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Bonescaling - copy to frame 0 - a bug?

Posted: Sun Dec 13, 2009 12:54 pm
by rogermate
This seems like it might be a bug, but certainly my process could be wrong. And it is easily reproduced. We can see it if we try to copy the scaling of a bone at say frame #7 back to frame 0:
  • Create a bone at frame 0.
    Move to frame 7.
    scale the bone at frame #7.
    Copy the key at #7 back to frame 0, then delete frame #7.
The wierdness - it is as if the scaling was changed at frame 0, but you don't see it on frame 0. As soon as you move to any other frame, say frame 1, the correct scaling is evident on the bone. But at frame 0 it isn't showing this. It is as if there is a hidden frame 0 scaling that we can't delete, modify, or copy.

Now this could be related: When at frame 0 there is no LM bone scaling tool. However, if you select the Translate tool it also works as a scaling tool, and the Shift key works to restrict to scaling only.

Is this a bug with 6.1? Of course, maybe this is the wrong approach to change bone scaling and it should only be done with the Translate tool on frame 0.

Posted: Sun Dec 13, 2009 1:30 pm
by Genete
Not a bug. Same behavior in 5.6 IIRC.
-G

Posted: Tue Dec 15, 2009 8:23 am
by rogermate
Genete wrote:Not a bug. Same behavior in 5.6 IIRC.
-G
Hi Genete,
Let's say I wanted to use your awesome arm rig for a character, but want to use it for a leg. How would you recommend resizing it?

In some cases, resizing the entire rig, in other cases resizing just one bone.

Thanks for your arm rig contribution, by the way!

Posted: Tue Dec 15, 2009 1:40 pm
by Genete
your awesome arm rig
:shock: :shock:

Maybe you can refresh my poor memory? ;)

I guess that you are talking about the arm rig that heyvern did using my springy bones combination, right? Can I see the file that you want to resize?

-G

Posted: Tue Dec 15, 2009 3:44 pm
by rogermate
Genete wrote:
your awesome arm rig
:shock: :shock:

Maybe you can refresh my poor memory? ;)

I guess that you are talking about the arm rig that heyvern did using my springy bones combination, right? Can I see the file that you want to resize?

-G
Yeah, I didn't realize heyVern worked on it too.

Basically, I'm using the arm also for a leg. So in general I need to adjust the size of everything, and sometimes need to make the thigh a little longer or the shin shorter too fit the character, while everything else stays the same.

Perhaps rather than adjust at later frames and copy back to frame 0, I should do sizing only at frame 0?

Posted: Tue Dec 15, 2009 10:04 pm
by Genete
Springy bones combination needs to have a certain bone length at the frame zero to work at the stroke you want. Also the initial angle at bone zero determines the position of the mechanism in rest position. So I think that the rest position of the mechanism should be copied to the frame 0, where the knee is designed.
-G

Re: Bonescaling - copy to frame 0 - a bug?

Posted: Sun Jan 03, 2010 9:29 am
by p8guitar
rogermate wrote:This seems like it might be a bug, but certainly my process could be wrong. And it is easily reproduced. We can see it if we try to copy the scaling of a bone at say frame #7 back to frame 0:
  • Create a bone at frame 0.
    Move to frame 7.
    scale the bone at frame #7.
    Copy the key at #7 back to frame 0, then delete frame #7.
The wierdness - it is as if the scaling was changed at frame 0, but you don't see it on frame 0. As soon as you move to any other frame, say frame 1, the correct scaling is evident on the bone. But at frame 0 it isn't showing this. It is as if there is a hidden frame 0 scaling that we can't delete, modify, or copy.

Now this could be related: When at frame 0 there is no LM bone scaling tool. However, if you select the Translate tool it also works as a scaling tool, and the Shift key works to restrict to scaling only.

Is this a bug with 6.1? Of course, maybe this is the wrong approach to change bone scaling and it should only be done with the Translate tool on frame 0.
similiar problem here:
I accidently created an animation where at frame 0 bones are in the right position, at frame 1 they are moved to a wrong position. this move is not indicated in the timeline by a keyframe, so I cannot delete this wrong move! :x
Maybe this is a problem with the start frame setting in the project settings? I had set the start frame to 1, but setting it to 0 doesn't solve the problem.

Peter