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Can AS8 do this? (Parenting bones on separate layers)

Posted: Wed Jun 29, 2011 2:20 am
by cartoonmonkey
If I have a character comprised of several cycling image layers. (dynamic hold)

If one can put bones on each image layer, can you then parent these bones to each other, on the separate layers?
Image

Posted: Wed Jun 29, 2011 3:15 am
by GCharb
On your schematic there is only one bone layer, so yes, they can be parented even if they are influencing several images, if, that is what you mean here!

Posted: Wed Jun 29, 2011 3:18 am
by funksmaname
you don't really need to have individual bones, but if you do you can use a script that parents the child bones to the parent bone layer - so you only animate the parent copy (you won't be able to animate the sub laers any more)

It's called bone parent master, and can be found here:
http://www.mikegreen.name/

Posted: Wed Jun 29, 2011 3:49 am
by GCharb
It is not clear if he has several bone layers, or one bone layer with several images.

On his schematic he shows image layers, not bones, except the one at the top.

He needs to be clearer on the setup he has, perhaps a screengrab of his layer window would be clearer!

Posted: Wed Jun 29, 2011 4:43 am
by funksmaname
but he says '(each layer has own bones)' although this might be due to the fact he doesn't know he can put all the bones in the parent layer from the beginning...

if the problem is that the bone influences interfere, spread the 'puppet' appart so all the bits are away from eachother and then once boned, use the offset bone tool to piece it all back together.

Posted: Wed Jun 29, 2011 6:57 pm
by cartoonmonkey
Ah sorry..! Thanks guys! To clarify:

I know that bones can be placed directly on image layers (imported png) and the png can be bent this way..

However, if this is done using the typical rigging fashion, bone layer by itself, with underlying parts grouped underneath that main controlling bone layer, in this case PNG image layers behave differently. They won't bend properly. (at least not cycling imagery)

They'll bend around when bones are added directly to the image layer itself.
I am gleaning this info from a friend who works in Anime Studio 7 remotely, but still doesn't fully understand what I'm getting at.

So, my question might be solved by that script that was mentioned. Not sure.

It's difficult because I only have version 6, and I'm trying to find out if this is possible in AS8. It would be a big motivation for me to upgrade. I'm a relative noob Anime Studio animator, and have only used it for little things here and there..

Here's a screenshot of the setup in AS6.
Image

So, my question would be.. is there a way control bones in all these individual image layers, making a bendy, cycling puppet made of png parts? (each part containing a 3 frame cycle) -Or is this asking too much of Anime Studio 8?

Posted: Thu Jun 30, 2011 9:03 am
by slowtiger
I've tried in v 6.2, but can't add any bone to an imported PNG (and yes, "warp with bones" is checked). Is that a Windows-only feature? Or is it only your misleading description, because the screenshots point to switch layers, which indeed can have bones?

I work with images a lot and have no problem at all to bind them as desired. Maybe you should use "offset bone" to isolate bone influence for different images?

BTW I like your character. Can we see him in motion already?

Posted: Thu Jun 30, 2011 9:28 pm
by funksmaname
I also like the character :)

I dont think there are any changes in AS version that will make your life easier. I think i see your problem that the switch layers themselves can only be attached to a single 'parent' bone (as a layer) - if you need to use switch layers to swap PNGs then you have no choice afaik but to do it the way you are.

Its just because you can't attach child layers of a sub layer to its parent bones, only the sub layer itself to a single bone.

however - using the script I mentioned embedded you can duplicate all of the individual switch bone groups into the main bone layer, and its movement should be transfered down to the switches themselves. This will have the same effect as going manually between switch layers and animating whatever bones you have there, but at least the entire skeleton will be in the parent bone layer. (this will lock the switch bones from being animated directly, you will have to use the parent bone layer)

hope that makes some sense :P

Posted: Mon Jul 04, 2011 6:30 am
by cartoonmonkey
Hello slowtiger and funksmaname.. thanks for that bit of advise.
Just back from a small vacation of sorts.

I shall try that script that was mentioned. Thanks for the comments on that little stick figure character.. just a test throw away character I made in TVPaint.

It can be tough making all these apps work together in my mad scientist kind of way. I would love for example, the bitmap ease of tvp, mixed with the bones of AS, and the ease of true dynamic symbols and the flash timeline.. all in one application.

Ha ha.. but I suppose, I may have to wait another lifetime for all of that to converge.

That being said, I enjoy AS a great deal.. it just takes a lot of tinkering for me to learn to do things the AS way. Really, when it comes down to it.. I think I can draw this little guy a lot faster than I can make a skeleton solution for him.

Still might upgrade to AS8 though.. it's just too tempting.
:)
C

Posted: Tue Jul 05, 2011 9:27 am
by slowtiger
Aaaah, a fellow animator with that combination AS / TVPaint!

I think those two already work great together, but I have a background of studio animation and experience in planning multiple software workflows.