator” Folder.
Here I have created a second bone-hierarchy in the “Head” Folder.
If you would duplicate a layer here and drag it into the animator-hierarchy
something very unusual might happen.
This is what I meant with the same “body-bone-hierarchy”,
or in this case “Animator-” and “Head-Hierarchy”.
Cheers
Nolan
Ok, I looked at your Walk in the Park file, and there's a whole lot going on in there... Perhaps a bit too much for me to really decipher what's going on in the context of my original question... Thanx tho.
I'm trying to do a test, but I'm not exactly sure how to set up my hierarchy. I have two arms, 1 is a duplicate layer, so the bones appear to control both of them as expected. I created a new vector layer with a rectangle to simulate the characters body. If I drag it into the skeleton layer, when I move the arm bones, the rectangle is affected, even though the bone regions do not cover any points from the rectangle.
If I leave it out of the skeleton layer, then neither of my arms go behind or in front of the rectangle, depending on where the rectangle layer sits (above or below my skeleton layer).
Could somebody take a look and give me some suggestions? I really appreciate your time and patience... I hate being a pest, but learning from you guys is my goal...
http://www.wizaerd.com/hold/MyBoneTest.moho
I'm trying to do a test, but I'm not exactly sure how to set up my hierarchy. I have two arms, 1 is a duplicate layer, so the bones appear to control both of them as expected. I created a new vector layer with a rectangle to simulate the characters body. If I drag it into the skeleton layer, when I move the arm bones, the rectangle is affected, even though the bone regions do not cover any points from the rectangle.
If I leave it out of the skeleton layer, then neither of my arms go behind or in front of the rectangle, depending on where the rectangle layer sits (above or below my skeleton layer).
Could somebody take a look and give me some suggestions? I really appreciate your time and patience... I hate being a pest, but learning from you guys is my goal...
http://www.wizaerd.com/hold/MyBoneTest.moho
- Nolan Scott
- Posts: 396
- Joined: Fri Oct 22, 2004 2:14 am
- Location: Auckland, New Zealand
- Contact:
1. Drag your Body Proxy into your bone layer.
2.Select the Body Proxy in your viewport (all four points).
go to Bone/Release Points.
(you might have fixed these points to your bone)
3.Drag your FrontRArm above the Body Proxy.
4.Go to Animation/Clear Animation From Document.
(just to have a clean project)
5.Create your animation and use visibility for switch-over.
Cheers
Nolan
2.Select the Body Proxy in your viewport (all four points).
go to Bone/Release Points.
(you might have fixed these points to your bone)
3.Drag your FrontRArm above the Body Proxy.
4.Go to Animation/Clear Animation From Document.
(just to have a clean project)
5.Create your animation and use visibility for switch-over.
Cheers
Nolan
Last edited by Nolan Scott on Mon Aug 28, 2006 10:32 pm, edited 1 time in total.