
Hi everyone.
For years, I’ve been experimenting with and refining a method for creating "fake 3D" characters.
I’ve tried to simplify my ideas as much as possible and feel I’ve reached the limit of what I can devise.
My entire system relies on target bones for the joints to animate the characters, combined with a mechanism to move these targets within a simulated 3D environment.
It works well for individual limbs, but when I try to create a "Smart Bone" to control all limbs simultaneously, to rotate the entire body, Moho causes an offset in the targets that previously worked fine on their own.
I believe I’ve tried everything that makes sense to me, which is why I’m reaching out to see if you have any other ideas for a workaround.
In a worst-case scenario, I can do without a master Smart Bone and simply animate the arms, legs, and torso simultaneously to achieve the body rotation.
If no solution comes to mind, I at least hope my file helps the developers fix this bug that has been frustrating me for so many years.
Explanation of how my setup works:
At the bottom of the leg (see attached file), I placed a large horizontal bone (Leg Rotation) and attached three bones to it named "Switcher" (Knee, Heel, and Foot).
In the bone constraint settings, these three Switcher bones must rotate in the opposite direction of the "Leg Rotation" bone to keep them upright (enable "Independent Angle" or set the Switchers' rotation to -100 relative to the "Leg Rotation" bone).
I created a 360-degree "Leg Rotation" smart bone, when it reached 180° (midway through the animation), I compressed all the Switchers into the negative range (from 100% down to -100%) and then returned the compression to its starting point at the smart bone's final frame.
Next, I attached three "pin bones" (CTRL) to serve as controls for each of the leg's joints (Knee CTRL linked to Knee Switcher...).
After that, I set up bone constraints so that the Switchers move based on their corresponding pin bones, specifically, 50% on the X-axis and 0% on the Y-axis (Knee Switcher at 50% of Knee CTRL...).
At this stage, when you move the CTRL pin bones and use the Leg Rotation smart bone, the pin bones will move in an elliptical path with a sense of perspective, simulating a 3D effect.
I leave it to you to examine the rest of the setup, experts in the field should find it easy to understand.
The file: https://www.casimages.com/fi/2609170246 ... 9.zip.html