Troubleshooting Bones... What am I doing wrong?
Posted: Fri Jan 17, 2014 7:30 pm
Hey Everyone,
I'm trying to rig my first character built fully inside of AS (9.5 Pro) and I'm running into several issues with bones.
Here is a test file stripped to show the example of my issue.
https://dl.dropboxusercontent.com/u/160 ... etest.anme
So essentially if I create a new bone layer and put a simple box in it... then manipulate the bones it seems to be working ok. But as soon as I add the leg neither the box or the leg are affected by the bones. If I put the leg in another layer (see the file) the box responds to the bones, but the leg doesn't.
Clearly I'm missing something.
Now, on to some general questions.
1) When using smartbones as the primary rigging system. Should I be using Flexible or Regional Binding?
2) In general, is it better to select points to bind to a bone or just use the default bone scenario (again focusing on the use of smartbones)
3) Can you bind the same point to more than one bone?
4) How do you unbind points from a bone.
Thanks for your help.
I'm trying to rig my first character built fully inside of AS (9.5 Pro) and I'm running into several issues with bones.
Here is a test file stripped to show the example of my issue.
https://dl.dropboxusercontent.com/u/160 ... etest.anme
So essentially if I create a new bone layer and put a simple box in it... then manipulate the bones it seems to be working ok. But as soon as I add the leg neither the box or the leg are affected by the bones. If I put the leg in another layer (see the file) the box responds to the bones, but the leg doesn't.
Clearly I'm missing something.
Now, on to some general questions.
1) When using smartbones as the primary rigging system. Should I be using Flexible or Regional Binding?
2) In general, is it better to select points to bind to a bone or just use the default bone scenario (again focusing on the use of smartbones)
3) Can you bind the same point to more than one bone?
4) How do you unbind points from a bone.
Thanks for your help.