striker2311 wrote: ↑Fri Jun 18, 2021 7:30 am
So i think i can go with Lukas script for time being...
That will work fine right?
It depends on what you're trying to do. Lukas' script uses the Y-position of the item to determine its depth. It's a fairly specific use and if that's what you need, then it can be very useful. (See his demonstrations in the thread linked above.)
If it's for something really simple though, like making a dog run circles around a tree (i.e., back to front to back...), then manually keyframing Layer Order is probably all you need.
What I'm describing with the visibility SBD is for arbitrarily shifting and wrapping a limb around a character, i.e., having it appear to move from behind the torso to in front of the torso, or wrapping around the torso (i.e., existing in back and front). This is an advanced technique but can be worth the effort for characters that will be re-used in many scenes because the keyframes are a lot easier to track and edit compared with manually keyframing Layer Order animation.
I'll put together a demo video/project to show exactly what I mean, and if I have time, I’ll also show why this is preferable to using Animated Layer Order inside an SBD.
The thing is that i have 4gb ram i3 computer so if i go for making refrence layers and use their visibility for later ordering them it might make my rig file big and will make computer slow for animating.
TBH, I don't think creating duplicate/reference layers and groups adds much extra processing to a character. Moho is usually pretty good about performance. Granted, I'm using a decently capable computer now, but I made
Scareplane on a tiny-screen i5 notebook computer with 4GB of RAM, which had multiple characters and a ton of layers (for example, all the seats in the 727 were separately rigged layers.) This was quite a while ago (2014) but I don't recall having any performance issues with Moho (then called Anime Studio) on that notebook.
If your rigs are performing slowly, try disabling or enabling GPU acceleration. Depending on the type of artwork you're using and the features you’ve applied, having this on or off can make a big difference.
Some types of graphics that can bog down rig performance is unnecessarily high-res images or textures, inefficiently designed or overly dense Smart Warp meshes, or vector art with excessive and unnecessary points. If the layers are appropriately optimized, they should deform easily and responsively with bones.
If rig performance is VERY slow, make sure the project isn’t bogged down by unintended negative keyframes. Use Synthsin75’s
Delete Negative Keyframe tool to check and fix any possible problems.
Finally, there are many options for improving rig performance by optimizing the display settings. It’s not important to see
everything in the workspace with every display option enabled all the time. Hide layers (click the eyeball icon in the Layers window) for layers you don’t need to see until you’re ready to render the project. (For example., environment layers, characters and props you’re not currently animating, etc.) You can also hide/disable certain display properties like textures, antialiasing. Disabling unneeded options can improve speed and have no affect on final render quality. (FYI, I almost always disable display anti-aliasing, and sometimes I’ll disable textures. Most of the time, I don't
need to do this, but every little bit helps when I'm working in very complicated projects so optimizing is a good habit to get into.)
Hope these tips are helpful.