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Layers

Posted: Mon Jun 11, 2007 10:30 pm
by tomfommber
I have some questions about layers now.

Layer Scaling and Rotation. Because I am lazy I scale and rotate layers instead of points. Is there any detriment to doing this that I may suffer at some point down the road?

The Grid. Now that I have rotated and scaled my layers is there any way to reset the grid to the true horizon?

Multiple Layers and Points. Do the number of layers and or points effect render time?

Thanks in advance! :D

Posted: Mon Jun 11, 2007 11:20 pm
by slowtiger
Layer Scaling and Rotation
If the resulting movement is what you want, stick with it. I even recommend to create a movement with a layer operation first, and only if this fails, use bones, and only if that's not enough, use point movement.
Do the number of layers and or points effect render time?
Of course. But you'll notice this only with files of a certain size. Something like 50 layers with 100 points each is no problem (on my machine).

Posted: Mon Jun 11, 2007 11:45 pm
by heyvern
If you use layer rotation and later decide to use bones the layer rotation will effect bone influence... you would have to "start over" and redo the animation.

You could put the layers to be rotated (layer rotation only) inside a bone layer, create one bone for each layer to be rotated. Bind the layer to the bone.

Now you can rotate the bone instead of the layer.

This won't handle layer scaling since bones only scale in one direction so you would still have to scale the layer and now those keys would be on different layers... pain in the arse.

If what you are doing now works for you then just keep doing it till you run into a situation where it DOESN'T work than change your technique.

I often use layer rotation and scaling when I'm in a hurry for a short scene that doesn't need more. Binding a layer to a bone is handy though when the layer is "just right" but you need to animate the translation in the bone layer or need a layer to be "attached" to a bone. It is difficult to get the layers and bone motion lined up.

As far as too many points... this will only be a problem if you plan to use bones. Having a lot of points with bones can make it hard to get smooth motion, like rotation.

-vern