Bone constraints when turning rigs

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FHUGO
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Joined: Fri Nov 18, 2022 3:07 am

Bone constraints when turning rigs

Post by FHUGO »

Hi all, I'm new to Moho and I'm on 13.5 Pro.
I have a character rig which I rotate 90 degrees from side to back views. I was wondering if there was a way to change the bone constraints so that I can keep my side view constraints then have them release when turned to back view?

And can someone explain the layering effect in the attachment? I don't quite understand how some lines are arranged on a single layer. Some times they're behind a fill and sometimes they partially break through like the screenshot. Image
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synthsin75
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Re: Bone constraints when turning rigs

Post by synthsin75 »

FHUGO wrote: Fri Nov 18, 2022 8:47 pm Hi all, I'm new to Moho and I'm on 13.5 Pro.
I have a character rig which I rotate 90 degrees from side to back views. I was wondering if there was a way to change the bone constraints so that I can keep my side view constraints then have them release when turned to back view?

And can someone explain the layering effect in the attachment? I don't quite understand how some lines are arranged on a single layer. Some times they're behind a fill and sometimes they partially break through like the screenshot.
Image
If you use the direct link, the image will show on the forum.
The shapes on a single layer have a shape stack order. You can change that with the arrow keys using the select shape tool.

The is no way to change bone constraints during animation. What you can do is use a switch layer to swap between copy or reference layers during the turn, to ones that don't have the constraint. In that case, you'd probably want to reference your main bone layer in each switch, so you can control both from a single bone layer.
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Greenlaw
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Re: Bone constraints when turning rigs

Post by Greenlaw »

Without seeing how you set up your rig, I'm wondering if you can use Vitruvian Bones for that. V-Bones essentially allow you to create alternative 'sub-rigs' for your character, which can have their own unique constraints. Just a thought.

Re: the artwork, it looks to me like you have two different stroke shapes on the same path, and the shorter shape is in front of the white fill shape while the longer shape is behind. To correct this, use Select Shape to move the white shape behind the two stroke shapes (or whatever arrangement you prefer.) You can move the shapes up and down using the Up/Down Arrow keys; use Shift Arrow Up/Down to send the selection to front or back.

When working with shapes, it's important to understand that shapes are separate objects from paths/curves, and you can have multiple shapes sharing on the same paths while also using points in completely different paths at the same time. It might seem confusing if you're a new user but this is a very powerful feature in Moho. BTW, it's also possible to animate the stacking order of Shapes. You must first enable this feature in the Layer Settings to do that, but don't enable this feature unless you intend to use it.

Hope this helps.
FHUGO
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Joined: Fri Nov 18, 2022 3:07 am

Re: Bone constraints when turning rigs

Post by FHUGO »

Thanks for the quick replies. I was going to settle for separate rigs because I'm mainly using it for still frames in illustration but learning the V bones or switch layer workflow will likely be handy in future.
Greenlaw wrote: Fri Nov 18, 2022 9:06 pm BTW, it's also possible to animate the stacking order of Shapes.

That sounds perfect. I have some areas where limbs need to wrap around or cross over body parts. From my image and what you have explained I assume this stacking order can be used to pass a curve through a layer based on points?

https://i.postimg.cc/4yh9p6Z0/LINE-THROUGH-LAYER2.jpg

Overall 13.5 has been pretty intuitive to learn with plenty of good resources to work from. Just a few features which I have had trouble finding the right description to search with (hence coming to the forums).
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Greenlaw
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Re: Bone constraints when turning rigs

Post by Greenlaw »

FHUGO wrote: Sat Nov 19, 2022 1:08 am That sounds perfect. I have some areas where limbs need to wrap around or cross over body parts. From my image and what you have explained I assume this stacking order can be used to pass a curve through a layer based on points?
Yes, although for moving limbs in front of and behind the torso, I like using Animated Layer order instead because it's easier to move the layers up and down inside the Layer Window than it is to move shapes inside a single layer. To do this, you need to enable Animated Layer Order from the parent Group's Layer Settings window.

(Actually, I prefer animating layer visibility using a Smart Bone dial for making limbs appear to wrap around the torso, but the above method is easier for somebody starting out.)
FHUGO
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Re: Bone constraints when turning rigs

Post by FHUGO »

Fantastic, I'm going to have a play with those methods today then. Thanks for everyone's help!
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