how can I...bone pro...
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how can I...bone pro...
hey every-one:
how can I fix a bone with a picture @ frame 0 to act with each other in other frames?
how can I fix a bone with a picture @ frame 0 to act with each other in other frames?
Ah, I think I can guess what you ask for.
Objects in AS need to be created in frame 0 and will exist for the entire duration of the file. You can only switch them invisible/visible.
The connection between objects must be created in frame 0 as well. It can not be changed in other frames.
I guess that you didn't bind your object to a bone properly. Go to frame 0.
1. Put every layer that you want to control by bones into the bone layer. (It will appear as a sub-layer under the bone layer.) See tutorial 3.1 for reference.
2. If you don't use flexible binding (which is the default) you either use region binding or layer binding. Layer binding is described in tutorial 4.1. If you use this, you need to press the space bar to make the binding permanent.
3. In any case, use the Bone Manipulate Tool (Z) to test inside frame 0 wether your binding works correctly.
(Note: These tutorials badly need to be rewritten!)
Objects in AS need to be created in frame 0 and will exist for the entire duration of the file. You can only switch them invisible/visible.
The connection between objects must be created in frame 0 as well. It can not be changed in other frames.
I guess that you didn't bind your object to a bone properly. Go to frame 0.
1. Put every layer that you want to control by bones into the bone layer. (It will appear as a sub-layer under the bone layer.) See tutorial 3.1 for reference.
2. If you don't use flexible binding (which is the default) you either use region binding or layer binding. Layer binding is described in tutorial 4.1. If you use this, you need to press the space bar to make the binding permanent.
3. In any case, use the Bone Manipulate Tool (Z) to test inside frame 0 wether your binding works correctly.
(Note: These tutorials badly need to be rewritten!)
I agree with Rasheed on this one - the abbreviated English and lack of related punctuation makes this difficult to comprehend. As a result, I cannot reproduce the problem you have.
Since you are using attached images, you'll need to zip the anime file and dump it online somewhere.
I suspect you are attempting to move the image and not the bone, or that the wrong bones tool/s are being used. Bones can be a sod on occasions, especially on the binding - took me a while before I was happy with how to get the best out of it.
Folk here are glad to help out IF we understand the problem.
Since you are using attached images, you'll need to zip the anime file and dump it online somewhere.
I suspect you are attempting to move the image and not the bone, or that the wrong bones tool/s are being used. Bones can be a sod on occasions, especially on the binding - took me a while before I was happy with how to get the best out of it.
Folk here are glad to help out IF we understand the problem.
Hi mohsen123,
I think I got it.
Bones acts like a skeleton of a puppet. At frame 0 you set up your bones and your shapes of the pupet. Later at any frame you usually would move your bones only and perhaps you do some point animation but maintaining the main distance from of the shapes to the bone. The point motion of any shape that is bound to a bone is relative to the bone so if the bone translates rotates or scales all the points of the shape would follow (all the bound points). But you can make some point deformation of the shape (perhaps to figure some perspective deformation or other issues)
Look at this example:
http://es.geocities.com/carloslopezgonz ... e.anme.zip
there you can find a shape with an cycle point animation and how the animation of the bones makes it to follow.
Remember, point animation is always relative to bones coordinate system if the shape is bound to the bone(s). ONLY if the point is unbound (or bound to none bone) its point animation is relative to the global coordinate system.
For more information I recommend to read this:
http://www.lostmarble.com/moho/manual/bone_layers.html
and this:
http://www.lostmarble.com/moho/manual/t ... index.html
Cheers.
-G
I think I got it.
Bones acts like a skeleton of a puppet. At frame 0 you set up your bones and your shapes of the pupet. Later at any frame you usually would move your bones only and perhaps you do some point animation but maintaining the main distance from of the shapes to the bone. The point motion of any shape that is bound to a bone is relative to the bone so if the bone translates rotates or scales all the points of the shape would follow (all the bound points). But you can make some point deformation of the shape (perhaps to figure some perspective deformation or other issues)
Look at this example:
http://es.geocities.com/carloslopezgonz ... e.anme.zip
there you can find a shape with an cycle point animation and how the animation of the bones makes it to follow.
Remember, point animation is always relative to bones coordinate system if the shape is bound to the bone(s). ONLY if the point is unbound (or bound to none bone) its point animation is relative to the global coordinate system.
For more information I recommend to read this:
http://www.lostmarble.com/moho/manual/bone_layers.html
and this:
http://www.lostmarble.com/moho/manual/t ... index.html
Cheers.
-G