kristenanne77 wrote:That helps a little. Thanks.
If I have a png image of a person and import it, how can i make the legs ,arms,etc move independently if i add bones?
K
There are many ways to 'chop up' a bitmap character, and some techniques will look more seamless than others.
I typically split apart the body this way:
1. Head
2. torso (usually includes neck but not always)
3. Arms
4. Hands
5. Legs
6. Feet (sometimes combined with legs but not always)
I split out the hands and feet because I usually want them to be in their own switch layers. The hand switch for different finger poses, and the feet switch for side rotations and/or bottom/top poses. You bind the image layers to specific bones in the skeleton, normally using the Use Selected Bones for Flexi-Binding command.
That's for a very generalized setup and it's probably all you need when starting out.
An actual production setup can vary greatly from the above, depending on the design of the character, it's proportions, whether it's bare skinned, furry, wearing clothes, has a tail, or any combination of features. Each limb may even have many subgroups depending on how you intend to animate them. The head group, for example may have several groups for the eyes and mouth, maybe even for noses and eyebrows.
Even the arms or legs might be broken down depending on proportions or clothing. For example, I like to use Smooth Joint for the arms whenever I can because it usually deforms nicely and allows me to use a single shape. But Smooth Joint doesn't work so well if the arms are very thick or has a irregular shape--in this situations, I often wind up chopping the arm further into upper and lower pieces. For really broad chested characters, the shoulders may become yet another piece.
How you break the character down may also depends on how you want to set up turning poses, which can be as simple as using a Switch to swap between basic front and side view rigs, or a very complex single-rig setup that transition to different views using animated layers and masks, actions and smart bones. (At work, I recently had to setup a character rig that needed to turn 720 degrees, or 360 in either direction from the front view, and the bitmaps had to be broken into 55 separate bitmaps, not included additional dozens of 'bitmap style' vector elements. That was definitely the most challenging rig I've had to create to date, and thankfully a very unusual circumstance.)
But you can worry about all that later...for now, just learn the basics and improve your future setups as your skill grows.
