Page 1 of 1
help - 2 problems- urgent
Posted: Fri Jul 29, 2005 1:25 pm
by kingace
Hi, i have 2 problems.
1: Lets say I want a character to start rotating at frame 20 and end at frame 30. I rotate him at frame 30 but he starts rotating at frame 1. How can I make it so the guy starts animation not at frame 0? I tried putting a keyframe in but that doesn't work. In other words, I want him to start rotating at frame 20 and stop at 30, instead of starting at 0.
2: I have a character with each body part in layers, and i used split curve so it has alot of points. When I add the bones, it seems as though, for example if I put a bone first in the torso, it controls everything. But when I put the second bone in the arm, it controls all the bones I make after that one. I don't want moving the arm to move the rest of the body. I think it has something to do with the order I put the bones in.
Please Help!
TIA
-King Ace
Posted: Fri Jul 29, 2005 1:38 pm
by CrAzY Dan
Question 1:
I think you need to look on the timeline for the rotate layer line and put a key-frame on that line instead of the top line.
Hope this solves it
Dan

Posted: Fri Jul 29, 2005 1:43 pm
by kingace
Thanks for the first reply. That should help. Next, please.

Posted: Fri Jul 29, 2005 4:05 pm
by cribble
Tunr down the bone stength. Use the tool that looks line a bone within a circle to adjust this. If not change the bones parent, the tool that looks a "-" with 2 circles hanging off it (next to bones strength tool).
Posted: Fri Jul 29, 2005 6:34 pm
by Lost Marble
1. It kind of depends on how you rotated your character. (The basic idea here is correct, but the specific tools and animation channels to use may be different if you rotated in a different way.)
In between two keyframes, the position (or rotation) of an object in Moho is a combination of those two keyframes. In your example, at frame 20 the rotation will be a combination of the rotation at frame 0 and the rotation at frame 30. If you want no rotation between frames 0 and 20, you need to add a keyframe at frame 20 that is the same as that at frame 0.
To do this, go to frame 20, activate the Rotate Layer tool, and click Reset in the tool options area at the top of the main window.
Or, go to frame 20, click on the Layer Z Rotation keyframe at frame 0 in the timeline (it will become highlighted red), click the Copy button in the timeline, and click the Paste button in the timeline.
Now, between frames 0 and 20 the rotation is a combination of those two keyframes. But since they have the same rotation values, the rotation angle will remain constant during that period.
2. When a bone is moved or rotated, all "children" of that bone will move or rotate with it. For example, your forearm is a child of your upper arm - when you rotate your upper arm your forearm moevs too. But when you move your forearm, your upper arm isn't forced to move.
It sounds like the parent/child relationship is not set up right in your character. Activate the Reparent Bone tool (it is supposed to look like a short length of chain). Arrows will appear pointing from each bone to its parent. With this tool active, hold down the Alt key when you click on a bone to select it. Then, without holding down the Alt key, click on the bone that you want to be the parent. Keep doing this until the arrow arrangement looks correct.
In Tutorial 3.4 you can see a picture of a correct parent/child setup. Yours probably won't look exactly the same, but this should give you an idea.
Posted: Fri Jul 29, 2005 7:15 pm
by red hamster
I was stuck in the same errors , actually it is very easy but I was lazy and did not ready the manual ,in the right manner.
After one hour of experiment, I was able to rotate in any point and all the thing with the bones.
Posted: Sat Jul 30, 2005 4:15 pm
by kingace
red hamster wrote:I was stuck in the same errors , actually it is very easy but I was lazy and did not ready the manual ,in the right manner.
After one hour of experiment, I was able to rotate in any point and all the thing with the bones.
Precisely my error, and I am now having alot of success. In fact, I have actually created a character, layed out the bones, and everything!
Cool!
Now I've got to figure out sound o_O. I'm going to try to use lypsyncing, but I'll use SwishMax so i can put multiple sound files in.
o_O