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Rigging Problem

Posted: Tue Apr 24, 2012 9:15 am
by RichardU
I have rigged my character with a combination of point binding and layer binding. On frame zero, everything works. I can manipulate bones, and all of the right parts move. When I switch to frame 1, only some of the bones are properly bound. So how do I figure this out?

Richard

Posted: Tue Apr 24, 2012 9:36 am
by neeters_guy
Check under the sequencer tab and see if the track has shifted from the zero frame.

Posted: Tue Apr 24, 2012 10:02 am
by RichardU
When I choose the sequencer tab and shift from track zero to track 1, nothing moves. Is that conclusive?

Thanks.

Posted: Tue Apr 24, 2012 11:19 am
by neeters_guy
Hard to tell. Just to clarify, green arrow should be on frame 1 as the default position. Moving the track from the default causes some unintended rigging effects, so that's why I suggested it.

What does it look like when some of the bones become unproperly bound on frame one?

Posted: Tue Apr 24, 2012 11:30 am
by Víctor Paredes
Can you post the anme file to take a look?

Posted: Tue Apr 24, 2012 11:30 am
by RichardU
Right. The green arrow is on frame one.

What happens is, some of the bones become hard to move. Other bones can be moved, but when they do, the layers/points do not move with them. For example, if I move the upper arm bone, the hand moves, but not the arm. They all work perfectly in frame 0.

Thanks for helping.

Posted: Tue Apr 24, 2012 11:42 am
by RichardU
selgin wrote:Can you post the anme file to take a look?
Gladly. This one has me stumped.

https://www.dropbox.com/s/lbkqm5m99ay2y ... %20v3.anme

Posted: Tue Apr 24, 2012 11:51 am
by neeters_guy
I don't have the MorphDials script installed and rig works fine (nice rig, too), so I'm guessing that's the problem. I'm not familiar with this script, so I'm afraid I can't help.

Calling funksmaname!

Posted: Tue Apr 24, 2012 11:57 am
by Víctor Paredes
neeters_guy wrote:I don't have the MorphDials script installed and rig works fine (nice rig, too), so I'm guessing that's the problem. I'm not familiar with this script, so I'm afraid I can't help.
Same here, sorry.

Posted: Tue Apr 24, 2012 12:15 pm
by jonbo
I do, you need to remove the embed script on the main bone layer and child layers. Morph dials don't play well with bones. They will work fine for the eyes like you got them, but they will give you trouble for boned rigs.

Posted: Tue Apr 24, 2012 12:37 pm
by RichardU
Awesome! You guys are amazing. Thank you all.

Regarding the solution. The embedded script on various layers was an artifact from experiments I was doing with Morph Dials. I came to the conclusion I would only use them as I have them, but didn't realize the script would muck up the works. Another example of why I generally have a less is more attitude. I don't want to miss a tool that could really simplify my life, but I don't want to add things that could create mysterious results.

Thanks again.

Richard

Posted: Tue Apr 24, 2012 12:55 pm
by neeters_guy
jonbo wrote:I do, you need to remove the embed script on the main bone layer and child layers. Morph dials don't play well with bones. They will work fine for the eyes like you got them, but they will give you trouble for boned rigs.
Good one, jonbo. Thumbs up! :wink: