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Image texture selective warping

Posted: Mon Apr 21, 2008 8:32 am
by DK
I have a character setup with boned body arms etc all on seperated layers. I need the characters sleeve fill to warp as the arm moves across the body but the arm bones are affecting the main shirt image texture as the arm moves across the main body. Is there a way to seperate the textures from warping?

EDIT UPDATE: - problem solved!

Cheers
D.K

Posted: Tue Apr 22, 2008 2:00 pm
by Y2Jussi
Hi,

I noticed the same thing and haven't solved it yet. Can you share the solution? I would appreciate it.

Posted: Tue Apr 22, 2008 2:37 pm
by DK
No probs......just create your objects,(boned and arms legs), well apart at frame zero....then (using bone translate tool) assemble your character at frame 1, as per the standard character/bone construction technique...this way the bones do not effect textures they are not meant to....
My mistake is....i tend to make my characters all as one object and bone them up at frame 1 rwady to go.... Creating a character that consists of arms and legs that are spaced so far apart at frame 1 is a little unnatural to me....but i guess you just have to do it the way AS likes it to avoid these problems.


Cheers
D.K

Posted: Tue Apr 22, 2008 3:58 pm
by Y2Jussi
Thanks! That seems to be the way to go. I was actually about to try that method but something else came in to my mind, I guess. I used point binding technique in this case. So it was a bit odd, when a bone that had zero influence on a certain shape, was still warping a texture of the shape. I just have to blow apart my character (at frame 0), as harsh as it sounds 8)

Posted: Tue Apr 22, 2008 4:43 pm
by Rasheed
This is because if you set the Bone layer to region binding, the image texture is still using a (sort of a) flexible binding, which has a much further reach than region binding. By putting more space between the parts reduces the influence to almost zero.

To know what exactly happens, we would have to know how Anime Studio works internally. But probably all image textures are put on the same large, merged bitmap, which is warped. If your bones overlap each other during bone manipulations, the bone warping on the large, merged bitmap also overlaps, unless you use bone offset.

DK draw it together

Posted: Sat Apr 26, 2008 11:44 pm
by montblankdesign
Draw your character together in multiple layers. I work on top of an image layer pencil sketch. Then when you are ready to rig, select the elements and move them away from each other to then allow you space for bones. Then put the character back together with bone translate at frame 0. It can be somewhat frustrating to look at frame 0 with everything blown apart.