make a layer bind
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LM, this sort of problem is why I suggested adding animated shape orders as a channel available in Moho by default.
Imagine where the Body and arms are all connected shapes, and the tabla are a seperate shapes in that layer. You could then have the character tap the tabla, change the shape order then have tha tabla lifted up.
I don't use layers for this kind of thing because I like to have the arm shapes actually connected at the elbow (I'll show you this, and why, at some point).
Imagine where the Body and arms are all connected shapes, and the tabla are a seperate shapes in that layer. You could then have the character tap the tabla, change the shape order then have tha tabla lifted up.
I don't use layers for this kind of thing because I like to have the arm shapes actually connected at the elbow (I'll show you this, and why, at some point).
Animating shape orders would be nice.
Mel, I think the best way to do this would be to have 2 copies of the arm layer. One in front of the tabla's (in the layer order), the other one behind. If they are duplicates, they will move the same way with the skeleton. Then, when you want the arms to go behind the drum, you make the lower layer visible. When in front, make the higher arm layer visible. Not too hard.
Mel, I think the best way to do this would be to have 2 copies of the arm layer. One in front of the tabla's (in the layer order), the other one behind. If they are duplicates, they will move the same way with the skeleton. Then, when you want the arms to go behind the drum, you make the lower layer visible. When in front, make the higher arm layer visible. Not too hard.
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hey melanie,
when u set up your skeleton on image 0,
you should put you should separate your character pieces in space.
That way each bone doesn't interact with his neighbourghs.
If you need to, just assign a bone to the tabla and parent it to the parent bone. That bone will prevent other bones to influence his motion..
See the tut. 3.4 for more info : Character setup.
It's very important to do it that way so you choose the influences of bones on each others...
PS: si tu veux je te la refais en français???
when u set up your skeleton on image 0,
you should put you should separate your character pieces in space.
That way each bone doesn't interact with his neighbourghs.
If you need to, just assign a bone to the tabla and parent it to the parent bone. That bone will prevent other bones to influence his motion..
See the tut. 3.4 for more info : Character setup.
It's very important to do it that way so you choose the influences of bones on each others...
PS: si tu veux je te la refais en français???
I downloaded your moho file where the guy has a problem with the arm and from what I can see is the the left arm and the right arm have very different shapes/constructions.
The character´s left arm (an his left side) has an extra lump of drawing that goes off at an angle behind the character (hidden from view - only seen by looking at the original file).
This is what is causing the distortion problem in the bone movement.
I reboned your character without changing your original drawing.
First, I split all the pieces apart and moved them away from each other - not on top of each other. Then added bones.
Then I repositioned everything back in place with the "Offset Bone" tool.
I did not change your drawing but had to have 4 bones in the left arm (3 in the right) to compensate for this extra bit of drawing behind the character.
Iin future characters I would suggest drawing one arm, copy it and flip it over for the second arm, so that they are the same. (Same with legs if they are to be animated.)
Here your the file I did a quick rebone of (note also animated it a bit to test it). Compare it with yours. It needs some tweaking, but now even the hands and feet can move a bit.
http://toontoonz.com/rebonearm.moho
The character´s left arm (an his left side) has an extra lump of drawing that goes off at an angle behind the character (hidden from view - only seen by looking at the original file).

I reboned your character without changing your original drawing.
First, I split all the pieces apart and moved them away from each other - not on top of each other. Then added bones.
Then I repositioned everything back in place with the "Offset Bone" tool.
I did not change your drawing but had to have 4 bones in the left arm (3 in the right) to compensate for this extra bit of drawing behind the character.
Iin future characters I would suggest drawing one arm, copy it and flip it over for the second arm, so that they are the same. (Same with legs if they are to be animated.)
Here your the file I did a quick rebone of (note also animated it a bit to test it). Compare it with yours. It needs some tweaking, but now even the hands and feet can move a bit.
http://toontoonz.com/rebonearm.moho
hei ! c bon comme ca j improve mon englishjanimatic wrote:hey melanie,
when u set up your skeleton on image 0,
you should put you should separate your character pieces in space.
That way each bone doesn't interact with his neighbourghs.
If you need to, just assign a bone to the tabla and parent it to the parent bone. That bone will prevent other bones to influence his motion..
See the tut. 3.4 for more info : Character setup.
It's very important to do it that way so you choose the influences of bones on each others...
PS: si tu veux je te la refais en français???

but that was a quite simple solution .. instead i have chosen this one: i have moved out the body from the bone layer ,slided it behind the other layers and make the shape fit to the movement

to be concret: first plan ,the bone layer, 2nd, the drum, 3rd, the body itself !
and here is the result :


and for those who prefer swf
http://melanie.ferber.free.fr/troglo%20 ... assois.swf
Last edited by mel on Fri Apr 01, 2005 5:17 pm, edited 3 times in total.
***mel***
hi! a long time... 
i want to integrate my characters into a Director anim' ,
when i export into SWF i dont keep the shadow effect , so i try to export into a group of .PNG images to recompile it in Image Ready in order to keep the shadow effect ... this tip works but at the end , the swf recompiled through image ready seems to move, or vibrate as if the layers had moved when recompiled..
so is there an other way to keep the shadows effect througn Moho as swf ?

i want to integrate my characters into a Director anim' ,
when i export into SWF i dont keep the shadow effect , so i try to export into a group of .PNG images to recompile it in Image Ready in order to keep the shadow effect ... this tip works but at the end , the swf recompiled through image ready seems to move, or vibrate as if the layers had moved when recompiled..
so is there an other way to keep the shadows effect througn Moho as swf ?
***mel***
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hii
i have still not understood that problem ..
i cant move my bones correctly , look!

ive checked the bones, made them over the layer, activated the region binding button, but i always have that kind of problem on any image i create .. and as i dont want to sk you the same question untill i die, i d like to understand once for all !! dramatic...
ive read your advices again but nothing seems to fit ...
so again, what could it be?
thannksss (the last time for that problem, i sware..swear ? souare .. ?? you got it!)

i have still not understood that problem ..
i cant move my bones correctly , look!


ive checked the bones, made them over the layer, activated the region binding button, but i always have that kind of problem on any image i create .. and as i dont want to sk you the same question untill i die, i d like to understand once for all !! dramatic...

ive read your advices again but nothing seems to fit ...
so again, what could it be?
thannksss (the last time for that problem, i sware..swear ? souare .. ?? you got it!)
***mel***
hey mel!
for me it still looks like you are putting the bones too near from each other, instead of constructing each piece separately and then using the bone offset feature to put them back together.
At least the result would be the same if you did this mistke.
Of course i am just guessing cause one can't tell without the moho file...
for me it still looks like you are putting the bones too near from each other, instead of constructing each piece separately and then using the bone offset feature to put them back together.
At least the result would be the same if you did this mistke.
Of course i am just guessing cause one can't tell without the moho file...
oh!
and when using region binding, everythink should be covered by some bone!
You can even add multiple childs to bone parents just to control the shape of binding. example : there should be a bone over the top part of the leg
PS : Wow ! Your name sounds like an animation package programming language !
If i remember well last time you had a parenting problem did you check it?
and when using region binding, everythink should be covered by some bone!
You can even add multiple childs to bone parents just to control the shape of binding. example : there should be a bone over the top part of the leg
PS : Wow ! Your name sounds like an animation package programming language !
If i remember well last time you had a parenting problem did you check it?