Thank you all for your answers!!
MrMiracle77 wrote: ↑Tue Nov 15, 2022 7:19 pm
Victor had a thread the other day that might be applicable to your dilemma:
https://www.lostmarble.com/forum/viewtopic.php?t=35405
This uses two bones and allows the layer to tilt on two different axis. One tilt bone is parented to another. So Bone A produces effect A. Bone B produces effect B, but because Bone A is the child of B, it doesn't move when B moves.
I should ask how you're performing your squash/stretch? My favorite method is to hold shift and re-size the layer from an edge (not a corner). Holding shift causes Moho to retain the 'mass' of the layer. The center point of the squash/stretch is based on the designated center of the layer (little red +). So if you're using that method, you may want two bone layers, each with a different center point and smartbones.
Bone Layer 1 - (with high center and upper squash smart bone)
|- Bone Layer 2 - (with low center and lower squash smart bone
Since Layer 2 is only one layer below Layer 1, you can create a smart bone in layer 1 that controls the smartbone in layer 2, and have all your controls on the same layer.
Yes, what I was thinking so far is to create two bone layers with two different bones, one starting on the top, and one starting on the bottom. With these bones I change the scale with the "Squash and Stretch scaling" checked on the Bone Constraints options and ready, I have Squash and Stretch

. The only problem was that I was not able to control all the bones from the same layer, and that was disturbing me ^^U. But with this method I thin I could do it very well!! Thank you!
slowtiger wrote: ↑Tue Nov 15, 2022 7:29 pm
Stuff like this I do with the help of nested group/bone layers. Squash'n'stretch can be done without bones, I just have to place the origin correctly. So it's one origin on one layer and a different one on the other, this way they can be used separately.
I also thought to do this, but I supposed that with Bones and the option on Bone Constraints checked could be more easy.
SimplSam wrote: ↑Wed Nov 16, 2022 12:16 am
It may depend on what's in the Group. You could use:
- Overlapping opposing Flexi-bound 'stretch' bones (single bone layer) - simply relying on Bone strengths to do the work
- Layer-bound Bone Group inside a Layer-bound Bone Group - each with its own 'stretch' bone
- Or using smartbones to manipulate a Group within a Group layer (with Origins set) - simulating Squash & Stretch
- Or using smartbones to manipulate a Mesh - simulating Squash & Stretch
...
The Group Layer is containing a face with eyes, mouth and some letters. It's a logo. So, I think the best way is the second option, because the bones have to move everithing inside the folder at the same time, right?
Well. I think I have now a lot of possibilities and new ways to think and do when similar situations will arise.
Thank you very much to all!!
