Possible: kind of "Masterbone" controls bones in character?
Posted: Thu Jan 16, 2014 5:33 pm
Hi.
Maybe it's a litte difficult to describe ...
Example: a character with different views - profile right, side right, frontal, side left, profile left - all realised in a switchlayer.
Each view has two or three views of the head (switchlayer).
Each head has a mouth which is animated by a dial-bone. Turning the bone produces different mouths.
A dialog is animated with one of these dial-bones. Then I copy this bone and replace all the other dial-bones with this animated one. Result: all the mouths of the different views are doing the same mouth movement.
It works, but it would be great to have one master-bone in the parent layer which acts as a dial for all the mouths.
Got it?
Possible?
Thanks in advance.
Maybe it's a litte difficult to describe ...
Example: a character with different views - profile right, side right, frontal, side left, profile left - all realised in a switchlayer.
Each view has two or three views of the head (switchlayer).
Each head has a mouth which is animated by a dial-bone. Turning the bone produces different mouths.
A dialog is animated with one of these dial-bones. Then I copy this bone and replace all the other dial-bones with this animated one. Result: all the mouths of the different views are doing the same mouth movement.
It works, but it would be great to have one master-bone in the parent layer which acts as a dial for all the mouths.
Got it?
Possible?
Thanks in advance.