Dear Rasheed and heyvern.
NOW IS IMPERATIVE TO INTEGRATE FLIPBYBONES WITH TRANSROTATE AND ROTATETRANS!!!
IT WOULD SHOOT ANIME STUDIO TO BE THE BEST IIN 2D ANIMATION!!!!!
I've checked that heyvern has included a .tmp bone to test if transrotate can be included into rotatetrans. It works. Now if you include flipbybones into that script I will change permanently my signature to:
"Thankyou Rasheed and heyvern. You're the best"
Rotate a bone by traslating other?
Moderators: Víctor Paredes, Belgarath, slowtiger
Your welcome Genete!
Yes you should use a constraint for that reversed rotation since I found the problem was in my script. I need to use a negative number to get the rotation correct. I will be posting a new one sooner or later. I need to sleep.
If you use an extra bone with a constraint you can easily change it later.
I also fixed that problem with having an x and y bone. The new one will have that as an option. Either an x or a y. You won't have to have the x if you want just a y.
I've also been playing around with cool little arm motions and possible hand rigs.
You could animate an entire hand with fingers with just one bone. Simple motions like closed, open, fist, point etc. By having the finger and thumb be more "expressive" and have the other fingers "follow each other" with offsets and constraints you can do a lot with a simple set up.
I was experimenting with legs as well. I think you could create a specialized "walk cycle" rig with this! By just translating one or two bones at most with just a few simple key frames you could do a very quick walk cycle of a character. The key is using constraints that are automated by the rotating bones. It is really fun. The beauty of it for me is the simplicity of control.
I was able to put two legs in the perfect position by just translating one bone! I'm talking thigh and calf with rotation constraints.
Some of this is DEFINITELY going in the characters I plan to sell. I am also designing the bodies of the characters to use the flipbybones script for 3/4 body turns. Can't just turn the head... got to turn the body as well.
-vern
Yes you should use a constraint for that reversed rotation since I found the problem was in my script. I need to use a negative number to get the rotation correct. I will be posting a new one sooner or later. I need to sleep.

If you use an extra bone with a constraint you can easily change it later.
I also fixed that problem with having an x and y bone. The new one will have that as an option. Either an x or a y. You won't have to have the x if you want just a y.
I've also been playing around with cool little arm motions and possible hand rigs.
You could animate an entire hand with fingers with just one bone. Simple motions like closed, open, fist, point etc. By having the finger and thumb be more "expressive" and have the other fingers "follow each other" with offsets and constraints you can do a lot with a simple set up.
I was experimenting with legs as well. I think you could create a specialized "walk cycle" rig with this! By just translating one or two bones at most with just a few simple key frames you could do a very quick walk cycle of a character. The key is using constraints that are automated by the rotating bones. It is really fun. The beauty of it for me is the simplicity of control.
I was able to put two legs in the perfect position by just translating one bone! I'm talking thigh and calf with rotation constraints.
Some of this is DEFINITELY going in the characters I plan to sell. I am also designing the bodies of the characters to use the flipbybones script for 3/4 body turns. Can't just turn the head... got to turn the body as well.

-vern
Genete,
At the moment flipbybones DOES work with this new script.
I will post the utility script with the update. It allows you to put the rotatetrans script reference in the flipbybones script so they both work at the same time one one layer.
I tested it and it works.
The only problem is that I am using Rasheed's original flipbybones script. The newest one doesn't work with constraints but his first one does. That is the one I plan to use with my character rigs at the moment. I don't need the extra features.
-vern
At the moment flipbybones DOES work with this new script.
I will post the utility script with the update. It allows you to put the rotatetrans script reference in the flipbybones script so they both work at the same time one one layer.
I tested it and it works.
The only problem is that I am using Rasheed's original flipbybones script. The newest one doesn't work with constraints but his first one does. That is the one I plan to use with my character rigs at the moment. I don't need the extra features.
-vern