Question for AS9 pro users

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Poptoogi
Posts: 289
Joined: Mon Sep 06, 2010 5:03 pm

Question for AS9 pro users

Post by Poptoogi »

This question is for anyone really but I'm hoping that Funksmaname could answer it! :) I've been looking over AS9 and from what I've seen is smart bones basically a variation of the morph dials script? It kind of looks like it but I can see that there are differences of which I can see that smart bones would come in VERY handy...(I'm starting to warm up to them...might have to upgrade after all...lol) So basically, they are actions controlled by bone movement right?? Secondly, if this is true, can you apply a smart bone to control the movement of an object in z space? I'm asking because if that is the case I've also been trying to figure out Defims 3D follow path technique and if BOTH are doable and work how I think they would!?!?!?! I'll be upgrading without a doubt because that would mean realistic 3d(ish) rotation in AS! Similar to this technique I believe! Well anyone who has thoughts please let me know!! :)


http://www.youtube.com/watch?v=Ojv3XJBr ... ure=relmfu
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funksmaname
Posts: 3174
Joined: Tue May 29, 2007 11:31 am
Location: New Zealand

Re: Question for AS9 pro users

Post by funksmaname »

Hey man,

I watched the afterFX tutorial... result looks nice but you can do it in AS MUUUUUUCH easier. In fact, I've seen this sort of z-speace splitting done in AS demo files (by DK I THINK?? moho days... it was some evil scientist vegetables or something, sorry if i got the credit wrong) but all of the Z space stuff in this tutorial is really solve a problem that no longer exists with smart bones.

Now, smart bones will not control layers but you could set up something similar with morph dials which support more channels as far as I remember (SBA's only control point animation, line width and curvature). BUT as you can see by the limitations on that AFX guys rig, if you can avoid doing it this way you should, and with SBA's you can.

The primary difference between Rudigers MDs and SBAs is the support for multi frame actions in SBAs, and it has significant implications. You can easily fake this 3D distortion effect with no hassle and far less limits using multi frame actions. You could skew the bangs to fake their going away from the viewer, it's all way easier to set up.
You could also have slight Z layer separation so you get some minor paralaxing additionally when moving cameras.

the main thing you can fake using multi frame actions is having everything distort non linearly, so rather than a direct point translation from A to B, you can take it from A to Z via B to Y (if that makes sense :P)
The final set up to get directly comparable results would take no scripting, very few layers, and a two bones to operate.

I've seen a *little* of that follow path technique, but tbh, other than being an interesting experimental curiosity, I'm not convinced it's the way forward.

Let me know if I've not answered everything/convinced you yet ;)
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