ggoblin wrote: ↑Thu Mar 17, 2022 3:41 am
How did you share parts and actions between the rigs? Did you modify one of the rigs with the actions already there to create the second rig, or did you import ( via copy and paste layers ?) from one rig to the other?
This was a long time ago but from looking at the footage, it might have been as simple as:
1. I built one cat rig (quad version)
2. saved a copy (sitting version)
3. modified the artwork in the copy
4. modified the skeleton to fit new art
Done. This one was pretty straight forward. I didn't even need to modify the actions or point animations because both rigs use the same cat head.
Back then I was actually more concerned about how to get different colors for other cat variants without spending a lot of time on each cat. The key was figuring out how to change the Style IDs for each variant. If you don't have unique Style IDs for each cat, imported cats wind up inheriting the style of existing cats. At that time, I edited the Moho project files directly because I didn't know about the Unlink Shared Styles option. In the end, I made several cat rigs because of all the fur color variations.
To simplify, I probably imported the second rig into the first rig's project file just to keep the two rig versions together. There was no conflict because each cat has its own bone layer. And then I made new color variants by saving copies and changing the Style IDs by editing the files. If I were to do this today, I would simply import the cats into a new project and enable Unlink Shared Styles...changing the Style IDs this way is much easier.
From what I recall, when I was ready to animate the 'cat heavy' shots, I prepared a project with all the cat variants in same project file. Then, when I imported the file, the import screen listed all the rigs in the file and I simply picked which cats I wanted to bring into the new project. I don't normally cram a bunch of rigs into one project file like this but it worked well for this situation.
Additionally, I created a 'master' project where I animated the quad rig in a run cycle. This version was imported by other animators working on other shots in this sequence.
Did you merge the bone layers from one rig in to the other or did you keep them as nested bone layers?
That wasn't necessary here. The sitting and standing cats have the same bones and all I needed to do was move around and resize them. Be careful not to overthink these things.
All the tricky 'limb sharing/transfer' business described earlier is more useful when you want to share parts between completely different characters, like 'generic' but complicated hand setups for example. (Many of the Boss Baby characters used the same hand setup I originally created for Boss.) If you have complex actions involved, that's when need to do the isolation stuff...this way, you can rename the existing actions and bones and keep existing actions.
The bone ID conflict problem only happens when you use the Bind Points tool or Bind Layer tool, it doesn't happen when you're using one of the other binding methods, like Use Selected Bones for Flexi-binding. So, if you're not using Bind Points or Bind Layer, you can skip that part.