Help me please, I am new here!
Moderators: Víctor Paredes, Belgarath, slowtiger
Help me please, I am new here!
I have a problem with bone parenting. I created a character and rigged it, then I saved it in png format. After I added bones on it and tried to animate there happen some mistakes with bone parenting, I also used the "bind layer" palette but it doesn't work like in the startup file.
To put all this in a nut-shell, I want to know how to parent the bones and where to use the "bind layer" palette so that my character can move like in the startup file (I just need tutorials with rigged characters, I don't use vectors^^)
Question no.2: Ok after I learn this, I need to learn how to set a bone limit, for example with the left arm, if I move it, it forms a "L" but how do I make the arm to not break to the other side?
Help will be appreciated!
To put all this in a nut-shell, I want to know how to parent the bones and where to use the "bind layer" palette so that my character can move like in the startup file (I just need tutorials with rigged characters, I don't use vectors^^)
Question no.2: Ok after I learn this, I need to learn how to set a bone limit, for example with the left arm, if I move it, it forms a "L" but how do I make the arm to not break to the other side?
Help will be appreciated!
Bone parenting is fairly simple.
If you create a bone with one already selected the new bone is a child. Move or rotate a bone and all the child move and rotate in relationship with the parent.
To reparent a bone select the Reparent bone tool:

If a bone is already selected you can reparent it by clicking on another bone. To select another bone hold the alt key with the reparent tool and click on another bone.
Rotation limits are applied using the constraints pop up. Select a bone and click the bone constraints menu at the top of the view. At the top is the Angle constraints.
-vern
If you create a bone with one already selected the new bone is a child. Move or rotate a bone and all the child move and rotate in relationship with the parent.
To reparent a bone select the Reparent bone tool:

If a bone is already selected you can reparent it by clicking on another bone. To select another bone hold the alt key with the reparent tool and click on another bone.
Rotation limits are applied using the constraints pop up. Select a bone and click the bone constraints menu at the top of the view. At the top is the Angle constraints.
-vern
Thank you very much, but I know how to reparent the bones, the problem is how to parent them so that they can move like in the startup file and also where to use bind layer and where not, cuz if i get this I will be able to animate other characters in the future, I always parent them wrong and I seem to not get that like in the startup~.
Thanks for the rotation limit, it helped a lot ^^
PS: to turn head or the whole body in different directions I am using switch layer, but it turns too fast, is there any motion blur or something that makes it look a bit more 3D?
Thanks for the rotation limit, it helped a lot ^^
PS: to turn head or the whole body in different directions I am using switch layer, but it turns too fast, is there any motion blur or something that makes it look a bit more 3D?
No, there isn't. It always turns as smooth as you are willing to create different views.is there any motion blur or something that makes it look a bit more 3D?
First you need an understanding of a whole bone rig structure. Take care you know where the root bone is, and why it is there. While creating bones, shift between tools: B for selecting another (parent) bone, A for creating a bone. Use Z to test your rig. I recommend to train this several times, just with bones, no other artwork.the problem is how to parent them so that they can move like in the startup file
This completely depends on your style of animation. If you do cutout, you will use Layer Binding almost exclusively. If you do "Full animation" or what is possible in that way in AS, you'll mostly use Flexible Binding. Region Binding is somewhere in the middle, as it treats a subgroup of points like a layer, making it rigid in itself and fixed to its bone. You will of course use Layer Binding to bind Image or Group or Bone or Switch Layers to a bone.where to use bind layer and where not
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Thanks, but I think I am gonna tell the whole story so maybe someone get my problem. I marked with "X" where I have a problem.
1. I drew a character.
2. I rigged it completely like the one in the startup file.
3. I saved it as png.
4. Imported the pieces, created a bone layer, and put all the image layers on that bone layer.
5. I created the bones like in the startup file (but didn't know how to parent them correctly to move like in the startup)X
6. I used "bind layer" for example in the arm image layer with the selected bone on the arm, the problem is that it separates the arm from the body completely, which doesn't happen in the startup character. (thats why I ask where to use the "bind layer" and where not, to make it the way like in the startup character) if I know this, I can improve later, just wanna know how it works. X
Thanks very much if anyone can help me!
1. I drew a character.
2. I rigged it completely like the one in the startup file.
3. I saved it as png.
4. Imported the pieces, created a bone layer, and put all the image layers on that bone layer.
5. I created the bones like in the startup file (but didn't know how to parent them correctly to move like in the startup)X
6. I used "bind layer" for example in the arm image layer with the selected bone on the arm, the problem is that it separates the arm from the body completely, which doesn't happen in the startup character. (thats why I ask where to use the "bind layer" and where not, to make it the way like in the startup character) if I know this, I can improve later, just wanna know how it works. X
Thanks very much if anyone can help me!
http://rapidshare.com/files/75390787/My_character.anme
Ok you will see what i mean, the head moves like in the startup file, also the arms are ok, but the other bones are a complete chaos that ruin everything. dunno if i parented them bad or I used bind layer in unnecessary locations.
(I dind't cut it good cuz it was just meant to be a test)
Ok you will see what i mean, the head moves like in the startup file, also the arms are ok, but the other bones are a complete chaos that ruin everything. dunno if i parented them bad or I used bind layer in unnecessary locations.
(I dind't cut it good cuz it was just meant to be a test)

When you use AS with bitmap images instead of vector drawings, you need to upload these files along with the .anme file. (The .anme file does not contain the images -- it just has pointers to where the image files are kept). Instead of images for arms, legs, head etc., I am just seeing the "broken link" icon. Can you put all of these together with your .anme file, zip them all together and upload them again?
You can't have everything. Where would you put it?
OK, there's some serious work to be done here.
First, it makes a difference wether you check "warp using bones" in an image layer or not. It's in the "images" tab in the layer settings. If unchecked, the whole image will move as one solid peace and can only be bound to one bone, via layer binding. This is recommended for a head (being a solid object anyway). (This is Tutorial part 4.1 in the Help.)
If that box is checked, "the nearest bone to any part of the image has the most influence", as Tutorial 4.2 states. It should be add that the image now is bound via "Flexible binding" to the bones, and that one image is influenced by several or even all bones now.
Now how do we restrict a bone's influence to only one image or to only a part of that? For this, we have to plan and think ahead.
First step is to place body parts apart, both in the placement of the bones and the placement of the images. Grab your top leg bone (the thigh) with the T tool and shift it outwards at least a leg's length. Then select your leg image layer and place it there as well (with the 1 tool). You should notice now that when testing the movement with the Z tool only the leg moves, not the rest of the body.
Repeat this for arms and the other leg. Now your character is scattered all around, but each limb should move independently without affecting the others. You could play with the Bone Strength tool (the small oval), the pink oval around a bone shows its influence (but not an exact radius).
Last step is to re-assemble your character. For this, you'll pick the Offset Bone tool (with the Return-arrow under it). If you test with Z again, you'll notice that the image moves as if it still where far outside. The position you create with that Offset tool now is the position your character will assume in frame 1.
First, it makes a difference wether you check "warp using bones" in an image layer or not. It's in the "images" tab in the layer settings. If unchecked, the whole image will move as one solid peace and can only be bound to one bone, via layer binding. This is recommended for a head (being a solid object anyway). (This is Tutorial part 4.1 in the Help.)
If that box is checked, "the nearest bone to any part of the image has the most influence", as Tutorial 4.2 states. It should be add that the image now is bound via "Flexible binding" to the bones, and that one image is influenced by several or even all bones now.
Now how do we restrict a bone's influence to only one image or to only a part of that? For this, we have to plan and think ahead.
First step is to place body parts apart, both in the placement of the bones and the placement of the images. Grab your top leg bone (the thigh) with the T tool and shift it outwards at least a leg's length. Then select your leg image layer and place it there as well (with the 1 tool). You should notice now that when testing the movement with the Z tool only the leg moves, not the rest of the body.
Repeat this for arms and the other leg. Now your character is scattered all around, but each limb should move independently without affecting the others. You could play with the Bone Strength tool (the small oval), the pink oval around a bone shows its influence (but not an exact radius).
Last step is to re-assemble your character. For this, you'll pick the Offset Bone tool (with the Return-arrow under it). If you test with Z again, you'll notice that the image moves as if it still where far outside. The position you create with that Offset tool now is the position your character will assume in frame 1.
http://rapidshare.com/files/75403015/anme.zip
Sorry I should have known that ^^ here is the link with the images in it.
@ Slowtiger, thanks a lot, hope I get that what I want cuz it really seems difficult for a newbie like me, anyway you explained it very well.
Sorry I should have known that ^^ here is the link with the images in it.
@ Slowtiger, thanks a lot, hope I get that what I want cuz it really seems difficult for a newbie like me, anyway you explained it very well.
OK. I've had a quick look at your file (even without the images), and you need to take a look at Tutorial 3.4. ("Help/Help.../Tutorials"). This will show you how to "break apart" your skeleton elements so that the different images won't interfere with each other. It's quite easy once you have got the hang of using the "Offset Bone", "Translate Bone" and "Translate Layer" tools (mostly...)
You can't have everything. Where would you put it?
Well, since I am just a noob and started using this program 3 days ago here is 1 more question...
I got it that "Flexible Binding" makes all body parts influence, but does "Region Binding" also work without vector images? Cuz I draw the images in paint, it seems much easier to me to draw with lines, since there ain't any line drawing tool in anime studio pro and using free hand drawing seems difficult to me.
I got it that "Flexible Binding" makes all body parts influence, but does "Region Binding" also work without vector images? Cuz I draw the images in paint, it seems much easier to me to draw with lines, since there ain't any line drawing tool in anime studio pro and using free hand drawing seems difficult to me.

Region binding only makes sense with a layer which can be divided into regions - and only a vector layer can.
The drawing tools certainly need some adaption from your part, but once you've got the idea they work surprisingly well. Since you seem to come from the "construction" class, as opposed to the "drawing" class, you could as well start with drawing a rectangle, then add points (A), place them (T) and change their curvature (C). This gives you lines of equal width.
The drawing tools certainly need some adaption from your part, but once you've got the idea they work surprisingly well. Since you seem to come from the "construction" class, as opposed to the "drawing" class, you could as well start with drawing a rectangle, then add points (A), place them (T) and change their curvature (C). This gives you lines of equal width.