seeing points while rigging
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seeing points while rigging
When I pass from a normal layer to the bone layer, I stop seeing its points. This makes it difficult to place the bones exactly where I want to, for example at crucial intersections (like an elbow, in cases where an arm is on one layer). Is it possible to continue seeing the points on a layer while rigging?
- hayasidist
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Re: seeing points while rigging
in the vector layer - right click; quick settings; make sure the "paths" box is checked.
to default this, edit / preferences / layers-objects : check the "show paths for new layers" box
to default this, edit / preferences / layers-objects : check the "show paths for new layers" box
Re: seeing points while rigging
Ah, perfect! Thanks!hayasidist wrote: ↑Sun Jun 23, 2024 4:19 pm in the vector layer - right click; quick settings; make sure the "paths" box is checked.
to default this, edit / preferences / layers-objects : check the "show paths for new layers" box
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Re: seeing points while rigging
Is there a script that could toggle this for all layers at one time?hayasidist wrote: ↑Sun Jun 23, 2024 4:19 pm in the vector layer - right click; quick settings; make sure the "paths" box is checked.
to default this, edit / preferences / layers-objects : check the "show paths for new layers" box
Re: seeing points while rigging
I place joint targets in my rig so I know where to connect the bones. Like so...


The joint target is just an unfilled circle, and I Alt-scale down a copy of the circle to make the center point. To make the target art look cleaner, I change the center point from Stroke-only to Fill-only. The crosshairs are normally unnecessary and can be left out. (I don't remember why I added crosshairs in this example. I guess it looks cool.)
With a copy of the joint target positioned and scaled in place, I have a guide for accurately positioning the base or point of a bone. Using a guide like this allows the joint to bend in a visually pleasing way.
The joint targets are kept in a non-rendering Guides group, which contains other visual guide layers, like the centerline for the character. When I finish rigging, I hide or delete the Guides group. (I typically delete it in the final Master version of the project.)
This workflow has worked well for me for many productions over the years, and it doesn't require changing display preview settings.
I hope this info helps.


The joint target is just an unfilled circle, and I Alt-scale down a copy of the circle to make the center point. To make the target art look cleaner, I change the center point from Stroke-only to Fill-only. The crosshairs are normally unnecessary and can be left out. (I don't remember why I added crosshairs in this example. I guess it looks cool.)
With a copy of the joint target positioned and scaled in place, I have a guide for accurately positioning the base or point of a bone. Using a guide like this allows the joint to bend in a visually pleasing way.
The joint targets are kept in a non-rendering Guides group, which contains other visual guide layers, like the centerline for the character. When I finish rigging, I hide or delete the Guides group. (I typically delete it in the final Master version of the project.)
This workflow has worked well for me for many productions over the years, and it doesn't require changing display preview settings.
I hope this info helps.
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Re: seeing points while rigging
Additional tip: If the character is layered bitmap art, I'll make my joint targets in a separate layer in the paint program. After importing the layered PSD to Moho, I'll move the bitmap version of the joint targets layer to the Guides group. This makes it easy to set all the guides as non-renderable or hidden.
For me, it's easier to make the joint targets and other guides inside the program where I'm drawing the character art. So, when drawing the character in Moho, I create the guide artwork in Moho; when it's another program, I create the guide artwork there.
For me, it's easier to make the joint targets and other guides inside the program where I'm drawing the character art. So, when drawing the character in Moho, I create the guide artwork in Moho; when it's another program, I create the guide artwork there.
Last edited by Greenlaw on Mon Jun 24, 2024 2:27 pm, edited 1 time in total.
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- synthsin75
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Re: seeing points while rigging
You can change this for all selected layers at the same time.BigBoiiiJones wrote: ↑Sun Jun 23, 2024 5:59 pm Is there a script that could toggle this for all layers at one time?
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Re: seeing points while rigging
There is also the: SZ Mark Points tool script that creates a visual reference overlay to point locations.
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Re: seeing points while rigging
Nice solution, thanks. Having a set of guides one can turn on and off like in your workflow is probably better than seeing paths all the time.Greenlaw wrote: ↑Sun Jun 23, 2024 8:53 pm I place joint targets in my rig so I know where to connect the bones. Like so...
The joint target is just an unfilled circle, and I Alt-scale down a copy of the circle to make the center point. To make the target art look cleaner, I change the center point from Stroke-only to Fill-only. The crosshairs are normally unnecessary and can be left out. (I don't remember why I added crosshairs in this example. I guess it looks cool.)
With a copy of the joint target positioned and scaled in place, I have a guide for accurately positioning the base or point of a bone. Using a guide like this allows the joint to bend in a visually pleasing way.
The joint targets are kept in a non-rendering Guides group, which contains other visual guide layers, like the centerline for the character. When I finish rigging, I hide or delete the Guides group. (I typically delete it in the final Master version of the project.)
This workflow has worked well for me for many productions over the years, and it doesn't require changing display preview settings.
I hope this info helps.