D.K
EDIT:
Note, I have used a bit of point tweeking in places and also manually moved the nose as a layer and tweeked the points at the side of the head to show/hide the jawline. It is much easier this way than to try and create a magic model that does eveything for you with bones. Just use the base model to create all your poses and then save them as actions for your character.
I am having trouble understanding how this nose layer works. I can't seem to tweek it after I move the head around. How can I find out what the bone Hierarchy is? Which Bone does which?
Here is the nose file by it's self which should show how it works a little clearer. It has it's own little bone rig. You can rotate the nose by using the scale bone tool on the main nose bone, (bone 1). You also have to move the nose layer horizontally to compensate for perspective. After this is done there is no need to adjust any bones, just copy and paste the keyframes to the timeline.
I'm having issues with both the Nose and the Lion.
In the nose drawing - I realize that the tip is "above" everything else. Does the placement of the "1" bone over the "Root" also make this "come forward" off the flat surface?
The reason that I'm asking is that I am experimenting with many different shapes and trying to come up with an ideal for any scene.
So for example -if I wanted the camera to pan across someones face (human) like in a movie - then I would custom design the face and then figure out the best (optimum) placement of the bone grid.
So for example -in order to get the feel of this method I just created a simple cone shape
Then I twisted it to see what it looks like from the side
The rear layer is concave.
I guess my basic question is will this work for all shapes? If I wanted to pan over my hand drawn Eiffel Tower -with an infinite amount of tweeking -would this methodology still be valid?
Does the placement of the "1" bone over the "Root" also make this "come forward" off the flat surface?
No nothing is being brought forward. The front part of the nose has two layers. The bottom part of the nose has outlines, then there is a second shape above that acts as a masking layer. This layer is almost exactly the same size as the bottom layer but without any linework. As the nose is rotated the lines at the side are covered by the masking layer.
I'm not sure about the LION. I think that was someone elses file from memory.
Ideally I would parent the top section edge points to bones that would drag the circle shape into an elipse shape as the shape rotates for a more correct perspective result.
EDIT: Here's a tip. Select the vector layer, then use the bone selection tool to select bones....this will show what points are parented to which bone as the points will show up as red.
There are points binded to certain bones:
To see this select the vector layer, then use the bone selection tool to select each bone....this will show what points are binded to which bone as the points will show up as red.
I can't seem to see what scaling the large bone does. The little one on the end seems to do all the manipulation (see pict)
Scaling the large bone resizes the horizontal bone thus moving the smaller verticle bone parented to the horizontal bone.
What is causing the "skirt" of the top end of the cone to drag? (Correctly hiding the righthand outercircle.)
The skirt is moving because the points in the skirt and top cone are binded to the verticle moving bone. Are you new to Anime Studio? Have you read the tutorials on Bones and Point binding?