heyvern wrote: So... you have multiple heads of the same character with different expressions in different group layers or switch layers?
You plan to use actions correct? -vern
if there's any advice you can give me about a better way to do this, I'm all ears!
I need to make a head that can tilt a little (planning on using a bone) , & change expression, (planning on using point animation)
I'm creating the heads one at a time (the art needs to be very accurate so I'm tracing images for each expression imported from illustrator - as you know, illustrator vectors get mangled so i have to trace png's)
First, I'm tracing a 'master' neutral head on frame 0
what I have are several vector layers (one for eyes, mouth, hair, etc) which I will put into one bone layer.
to make the expressions, I'm moving the points so as to make the shapes fit the art I've previously drawn for each expression and imported as a png to trace from.
I move everything for the first expression on one frame - say 12 - so I can slide the timeline and see the morph to check it out.
it sort of worked ok on the first head I did, though I did have a couple of problems, since, to make the action, i need to slide all the keys to frame 1 to make a single frame action (single frame info was a tip from Darth Furby's vid) - and using the tip Genete pointed out about how I could copy keyframes from the main timeline and put them into an action -- which i guess is what you mean here -
heyvern wrote: If all those layers were in a group or bone layer you could create an action and apply each layers animation to this new action. Then apply the action to the group or bone layer that CONTAINS all the layers and they should all get keyed at the same time. ?-vern
.
BUT - I still need to be able to see the morph take place to check it before I reduce everything to a single frame before making the action with that procedure.
Genete gave me another tip which I couldn't get to work yet
I'll quote it to consolidate everything here
Genete wrote:Of course you can edit your action at frame 12 to see morph effect and then recover its position to frame 1. I also do following:
Create action A. Then create action B and insert (copy, not reference) action A inside action B at frame 1 when editing. Then at frame 12 (for example) I make my morph. When happy I clear the keyframes from action A and place the keyframes from B to frame 1.
-G
heyvern wrote: I wouldn't see the point of trying to combine them into one.... -vern
just to make it possible to slide and copy the keyframes all at once, for the above reason, i.e. to reduce my multi-frame layered keys to frame 1 only, in prep for making the action
- but you're making me think I'm missing something here!
Also - there's a workflow issue here I need to get right - I was hoping to create all my different facial expressions in one document (or timeline), by putting each on separate keyframes - say, happy on frame 12, sad on frame 24, etc, but since making an action copies everything on the timeline (hence the need to make frame 1 only hold data) - and it's not possible to copy only from a particlur keyframe (for all layers) - it looks like I'll have to create my expressions all in separate documents and import the actions somehow.
Is this right?
heyvern wrote: Copy and paste will keep any point motion. -vern
Thanks - useful to know
I wonder - how common is it to build heads for animation in ASPro on layers - as opposed to flat. Surely layers make moving points for animation easier, even though they obviously have drawbacks.
For Bones, I guess it makes sense to use layers since when you animate the layered art the keys just get put on one bone layer where they can be got at easily.
I really need to learn how to set up bones to do complex shape movement but I'm up against a tight deadline so I stuck with points and a just two bones for now.
Are there any good ( & simple!) AS head / figure vector models out there I could study? I downloaded the female head you so generously put here but the bone set-up is too complex for me to try and re-create for my model just now - in time I definitely plan to get to grips with it.
Still feel like I haven't totally got the 'big picture' yet with AS's bones and points interplay.
Phew! There's a lot of detail here, so if it's too much for anyone to devote time to this, don't worry - I'll plod on. I know you guys must be very busy.
Mac