Master Bone to control bone in other layer

Wondering how to accomplish a certain animation task? Ask here.

Moderators: Víctor Paredes, Belgarath, slowtiger

byanfu
Posts: 87
Joined: Mon Mar 19, 2007 9:07 pm
Location: Mesa, Arizona
Contact:

Master Bone to control bone in other layer

Post by byanfu »

I have a pair of overlapping eyes that use seperate masking groups for the pupils. Each pupils has a bone attached to it and I would like to set up a master bone that links the bones inside the masking groups. Is it possible to control bones that not in the same layer?

Below the a sample file of what I'm trying to do.
http://joellongie.com/jl_content/shared ... /eye3.anme

BTW, I currently only have Anime Studio, not pro so I can't use scripts.
Thanks
User avatar
PatrickS
Posts: 56
Joined: Wed Feb 28, 2007 9:05 pm
Contact:

Post by PatrickS »

Sorry, I can't help you with this, but it's something I'd like to know as well. Would be very helpfull.
User avatar
heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

I wrote layer scripts that does this...

http://www.lostmarble.com/forum/viewtopic.php?t=3465

It isn't "perfect" but it does the job. I've been using it quite a bit. It breaks down when you have a ton of bones. But if the file is fairly simple it works well.

-vern
byanfu
Posts: 87
Joined: Mon Mar 19, 2007 9:07 pm
Location: Mesa, Arizona
Contact:

Post by byanfu »

Thanks Vern,

I won't be able to try out the script until I upgrade to pro but hopefully soon. Thanks again.
User avatar
heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

Okay...

I think you could do what you want without needing to use that script. It's all a matter of organizing the layers and bones layers in the parent bones layer. I will see if I can slap together a sample for you from your file.

-vern
Genete
Posts: 3483
Joined: Tue Oct 17, 2006 3:27 pm
Location: España / Spain

Post by Genete »

I think you don't need to go to a master control bone for other layers script.
If you change the masking mode to "reveal all" and modify the order of the layers you an achieve the proper masking with only one bone layer.

Check out the masking setup in the sample file:

http://amanoalzada.iespana.es/Mohostuff/eye3-mod.anme
Image

By the way I understood that AS (not Pro) did not have group layers, There were many suggestions to the non Pro owners to use a bone layer instead a group layer, because in fact a bone layer is a gorup layer also. Am I wrong?

Regards
Genete
User avatar
heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

That is correct Genete.

A bone layer in AS is the same as a group layer in ASP. It seems a silly limitation when it isn't really a limitation at all.

Thanks Genete... now I don't have to fiddle with that masking thing now.

;)

-vern
byanfu
Posts: 87
Joined: Mon Mar 19, 2007 9:07 pm
Location: Mesa, Arizona
Contact:

Post by byanfu »

Great! Thanks Genete! That is exactly what I was trying to accomplish. Its nice, simple and elegant. I really appreciate it.
User avatar
Gnaws
Posts: 361
Joined: Tue Nov 07, 2006 9:31 pm
Location: Reno, NV
Contact:

Post by Gnaws »

Brilliant, Genete. Thanks for putting this together.

This combines perfect examples of eye masking and bone constraints.
Genete
Posts: 3483
Joined: Tue Oct 17, 2006 3:27 pm
Location: España / Spain

Post by Genete »

You're welcome guys!!
len
Posts: 22
Joined: Thu Jun 22, 2006 10:26 pm

Post by len »

This is a nice technique.
I've setup simpler pupil masked eyes and animated just by transforming the mask layer. Is there any reason using bones is more advantageous?
User avatar
heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

I am obsessed with bones. I use them for everything. I can barely recall the last time I actually animated by moving points... so... keep that in mind when I speak of bones.

I did this eye using bones:
http://www.lowrestv.com/moho_stuff/eye.moho

(click image for movie)
Image

In the file there is a lid control bone that moves both eyelids together and an eyeball mover that... uh... moves the eyeball.

So in my humble opinion... bones rule all baby!

-vern
human
Posts: 688
Joined: Tue Jan 02, 2007 7:53 pm

Post by human »

Hey vern,

I'm sure this is technically great, (and obviously the artwork is great) but it's missing a couple of important things that Genete is careful to handle...

[1] Your iris is translating, but not actually rotating in perspective.

[2] When the pupil swivels upward, the transparent dome of the cornea nudges the upper eyelid upward.

(Given your experience, I figure you probably are in a position to lecture me more expertly on this than I can...)

Do you plan to refine this demo to handle those aspects?
User avatar
heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

Nah,

It looks good enough to me. Have to draw the line somewhere. If I wanted that much realism I could always go back to using 3D software. I've already gone too far as it is. ;)

This was a sample of how to do eyes from another topic a while back. I believe it was a discussion of bone rigs.

I don't think anyone complains about the 3D inaccuracies on the Family Guy or the Simpsons.

And what about those anime characters with their eyebrows IN FRONT of their hair? What's that all about anyway? I know a few people with really bushy eyebrows but they don't float inches away from their faces.

And have you seen the size of some of those eyes? They're so big there would be no room for a skull in the brain! Those worries keep my up at night.

;)

Hee hee... I went off a bit there... but no. I don't plan to do anymore with that particular sample. I don't think eyeball perspective is high on my list of worries at the moment... otherwise I would just go insane. At the moment I'm trying to deal with the specular highlight on the eyes with my face rig. They look weird because they move with the eyeball...

-vern
byanfu
Posts: 87
Joined: Mon Mar 19, 2007 9:07 pm
Location: Mesa, Arizona
Contact:

Post by byanfu »

HeyVern,

Great example and thanks for sharing your set up. I like the set up, I need to experiment more with bone setups like that. Are you achieving this effect with bone constraints?
Post Reply