Point motion by actions under bone rig.

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Genete
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Point motion by actions under bone rig.

Post by Genete »

Yeeeeaaaaahhhhhhhh!!!!!!!!!!
From the begining I did not used actions for point motion because they give a ABSOLUTE record of the point motion. But if you record a point movement action for points that are under a bone influence the point movement is RELATIVE to the bone (s) coordinate system!!!!!!!!!!!!!!!!!! It is like if the points moves inside a "deformed" 2D space.
Now I can use actions for adjust a group of points for different forms that will follow the bone movement and/or distorsion!!!!


Wooooaaaaaaaooooooowwww!!!!!!!

It is wonderful!!!!!!!!

Perhaps you know this from the begining but I have realized it now!!!! Who want switch layers now for interoplate vector layers??????? Do it with actions and you can do it with any point keyframe interpolation!!!!!!!

AS is a gold mine!!! You only have to dig!!!!

Best
Genete
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heyvern
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Post by heyvern »

Glad you are so happy.

Yes, this is a very powerful feature. It allows for a lot of interesting things.

I use this a lot.

I have been using that little trick with portions of my face rig. I need to "offset" a few points on frame 1 that are influenced by a specific bone in another location.

I save the frame 1 point motion as an action so I don't have to apply it over and over again.

-vern
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Gnaws
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Post by Gnaws »

heyvern wrote:I save the frame 1 point motion as an action so....
Can you expound upon this, Vern?

:oops:
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heyvern
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Post by heyvern »

Okay here goes...

My character has a beard and mustache. The beard is "thick" so the outside corners of it are far away from the mouth corner bones. I wanted those outer beard points to be moved by the bones at the corners of the mouth. They are close enough to that area that using the same bones would be good enough. However the points weren't close enough to those bones to be controlled by them.

Only 2 points are involved. The inner points of the beard/mustache are close enough to the mouth bones that there was no problem and worked fine. The points on the OUTSIDE of the beard and mustache are much further away and were getting influenced by the wrong bones in that area.

I could have added more bones, or used point binding. I didn't want more bones and point binding was not good because there was some overlapping bone influence that I needed. There are many bones in the mouth that control the shape of the mouth. I needed the beard to be influenced properly by those bones. Everything worked fine except for those two outer corners of the beard. They were just in an awkward spot.

On frame 0 I moved those points of the beard right on top of the mouth corner bones. In the same spot as the mouth corners.

On frame 1 I moved those points back to their original correct position. I created an action for that simple point motion.

Now those points around the corners of the mouth form the beard/mustache and move with the bones of the mouth corners correctly even though they aren't anywhere near those bones. Because they are "offset" they aren't influenced at all by the bones in the spot where they were moved to on frame 1. They always move with the bones of the mouth by their location on frame 0.

By using an action for the point motion I can apply it if for example, I clear the animation from the document or need to "start from scratch" after experimenting.

Actually, Genete's discovery is normal for ANY point motion of a mesh that is controlled by bones. Point motion is always "added" to the bone motion. It isn't necessarily specific to actions.

-vern
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heyvern
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Post by heyvern »

Uh...

Maybe all you needed to know was how to create an action from the point motion on frame 1?

On frame 1, create a new action. Right click on the "Mainline" in the action palette and select "insert copy". This applies any point motion from the mainline to the new action.

I learned this trick from someone else on the forum.

-vern
Genete
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Location: España / Spain

Post by Genete »

heyvern wrote:I learned this trick from someone else on the forum.-vern
Hehe, I have to refresh your memory heyvern... :wink:
(click on the smile)
Genete
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