Switch layer point position and smart bones AS11 (caching?)
Posted: Sun Jun 07, 2015 7:08 pm
I'm trying to see if this is a bug or some non-obvious interaction and if anyone else has seen this. It looks like a caching bug.
Problem:
Points in switch layers seem to be cached to the opposite smart bone action.
Steps to reproduce:
- create switch layers for mouth positions
- create a head turn smart bone with separate actions for positive and negative movement
- adjust the mouth position for the action of the positive turn
- adjust the mouth position for the action of the negative turn
- go back and view the action of the positive turn
- result: the mouth positions look like the correct ones for the negative turns
- Note: this does not occur for every single mouth switch layer, not sure why
Notice:
- click on the last frame of the positive turn
- result: mouth positions pop to the appropriate positions for the positive turn
When I move out of editing the smart bone actions it seems to be working ok, but it is very disconcerting to spend a ton of time setting up a smart bone action for all the switch layers and then have it look like it's been altered. The concern is not just an appearance issue that's easily resolved, but rather, it's unclear whether or not things are broken. ie there's a nagging fear that things will break badly all of the sudden.
Since things seem to resolve ok if I've clicked in the action editor this seems like a minor, though highly visible, issue. I'm not sure if I did anything to cause this. I haven't noticed this in earlier versions, though I've seen something close and maybe related. I have seen that if I reparent a smart bone it will require that I re-adjust the bone in the actions editor. This smart bone is parented to another bone, but I did that before creating the actions.
Has anyone else seen this or know why it's happening? Thanks.
Problem:
Points in switch layers seem to be cached to the opposite smart bone action.
Steps to reproduce:
- create switch layers for mouth positions
- create a head turn smart bone with separate actions for positive and negative movement
- adjust the mouth position for the action of the positive turn
- adjust the mouth position for the action of the negative turn
- go back and view the action of the positive turn
- result: the mouth positions look like the correct ones for the negative turns
- Note: this does not occur for every single mouth switch layer, not sure why
Notice:
- click on the last frame of the positive turn
- result: mouth positions pop to the appropriate positions for the positive turn
When I move out of editing the smart bone actions it seems to be working ok, but it is very disconcerting to spend a ton of time setting up a smart bone action for all the switch layers and then have it look like it's been altered. The concern is not just an appearance issue that's easily resolved, but rather, it's unclear whether or not things are broken. ie there's a nagging fear that things will break badly all of the sudden.
Since things seem to resolve ok if I've clicked in the action editor this seems like a minor, though highly visible, issue. I'm not sure if I did anything to cause this. I haven't noticed this in earlier versions, though I've seen something close and maybe related. I have seen that if I reparent a smart bone it will require that I re-adjust the bone in the actions editor. This smart bone is parented to another bone, but I did that before creating the actions.
Has anyone else seen this or know why it's happening? Thanks.