This is all I really want "fixed" (not really right to say it's broken) in AS. *Everything* else I can live with (well, I can live with how this currently works in AS as well, but if we could have this new functionality I'd be TONS more productive and I'm pretty productive as is).
I will probably start a new topic for this in the scripting section but since it started here I thought I would post my results.
This is early testing and it uses a bone instead of a point on a vector but it's proof that the concept works.
In the animation I am controlling the position of a bone based on the rotation of another bone and the the path of another vector. Notice you can change the path during animation. This is just like the bone joint feature Genete demonstrated from Synfig. Still quite a ways to go to make this simple to use but it is definately doable.
Cool Vern, that's a dream feature.Useful for so much more than skin deformations.....
Did you just build an animators skate ramp?Even better , surf's up biatches!
I'm kind of excited about this too. Even if I have to use a layer script this will really clean up all the bones needed for nice joint bends. Imagine a smoothly bending nice joint that only has just the two bones in it.
I think the script would ultimately use point groups for this. Just name matching point groups, a name for a line with a point that matches to follow it. You could even add in lines that go "up" and "out" from the sides of the joint to easily create bulging. And since you use a vector to define the motion of the point you can very easily change the resulting shape and see it happening, unlike what I've been doing using bone constraint values which is hit or miss and lots of trial and error.
This technique would be "exact" and precise. No guess work. You draw that line and that's exactly where the dang point goes and it's all automatic. Bone constraints don't have that ability. It's all LINEAR motion or complex placement of chains of bones that rotate around creating the needed motion... pain in the arse.
This script may fix my "Aim Bone" problem. Aim bones with foreshortening was LINEAR. So you couldn't "rotate" the bone and have it maintain length. If I use some sort of path constraint for aiming I might be able to fix that. Just thinking out loud at this point.
Thanks for showing that Synfig feature Genete. I would never have thought of this without it. I love it already.
Use VECTORS to drive bone animation! Imagine motion paths on a layer that drive the movement of bones! You would draw paths on a layer. Say a path for a foot bone. The foot bone is bound to that path and follows it.
Instead of moving bones to animate you could "draw" the motion. It might not work for everything but it could be fun.
Freaking weird Vern, I was just typing the almost exact same thing. Now I don't have to.
I can see the lock bone crossover here somewhere, but more I can see boats on boiling oceans bobbing with the surf and all sorts of wicked stuff that was previously limited to layer paths.
Layer paths? Don't need no stinking layer paths with this! Woohoo!
This could be linked to layer motion as well but I think someone already might have written that script. First things first though. I want to finish a working maintain volume joint script. That will be awesome. Kick arse.
All of the other discussions for joint solutions weren't working for me because they involved "absolute" settings. A "one size fits all" kind of thing. There wasn't enough room for odd shaped limbs or weird rotations.
I had another cool thought about this. It will work for those "lines" that cut into the limb as it bends. You can have a little "crease" that sticks into the joint only as it bends past a certain point.
My face rig! This will be able to eliminate dozes and dozens of bones for my freaking face rig!!!!!!!! I can define curves or paths for bones to follow to create circular rotations!!!!! Good grief! This will do amazing stuff for head turns. You could "force" points to conform to a profile shape of a side view. The skies the limit.
... I'm getting light headed... better lie down for a bit....
I'm glad that my small graint of sand open this new world to Anime Studio.
I hope Mike take this into consideration soon. This is one of the most cooler features of all the times.