Well, another problem... Now I can make smooth joints, but another problem appeared.
When the outlines are on, the "conection" with the torso, brings many problems. I figured out some solutions to this problem, but all them have problems. I searched the forum for solutions, and the only one I got was with the arms in the same layer of the torso... But i have the arms in other layers... What can I do to solve this problem?
another joint problem.
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- Posts: 40
- Joined: Thu Aug 16, 2007 3:54 am
I think I know the problem you are talking about.
I don't know if this will work for you but it's worth a shot.
Let's imagine a body with arms and a "continuous" out line that should be "connected". The trouble arises when the arms are not actually connected to the body on the same layer with the same shape. The strokes don't stay lined up. Is this one of the problems you are talking about?
What I do sometimes is to create the body/arms shape as one continuous connected shape with a "split" at the shoulder so the arms are "connected" and part of the body but the arm is a separate filled shape.
Create shapes for the body and arms separately. Duplicate this layer and delete the arm "shape" on the body layer, and the body "shape" on the arm layer.
What you have now is the exact same splines or mesh on both layers that move exactly the same way. The lines join up and move together even though they are on different layers. You will have parts of the mesh on both layers that are not filled. Those splines are only to make the mesh distort the same way.
Some tweaking may be needed if the arm changes layer order. You may need to tweak the shapes at the joints.
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Another trick would be to use layer shading instead of shape strokes. If the whole character is in a bone layer you can apply a stroke to that layer by setting the shadow or shading of the layer using no blurring and zero offset. This creates a "pseudo" stroke.
If this isn't clear I will track down some sample files.
These are not a perfect solutiond but may work in many situations. It depends on the fill and stroke styles you are trying to achieve.
-vern
I don't know if this will work for you but it's worth a shot.
Let's imagine a body with arms and a "continuous" out line that should be "connected". The trouble arises when the arms are not actually connected to the body on the same layer with the same shape. The strokes don't stay lined up. Is this one of the problems you are talking about?
What I do sometimes is to create the body/arms shape as one continuous connected shape with a "split" at the shoulder so the arms are "connected" and part of the body but the arm is a separate filled shape.
Create shapes for the body and arms separately. Duplicate this layer and delete the arm "shape" on the body layer, and the body "shape" on the arm layer.
What you have now is the exact same splines or mesh on both layers that move exactly the same way. The lines join up and move together even though they are on different layers. You will have parts of the mesh on both layers that are not filled. Those splines are only to make the mesh distort the same way.
Some tweaking may be needed if the arm changes layer order. You may need to tweak the shapes at the joints.
-------
Another trick would be to use layer shading instead of shape strokes. If the whole character is in a bone layer you can apply a stroke to that layer by setting the shadow or shading of the layer using no blurring and zero offset. This creates a "pseudo" stroke.
If this isn't clear I will track down some sample files.
These are not a perfect solutiond but may work in many situations. It depends on the fill and stroke styles you are trying to achieve.
-vern
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- Posts: 40
- Joined: Thu Aug 16, 2007 3:54 am
Yes, it is exactly this. Well. The second solution I can't use it, because i want to use the shadow in other way. The first, i think I get it. In each arm layer, the torso will be there too so it always stay lined up! Is that right? I will try this tonight, and i will post if it workedheyvern wrote:Let's imagine a body with arms and a "continuous" out line that should be "connected". The trouble arises when the arms are not actually connected to the body on the same layer with the same shape. The strokes don't stay lined up. Is this one of the problems you are talking about?

The solution of duplicate layers and delete the shapes that are not going to be shown on each layer works only for bone motion.
If there is any reason to make point motion (adjust some joint for example) you can use the GREAT embedded script made by fazek (meshinstance.lua) You can download it here. It is very easy to use and allow to have clone of vector layers that solve the point motion to the master layer and all the slave layers would follow.
-G
If there is any reason to make point motion (adjust some joint for example) you can use the GREAT embedded script made by fazek (meshinstance.lua) You can download it here. It is very easy to use and allow to have clone of vector layers that solve the point motion to the master layer and all the slave layers would follow.
-G
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- Posts: 40
- Joined: Thu Aug 16, 2007 3:54 am
Well, i don't know what I did, but here i can move points in any frame without problems, and without any scriptGenete wrote:The solution of duplicate layers and delete the shapes that are not going to be shown on each layer works only for bone motion.
If there is any reason to make point motion (adjust some joint for example) you can use the GREAT embedded script made by fazek (meshinstance.lua) You can download it here. It is very easy to use and allow to have clone of vector layers that solve the point motion to the master layer and all the slave layers would follow.
-G

Well up to a point you can move points. 
What Genete is saying is that if you have the same mesh on different layers and you move points on one of those layers, the same points will not move on the other layer.
If you have an arm layer with the same points as the body but not filled and you move points on the body the same points on the arm layer will not move. If if is not extreme motion it may not cause a problem but if it is extreme point motion the arm will start to "look different" and not line up.
-vern

What Genete is saying is that if you have the same mesh on different layers and you move points on one of those layers, the same points will not move on the other layer.
If you have an arm layer with the same points as the body but not filled and you move points on the body the same points on the arm layer will not move. If if is not extreme motion it may not cause a problem but if it is extreme point motion the arm will start to "look different" and not line up.
-vern