Thank you guys! I'm glad this small script has been so enthusiastically received

We would give 50% of congratulations to seglin, who made the feature request.
Yes it is so cool. Although it has some lacks its potential is bigger than actions. For the moment I've only found problems with point width. There is no script interface for the animated width so it is not possible to hack it.
Curvature works, but differently than points. It creates a keyframe for each frame the script passes over. So in the new version I'm preparing during the first (1...maxposes) frames the script is disabled. It would allow overwrite the curvature values for stored poses. I still working on the rest of vector layer porperties. I'm now with shapes properties.
Other aspect that freaks me is the performance. It needs a pre-roll like Verns said.
selgin wrote:
i have an idea for lipsync using poses script.
it's using the ramón's script lipsync with actions (you can download it in the last ramón's post, on the word "here").
Yeah! another great idea selgin! This is would allow create nested poses... When skeletons are inside skeletons....
heyvern wrote:Imagine having an unlimited number of poses all nicely tucked away behind frame 0.
Not necessary to be behind frame 0. Just make the Start frame to be the maxposes+1 in the Project Preferences.
There is a tiny mistake in the opening comments of the script:
Code:
It should be:
Code:
I am sure anyone with 2 brain cells could figure that out. I just thought I would mention it.
Thanks Vern. You are the only one who can notice that.
DarthFurby wrote:So far I have two problems:
1) Anime Studio crashes whenever I move the control bone around too much. The model is made of 11 vector layers so maybe it's too much for the script?
2) I've lined up the pose bones in a horizontal line, but when I move the control bone from one pose to the next, it doesn't morph smoothly between poses. For instance, when I move the control bone from pose1 to pose2, the interpolation will pause in the middle, move slightly back to pose 1, then move all the way to pose2. Not sure why this is happening.
1) I've loaded your model and I cannot make it crash. It really stop working and let AS hangup but finally it comes back. I think it is a AS/Operating system performance problem. Solution: Don't move the control bone so much around... move it slowly...
2) There is nothing wrong with the script. The fact is that all the poses have influence over the interpolation at all the time. If the poses are 1-2-3-4 lined up, when the bone selector is linearly placed in the straight line between 1 and 2 it is catching the poses 3 and 4 too.
Code: Select all
pmoved = (posp1*w1+posp2*w2+posp3*w3+posp4*w4)/w
This code line (or its corresponding one of the generalized version) makes a weighted average of the points positions poses with the inverse of the distance between the boneselector to each corresponding pose bone. w = w1+w2+w3+w4. It means that when the boneselector is between poses 1 and 2 in your example it is interpolating mainly 1 and 2 but also 3 and 4 but with smaller weights.
I have a couple of ideas to try avoid this:
1) Build the weights using the inverse of the squared distance. It would avoid quickly any "far" pose. But it would loose the multi interpolation thing.
2) Move the poses bones like selgin is doing. I don't know if it would solve that alone or in combination with the first idea.
3) Weight the weights with the bone scale (or by its squared value). You can increase or decrease bone scale to hide some poses or to show up others. It needs a new script. Anyway that feature will be included into the next version because if all the bones have the same scale (1.0 by default) it will work the same.
There is something not mentioned by any of you that I think it is the most important thing that makes it better than actions:
¡¡¡¡¡You can move the pose form one frame to other easily!!!!!!!! As well as all the needed keyframes are in the same layer (the bone layer) you are able to easily select and drag the keyframes. That's VERY IMPORTANT for al the mortals animators. Who makes its first animation at the right tempo the first time? Only if you make a detailed storyboard with full detailed timing you can do that. With this script you can correct that kind of "mistakes".
I wonder:
Can exists two bones representing same pose? For what can it be used?
Please let me know what other modifications need this script to fit animators needs. Specially around the weights that are the core of the idea.
Best
-G