Hi Forum,
I've made a headturn-action (24 frames). It looks great. The bone is on the left and the head too.
But in the mainline the eyes and the hair doesn't work. The rest (head, nose, ears, mouth) is ok.
The most common cause is that you have interfering bone influence...likely either a bone in an intervening layer or the layer being layer bound to a bone.
Thanks for the answer. It brings me in the right direction.
And yes, I've bound the head group to the head bone. That was the problem.
The head group is under the bone layer of the whole character.
So what should I do?
Not sure this helps but I normally bind each of the face bits to a single 'face' bone parented to the 'head' bone. This includes any bones involved with independently animating the face, like 'pupil' bones. The single face bone can be used to move all the face parts together, relative the rest of the head, inside the Head Turn Action. For me, this is much simpler than animating every face part separately in the action.
Greenlaw wrote:Not sure this helps but I normally bind each of the face bits to a single 'face' bone parented to the 'head' bone. This includes any bones involved with independently animating the face, like 'pupil' bones. The single face bone can be used to move all the face parts together, relative the rest of the head, inside the Head Turn Action. For me, this is much simpler than animating every face part separately in the action.
Gaston wrote:Thanks for the answer. It brings me in the right direction.
And yes, I've bound the head group to the head bone. That was the problem.
The head group is under the bone layer of the whole character.
So what should I do?
Only layer bind the sublayers you want to use smart bones to control. Unbind all other groups, switch, and bone layer containing those sublayers.