Actions, 2d mesh and loop
Posted: Sat Apr 27, 2024 4:13 pm
Hi everyone, I'm new here on the forum and I've recently been using moho in my animations and I need some help on how to animate with actions and bones using the timeline. I'll explain.
I generally import my psd file with all the separate pngs and create the 2d mesh triangulation of each of them. Usually I don't associate them with the bones but only with this layer, so I go to the properties of an image (for example the eyelids), and check the smart warp layer box. So when I create the actions I move the points of the 2d mesh and automatically also the png associated with it. Very simple.
But now I would like to understand how to bring these actions onto the timeline.
Let's take the example of the eyelids again. I create a bone with angles 0 and -90 degrees, name it, and then click in the sections window and then actions.
For example, if I want to close the eyelids, 0 degrees is the point where they are open and -90 is the point where I close them. So when I move that bone the eyelid also moves. Open and close and then reopen them by going back.
Now it's time to put this action in the timeline.
For example, at one second the eye is open, at two seconds the eye is closed, so I put the keyframe of the bone at -90 degrees to make it close and then I reopen it by putting, for example, at three seconds the bone again at 0 degrees. Here it is still easy but the problem lies in the more complex animations.
For example, if you want to animate an arm that goes from down to top, this can always be done, but the same animation that is used to make it go up can work to make it go down, just make the action of the bones go backwards. But this way it actually feels like a reverse replay. It's not very fluid in action. So to differentiate the action I use different key frames. I use this way for all the pngs, I put the beginning of the action and the end with the same position so when I scroll the timeline it looks like a loop. But how can I make the bone actions spin 360 degrees clockwise, without them looping back otherwise it looks like the character is going backwards, but I want the bone action to continue in a loop.
So to simplify I would like to use keyframes, bone actions to animate, using the 2d mesh layer for more control. The problem is that when I insert the actions of the bones these from the point 0 degrees to -90 (both have the same keyframe to create a perfect loop) I want them to return directly to 0 degrees without going back to the recorded action otherwise the characters will it moves in reverse, but I want it to start again in a loop, and then if I want it to move faster just insert these two points closer together in the timeline. English is not my first language but I am willing to share some examples privately via email. I need someone fairly experienced in animation. Thank you
I generally import my psd file with all the separate pngs and create the 2d mesh triangulation of each of them. Usually I don't associate them with the bones but only with this layer, so I go to the properties of an image (for example the eyelids), and check the smart warp layer box. So when I create the actions I move the points of the 2d mesh and automatically also the png associated with it. Very simple.
But now I would like to understand how to bring these actions onto the timeline.
Let's take the example of the eyelids again. I create a bone with angles 0 and -90 degrees, name it, and then click in the sections window and then actions.
For example, if I want to close the eyelids, 0 degrees is the point where they are open and -90 is the point where I close them. So when I move that bone the eyelid also moves. Open and close and then reopen them by going back.
Now it's time to put this action in the timeline.
For example, at one second the eye is open, at two seconds the eye is closed, so I put the keyframe of the bone at -90 degrees to make it close and then I reopen it by putting, for example, at three seconds the bone again at 0 degrees. Here it is still easy but the problem lies in the more complex animations.
For example, if you want to animate an arm that goes from down to top, this can always be done, but the same animation that is used to make it go up can work to make it go down, just make the action of the bones go backwards. But this way it actually feels like a reverse replay. It's not very fluid in action. So to differentiate the action I use different key frames. I use this way for all the pngs, I put the beginning of the action and the end with the same position so when I scroll the timeline it looks like a loop. But how can I make the bone actions spin 360 degrees clockwise, without them looping back otherwise it looks like the character is going backwards, but I want the bone action to continue in a loop.
So to simplify I would like to use keyframes, bone actions to animate, using the 2d mesh layer for more control. The problem is that when I insert the actions of the bones these from the point 0 degrees to -90 (both have the same keyframe to create a perfect loop) I want them to return directly to 0 degrees without going back to the recorded action otherwise the characters will it moves in reverse, but I want it to start again in a loop, and then if I want it to move faster just insert these two points closer together in the timeline. English is not my first language but I am willing to share some examples privately via email. I need someone fairly experienced in animation. Thank you