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How to limit the type of key frames a bone can set?

Posted: Thu Oct 05, 2023 4:58 pm
by peng
Can i limit a bone to only set rotation key frames?

Re: How to limit the type of key frames a bone can set?

Posted: Thu Oct 05, 2023 6:32 pm
by Greenlaw
Moho keyframes the channels that change as you animate them. So, if you animate only rotation in a bone, either directly or by using IK, only the rotation channel will get keyframes.

If other channels are getting keyframed, make sure Auto-Freeze Keys is disabled. Auto-Freeze will automatically keyframe all of the bone channels, even when you change only one.

Re: How to limit the type of key frames a bone can set?

Posted: Thu Oct 05, 2023 7:01 pm
by SimplSam
You can lock the Position and Scale of a bone - with a little cheat.

You can add a 'ghost bone', and set the Position and Scale of your Rotate-Only Bone to be controlled by the 'ghost bone'.

Strictly speaking, this will still create keyframes - if you try to alter the position or scale of the Rotate-Only Bone, but those keyframes will have no effect.

Re: How to limit the type of key frames a bone can set?

Posted: Thu Oct 05, 2023 7:20 pm
by Greenlaw
SimplSam wrote: Thu Oct 05, 2023 7:01 pm You can add a 'ghost bone', and set the Position and Scale of your Rotate-Only Bone to be controlled by the 'ghost bone'.
Clever! Will bookmark that in my head for when I need it. :D

Re: How to limit the type of key frames a bone can set?

Posted: Sun Oct 08, 2023 2:03 pm
by peng
wow the ghost bone idea is great! however i still hope someone could create a script for this cause it will save a lot of unnecessary kf being set by accident. thank you guys :)

Re: How to limit the type of key frames a bone can set?

Posted: Fri Oct 13, 2023 12:21 pm
by slashdotaccount
Moho automatically keys the channels that change during the animation process. If you want to limit a bone to setting only rotation keyframes, ensure that the Auto-Freeze Keys option is disabled. This will prevent the automatic keyframing of channels other than rotation when you animate the bone directly or through IK.