How to make a snake creeping
Moderators: Víctor Paredes, Belgarath, slowtiger
Instead of using a group layer I just used a single head vector layer and used "Flexi-bind layer". This causes an entire layer, not vectors, to move with bones.
For the head "disconnect", I had to make the head "seperate" from the body. It's just a circle and doesn't have any trailing body splines. I hid the edges on the inside part of the head and made those point widths very thin. It works great but I couldn't figure out any way to have a "smooth" continuous connection of the head to the body.
-vern
For the head "disconnect", I had to make the head "seperate" from the body. It's just a circle and doesn't have any trailing body splines. I hid the edges on the inside part of the head and made those point widths very thin. It works great but I couldn't figure out any way to have a "smooth" continuous connection of the head to the body.
-vern
- synthsin75
- Posts: 10253
- Joined: Mon Jan 14, 2008 11:20 pm
- Location: Oklahoma
- Contact:
Howdy , great topic guys, very tricky stuff.
I have been testing the technique as illustrated in both threads for particles.
Unfortunately with no luck as yet.
Remind me though how we should bind these layers, I am soooo doing something wrong, if I create new shapes in the example layers , I get a successful result but new layers-----nuttin'.
Particles would be perfectly suited for this, waddyareckon?
I have been testing the technique as illustrated in both threads for particles.
Unfortunately with no luck as yet.
Remind me though how we should bind these layers, I am soooo doing something wrong, if I create new shapes in the example layers , I get a successful result but new layers-----nuttin'.

Particles would be perfectly suited for this, waddyareckon?
- BunyanFilms
- Posts: 71
- Joined: Mon Aug 06, 2007 3:24 pm
- Location: Australia
- Contact:
This technique would be excellent for a waving flag, Something that I had to do a while ago but found I needed to do a lot of work to get the flag moving right. The problem using this technique would be limitation that the bone layer is stationary and the vector layer moves. It would be great to somehow have the vector layer stationary while the bones move.
- synthsin75
- Posts: 10253
- Joined: Mon Jan 14, 2008 11:20 pm
- Location: Oklahoma
- Contact:
- Víctor Paredes
- Site Admin
- Posts: 5814
- Joined: Wed Jan 26, 2005 12:18 am
- Location: Barcelona/Chile
- Contact:
synthsin75 wrote:You just have to move the bone layer in the opposite direction to negate the vector layer movement.

Just yesterday I had to animate a rhythmical mouse tail. It was a nightmare. I'll experiment when come home.
Tutorial on the Snake Crawl with Bones.
I liked the idea and did a tutorial on it.
I hope Selgin does not mind, thank you very much.
http://say-web.com/?p=698
I hope Selgin does not mind, thank you very much.
http://say-web.com/?p=698
- toonertime
- Posts: 595
- Joined: Tue Feb 27, 2007 8:34 am
- Location: ST. LOUIS
tutorial
nice tutorial! You fail to explain how you are
removing the parenting arrows from your
bones, however!
removing the parenting arrows from your
bones, however!
- toonertime
- Posts: 595
- Joined: Tue Feb 27, 2007 8:34 am
- Location: ST. LOUIS
rolling over them bones
I have been playing with this rippling over
the bones thing, and I think it is great!
I am thinking of rippling scenes underwater,
and of text doing cool things -- and really
with little effort to set up!
Thanks to you experimentors who post this
great stuff!
the bones thing, and I think it is great!
I am thinking of rippling scenes underwater,
and of text doing cool things -- and really
with little effort to set up!
Thanks to you experimentors who post this
great stuff!
Re: tutorial
I thought the image, repeated over 10 times would be clear enough. I will improve narration.toonertime wrote:nice tutorial! You fail to explain how you are
removing the parenting arrows from your
bones, however!
Thanks for the compliment.
- synthsin75
- Posts: 10253
- Joined: Mon Jan 14, 2008 11:20 pm
- Location: Oklahoma
- Contact:
- toonertime
- Posts: 595
- Joined: Tue Feb 27, 2007 8:34 am
- Location: ST. LOUIS
technical difficulties
i am misunderstanding something, of course!
I create a worm. I create a bone layer. I put worm
layer into bone layer. I create bones. I delete red
arrows. I move worm layer across bones to somewhere
down the timeline. I run the animation and the worm
layer is unaffected by the bones. whaz my prob?
I create a worm. I create a bone layer. I put worm
layer into bone layer. I create bones. I delete red
arrows. I move worm layer across bones to somewhere
down the timeline. I run the animation and the worm
layer is unaffected by the bones. whaz my prob?
First of all, you don't *need* to "delete the red arrows" -- that's just the bones parenting and while it's sometimes easier to move the bones individually you can also leave them parented and still move them (it's just that moving a parent will affect the child -- sometimes this is a Good Thing).
Second, I suspect you didn't move the bones themselves. Once you put them in position (on frame 0) you still need to make them in the shape you want (on frame 1). So -- lay them out straight but on frame 1 twist them into the path you want your object(s) to follow. Then when you animate the layer position it will indeed morph those layer objects properly.
Second, I suspect you didn't move the bones themselves. Once you put them in position (on frame 0) you still need to make them in the shape you want (on frame 1). So -- lay them out straight but on frame 1 twist them into the path you want your object(s) to follow. Then when you animate the layer position it will indeed morph those layer objects properly.
synthsin75 wrote:mrpcsol,
Very nice tutorials, and covering a nice range of topics. I'd only suggest trying to make them louder. Even with my volume all the way up, they're awful quite.
It will be fixed, and somebody told me that too.
On doing narration, premiere puts the voice on a different level then the music, looks to me.
Here they play ok, if the volume is raised.