Noticed Smart Bones work on more than 360°
Posted: Thu Sep 13, 2012 5:35 pm
Hi
I was experimenting with smart bones and I noticed that Smart bones can rotate more than 360° and ASP9 Saves and uses that information.
Here is an example of what I mean. This will take you 2 minutes to do on your end
(should be quicker than downloading any ASP9 file I could upload)
Make a small Circle
Create a new bone for it (so the smart bone doesn't move it aside from the smart action)
Create a Smart Bone in the corner of the screen. (Rename it add action etc..)
Okay now on say 2 seconds in rotate the Smart Bone clockwise (or CCW) 10 full rotations.
On the same frame increase the size of the circle until it's huge.
Go back to the main timeline and Manipulate the smart bone.
Notice it takes 10 full rotations of the bone for the circle to reach it's maximum size.
I stumbled on this while experimenting with a 3D looking 2D head turn (eyes mouth nose etc..) When I turned the head to the right until he was "facing backwards" with the Smart Bone. I came back later and spun the Smart Bone the wrong way on the next Frame I:E I Kept rotating it in the same direction that previously made it face backwards (leaving me with a blank head) I realized my mistake, but instead of deleting the keyframe and starting over, I reversed the spin direction of the Smart Bone and had to spin it the same amount of times again for the face to appear again.
It seems to mean that ASP9 is watching how many rotations of the Smart bone are made, whether you intended to use it or not.
I'm sure I can find a use for this. But at any rate I thought I'd point it out.
If someone already mentioned this before, I apologize for taking up your time.
I was experimenting with smart bones and I noticed that Smart bones can rotate more than 360° and ASP9 Saves and uses that information.
Here is an example of what I mean. This will take you 2 minutes to do on your end
(should be quicker than downloading any ASP9 file I could upload)
Make a small Circle
Create a new bone for it (so the smart bone doesn't move it aside from the smart action)
Create a Smart Bone in the corner of the screen. (Rename it add action etc..)
Okay now on say 2 seconds in rotate the Smart Bone clockwise (or CCW) 10 full rotations.
On the same frame increase the size of the circle until it's huge.
Go back to the main timeline and Manipulate the smart bone.
Notice it takes 10 full rotations of the bone for the circle to reach it's maximum size.
I stumbled on this while experimenting with a 3D looking 2D head turn (eyes mouth nose etc..) When I turned the head to the right until he was "facing backwards" with the Smart Bone. I came back later and spun the Smart Bone the wrong way on the next Frame I:E I Kept rotating it in the same direction that previously made it face backwards (leaving me with a blank head) I realized my mistake, but instead of deleting the keyframe and starting over, I reversed the spin direction of the Smart Bone and had to spin it the same amount of times again for the face to appear again.
It seems to mean that ASP9 is watching how many rotations of the Smart bone are made, whether you intended to use it or not.
I'm sure I can find a use for this. But at any rate I thought I'd point it out.
If someone already mentioned this before, I apologize for taking up your time.