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Another Head Turn Question

Posted: Sun Jan 22, 2012 7:50 pm
by Yosemite Sam
Okay, so I've already rigged a number of characters. And have now realized that I'm going to need to do simple head turns. I've currently created them in the 3/4th view (body and head). I'm now going to create a front and side view of each character's head.

So is there a simple way for me to incorporate these new heads with the default one. I don't need morphing or actions necessarily, just a way to add in a frame or so as the character looks from one side to the other. Or when they look from a 3/4th to the side.

Using layer invisibility to achieve this seems like it would be over kill, if even possible.

Any ideas? :)

Thanks

Posted: Sun Jan 22, 2012 7:56 pm
by slowtiger
Switch layers.

Posted: Mon Jan 23, 2012 6:27 am
by Yosemite Sam
Tiger,

That is what I originally tried, but it became a mess. How do you use switch layers when the head is made up off like 10 layers (eyes, mouth, nose, hair, ears, etc.?

I tried throwing them into a group, that would later be part of a switch layer, but then everything scattered, the head lost its connection with the bones, etc.

I don't need the character talking or blinking while turning there heads, just the occasional transitional frame.

hmmm.....

Posted: Mon Jan 23, 2012 8:20 am
by DK
Try using a Bone Layer as a group layer. That way you should be able to maintain your bone/layer connections.

Cheers
D.K

Posted: Mon Jan 23, 2012 9:56 am
by slowtiger
Ah, Basic Asset Organisation ...

Try to set it up like this:

- switch layer
- - bone/group layer front view
- - - hair
- - - eyebrows
- - - ears
- - - eyes switch layer
- - - - bone/group layer open
- - - - - lid
- - - - - pupil
- - - - bone/group layer closed
- - - - - lid
- - - - - pupil
- - - nose
- - - mouth switch layer
- - - - bone/group layer A
- - - - - lips
- - - - - teeth
- - - - - tongue
- - - - bone/group layer M
- - - - - lips
- - - - - teeth
- - - - - tongue
- - - - bone/group layer O
- - - - - lips
- - - - - teeth
- - - - - tongue
- - bone/group layer side view
- - - hair
- - - eyebrows
- - - ears
- - - eyes switch layer
- - - - bone/group layer open
- - - - - lid
- - - - - pupil
- - - - bone/group layer closed
- - - - - lid
- - - - - pupil
- - - nose
- - - mouth switch layer
- - - - bone/group layer A
- - - - - lips
- - - - - teeth
- - - - - tongue
- - - - bone/group layer M
- - - - - lips
- - - - - teeth
- - - - - tongue
- - - - bone/group layer O
- - - - - lips
- - - - - teeth
- - - - - tongue

....

and so on. I think you get the principle.

To bind any "container" (group / bone / switch layer) to a bone you need to use layer binding. You'll notice that you may end up with several "sub-skeletons" in the process. This is normal.