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Smart Bone Not Working On Timeline
Posted: Fri Jul 11, 2014 3:00 am
by Yosemite Sam
Hey guys,
I try not to bother with questions, but I've ran into an issue that I can't resolve.
I have a female character rig, I created a 'head turn' smart bone for her. But when I go to apply it on the time line, the head moves a fraction of what I created.
I've run into this issue before and can't remember how I resolved it, but any help would be appreciated!
Vern, where are ya
https://www.dropbox.com/s/k27t042l1odfj ... Front.anme? lol.
Re: Smart Bone Not Working On Timeline
Posted: Fri Jul 11, 2014 5:12 am
by Víctor Paredes
Go to the HT action, select the HT bone and, in frame 48, reset its rotation. Now rotate it to the right angle.
Go back to the mainline. Your problem is solved

Re: Smart Bone Not Working On Timeline
Posted: Fri Jul 11, 2014 5:16 am
by Yosemite Sam
selgin wrote:Go to the HT action, select the HT bone and, in frame 48, reset its rotation. Now rotate it to the right angle.
Go back to the mainline. Your problem is solved

Hah! That worked. Guess it must be an AS quirk. Thanks Victor, you're the best!
Re: Smart Bone Not Working On Timeline
Posted: Fri Jul 11, 2014 5:22 am
by Víctor Paredes
You are welcome, I'm glad to help
Now, why that is happening.
There's some kind of "bug" with angle constraints. Even when you have constraints, bones can get "illegal" angles by different ways:
- Re-parenting it
- Modifying the angle in the graph
- Applying the constraints after the animation was created
Maybe there are more, that are all I can think now.
The problem with your rig was that in HT action the bone were trying to rotate beyond its limit. So, the rotation actually "finished" in frame 15 instead of 48, because the bone couldn't go beyond the limit, even if he "thinks" he stills rotating.
So, basically, you had a 15 frames smart bone instead of a 48 frames one.
Re: Smart Bone Not Working On Timeline
Posted: Fri Jul 11, 2014 5:36 am
by Yosemite Sam
selgin wrote:You are welcome, I'm glad to help
Now, why that is happening.
There's some kind of "bug" with angle constraints. Even when you have constraints, bones can get "illegal" angles by different ways:
- Re-parenting it
- Modifying the angle in the graph
- Applying the constraints after the animation was created
Maybe there are more, that are all I can think now.
The problem with your rig was that in HT action the bone were trying to rotate beyond its limit. So, the rotation actually "finished" in frame 15 instead of 48, because the bone couldn't go beyond the limit, even if he "thinks" he stills rotating.
So, basically, you had a 15 frames smart bone instead of a 48 frames one.
Gotcha. All great information! Yeah I'm not sure how it happened, but I'm pretty sure I did some reparenting, etc. Now I know the next time this happens. Thanks!