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bone/layer binding

Posted: Fri Apr 13, 2007 11:51 pm
by Gnaws
I'm trying to parent a few bone layers to a master bone set. I've given each of the master bones an unique name. But when setting up bone constraints for the child bones, I don't see these master bones name's listed.

I've tried using the bind layer tool with no luck.

My three Master Bones are on their own layer. The child bones are nested beneath which I assume is correct because if they're not you don't see the Bind Layer tool.

In this example, I'm trying to parent the bone on the "Head" layer to the "Head" bone on the "master" layer.

Image

Posted: Sat Apr 14, 2007 1:36 am
by heyvern
Sorry dude!

You can't use constraints for bones on different layers. Bone constraints only work for bones that are all on the same layer.

If you just want "100%" control of those bone layers use the layer binding tool:

Select the layer you want to bind. Using the bind layer tool click on the bone you want to bind to. That should be it. I don't know why it wouldn't work.

Try releasing the layer and doing it again. Sometimes it gets... "stuck".

If you need to use less than 100% control (like a constraint with a value less than 1) That is one of the reasons I wrote that bone master/slave script:

viewtopic.php?t=3465

Of course to use constraints with these scripts you may need to create "extra" bones in the master layer.

-vern

Posted: Sat Apr 14, 2007 3:06 am
by Gnaws
Thanks Vern, I'll give this a play tomorrow.

For some reason I thought you or Genete had discussed using a proxy rig somewhere back. I searched but couldn't find it. :oops:

I'll keep noodling.

@Vern - I kinda figured you might pipe in being The Bone Daddy and all. Thanks again for your thoughts. :wink:

Posted: Sat Apr 14, 2007 4:57 am
by heyvern
Yes a proxy rig...

That might have been me possibly. For a while there I was using my bone master/slave scripts to create a bone control layer out side of the whole character rig.

This was a bone layer that was a duplicate of the actual bone layer that controlled the mesh layers.

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Or it might be in reference to external controls for the spine of a character in the same bone layer. Basically using constraints I could bend and turn a character without touching the bones over the actual body. Those controls would be off to the side. Very similar to my face rig. Control bones not on the the character so you can see them better. This is still working in the same bone layer. I use that "hide controlled bones" feature so I don't have to see all the bones in the skeleton.

This second idea could also be used with th bone master scripts, but I have kind of moved away from that idea. With a lot of bones those scripts just completely break down. It works with a "normal" amount of bones though. ;)

-vern