Re: Separate, multi-bone arm layer, parented...
Posted: Mon Apr 10, 2017 4:08 pm
To me, it still sounds like the layer with the unwanted animation is being affected by the default global Flexi-binding and not explicit Flexi-binding.
Just wondering: If you're using a mesh layer for the body layers, is that mesh layer bound to only the body bones with Use Only Selected Bones For Flexi-Binding? If you're using the mesh to deform those bitmap art layers, then it's the mesh layer needs to be bound to bones, not the bitmap art layers. And if there is more than one body bitmap art layer, make sure they're all using the same mesh layer. (Assuming, of course, that you want them all to share the same deformation.) If some of the layers are using the mesh and some are not, or some are using different meshes, you'll probably get variances in the deformations. That's normal and expected, If there are multiple body bitmaps involved, you want to be sure they're all being deformed the same way.
Side note: If you're binding the body bitmaps and the mesh to the same bones with Use Selected, I think Moho ignores the bones deformation for the bitmaps and defaults to the mesh deformation. Normally, I don't also bind the bitmaps when I"m using a mesh, so I'm not 100% sure about that--but if I'm wrong, I guess it's possible you're getting multiple deformations. But I don't think that's what's happeneing, and it would probably be very obvious if that was the case.
I'm just mentioning this to illustrate that if the binding isn't correct, the deformations might not be coming from where you think.
There's only other thing I can think of besides the above: since you are using a mesh, could the mesh be getting point animation from an unintended keyframe in Smart Bone Action?
FWIW, when I get stuck on something like that, I usually select the 'problem' layers and use Reset All Rigging for just those layers. That returns only the selected layers to their original state, and then apply the binding I want. I typically do this after I've been experimenting a lot with different binding methods and I need reset to be sure I'm using only the methods I want to be in affect. I find it's usually faster to reset the selected layers than to try to specifically remove each unwanted thing I might've done to them.
Just wondering: If you're using a mesh layer for the body layers, is that mesh layer bound to only the body bones with Use Only Selected Bones For Flexi-Binding? If you're using the mesh to deform those bitmap art layers, then it's the mesh layer needs to be bound to bones, not the bitmap art layers. And if there is more than one body bitmap art layer, make sure they're all using the same mesh layer. (Assuming, of course, that you want them all to share the same deformation.) If some of the layers are using the mesh and some are not, or some are using different meshes, you'll probably get variances in the deformations. That's normal and expected, If there are multiple body bitmaps involved, you want to be sure they're all being deformed the same way.
Side note: If you're binding the body bitmaps and the mesh to the same bones with Use Selected, I think Moho ignores the bones deformation for the bitmaps and defaults to the mesh deformation. Normally, I don't also bind the bitmaps when I"m using a mesh, so I'm not 100% sure about that--but if I'm wrong, I guess it's possible you're getting multiple deformations. But I don't think that's what's happeneing, and it would probably be very obvious if that was the case.
I'm just mentioning this to illustrate that if the binding isn't correct, the deformations might not be coming from where you think.
There's only other thing I can think of besides the above: since you are using a mesh, could the mesh be getting point animation from an unintended keyframe in Smart Bone Action?
FWIW, when I get stuck on something like that, I usually select the 'problem' layers and use Reset All Rigging for just those layers. That returns only the selected layers to their original state, and then apply the binding I want. I typically do this after I've been experimenting a lot with different binding methods and I need reset to be sure I'm using only the methods I want to be in affect. I find it's usually faster to reset the selected layers than to try to specifically remove each unwanted thing I might've done to them.