hi.
I recently rigged a character to have the arms in front or behind the body. So I activated the layer order for the bone layer, so I was able to animate that. Now I want the layer order of each arm to be controlled by a smart bone. The actions were also prepared and worked well in action timeline, but when I want both bones to work together in animation timeline, only one works ( the first one) and causes the arm layer order change , and the other one stops working. Did I make a mistake or did I not understand the layer order well?
This problem also exist when i try do the same with vector shape animated order.
smart bone for controlling layer order
Moderators: Víctor Paredes, Belgarath, slowtiger
Re: smart bone for controlling layer order
I suppose it's not working because there's only 1 timeline slot for layer order, but you have 2 different layer order animation actions.
Try this: put all your layer order combinations into 1 action, like
- 2 arms in back
- left arm in front, right arm in back
- right arm in front, left arm in back
- 2 arms in front.
This way there's no conflict between 2 actions.
Try this: put all your layer order combinations into 1 action, like
- 2 arms in back
- left arm in front, right arm in back
- right arm in front, left arm in back
- 2 arms in front.
This way there's no conflict between 2 actions.
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Re: smart bone for controlling layer order
Thanks Tiger it really confused me . one time line per action per layer. so the layer order is something like snapshot of layers sorting. I think another way is is real depth sort. putting layer in tiny z distance but this gets somehow complicated needs a table to specify each layer distance.
Re: smart bone for controlling layer order
Actually sorting by Z depth works pretty straightforward and is easily animateable. You could test this by creating a setup of several layers within one group, all with different Z values, and then animate the Z values of one of them: it smoothly shows exactly in front or behind where it should.
You just have to decide whether you use Z layer ordering or animated layer order, as you can't have both in the same group without conflict, I believe. Just remember to check the correct option in the group layer - this layer is also the one where the animated layer keys will show up in the timeline.
You just have to decide whether you use Z layer ordering or animated layer order, as you can't have both in the same group without conflict, I believe. Just remember to check the correct option in the group layer - this layer is also the one where the animated layer keys will show up in the timeline.
AS 9.5 MacPro Quadcore 3GHz 16GB OS 10.6.8 Quicktime 7.6.6
AS 11 MacPro 12core 3GHz 32GB OS 10.11 Quicktime 10.7.3
Moho 13.5 iMac Quadcore 2,9GHz 16GB OS 10.15
Moho 14.1 Mac Mini Plus OS 13.5
AS 11 MacPro 12core 3GHz 32GB OS 10.11 Quicktime 10.7.3
Moho 13.5 iMac Quadcore 2,9GHz 16GB OS 10.15
Moho 14.1 Mac Mini Plus OS 13.5
Re: smart bone for controlling layer order
Yes this sounds good setup for the professionals. The most problematic are the forearms and hands. They should go almost between every layer.
And sorting in z position solve the problem.
And sorting in z position solve the problem.
Re: smart bone for controlling layer order
Instead of using Animated Layer Order or physically moving layers in Z-space, I prefer to duplicate or reference the layers, and control their visibility with a Smart Bone. This setup is fully compatible with Smart Bone Actions and doesn't risk the sorting conflict like Animated Layer Order can or create the slight visual offset that animating in Z-space can. Also, this setup doesn't preclude me from manually keyframing Animated Layer Order in addition to the Smart Bone-controlled visibility when I need it. So, best of both worlds.
Hope this helps.

Hope this helps.

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