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Bone locking still doesn't work in 5.3.1
Posted: Sat Dec 10, 2005 11:44 am
by Rasheed
I downloaded the new version of Moho 5.3.1, because in 5.3 I couldn't lock bones. But that problem hasn't been solved, it seems. If I check the lock bone checkbox, the check disappears as soon as I click in the Timeline window (see screenshots below).
_______

_______
Moho 5.3.1., Mac OS X 10.3.9
Posted: Sat Dec 10, 2005 1:38 pm
by Toontoonz
Where did you get version 5.3.1?
I don´t see it listed in the forum announcements or faq----or did I miss it?

Posted: Sat Dec 10, 2005 3:34 pm
by Rasheed
You missed it. See
this post by Lost Marble.
Posted: Sat Dec 10, 2005 3:43 pm
by Toontoonz
Rasheed - now I found the 5.3.1 update notice:
http://www.lostmarble.com/forum/viewtopic.php?t=2780
"If you're experiencing this problem, please re-download Moho to get a fix."
I tried 5.3.1 - Still seem to be problems with locking bones and dynamics (or something) on bones still. Had a chain of 4 bones: parent at one end, others linked, the last bone in the chain was locked. Parent on one end, locked on the other end. The only bone in the chain that would move is the parent bone. All others locked. Perhaps this is the way it is supposed to be now.
Or if the parent bone had dynamics on it and no other bones were locked or had dynamics on them, then only the parent bone would move - others locked.
Rasheed, I could get the same "where did the locked bone checkmark go?" results on my PC, but maybe that is the way it is supposed to be now.
I got it by locking the parent bone. Once out of the 0 frame, the check mark disappeared. But maybe this is the way it is supposed to be - one can´t lock the parent bone. Perhaps your situation was different than mine?
I could not get Moho to crash like before, but don´t want to do anymore testing on Moho because I have already spent too much time Moho testing.
Posted: Sat Dec 10, 2005 4:44 pm
by Rasheed
Well, I reinstalled version 5.2.1 and the result was exactly the same.
This leads me to conclude that:
One cannot lock a parent bone, only child bones.
Of course, I've reinstalled version 5.3.1 again.
Posted: Sat Dec 10, 2005 4:56 pm
by Toontoonz
That´s what I was thinking that, that´s the way it always was. I guess one could lock the parent bone in place (so it can´t tilt back and forth), if one wanted, by using angle constraints in the bone dynamics.
Did you get a chance to test the other scenerios I tested in my post above to see if it was an error on my part and not a new situation 5.3.1?
Posted: Sat Dec 10, 2005 6:04 pm
by Rasheed
In my case Moho never crashed from using these files, so I can't compare.
Posted: Sat Dec 10, 2005 6:31 pm
by Lost Marble
Rasheed, can you show us a sample file of this situation, and tell us which bone is the one that can't be locked?
Posted: Sat Dec 10, 2005 7:04 pm
by Rasheed
I have created a file with three skeletons, each controlling three balls on top of eachother. Each ball has a bone and the bottom bone is the parent, the one above a child, and the one above that a child of a child.

[skeleton 2] [skeleton] [skeleton 3]
In [skeleton] I try to lock the bottom bone, which I cannot do.
In [skeleton 2] I try to lock the middle bone, which I can do.
In [skeleton 3] I try to lock the top bone, which I can do.
Here is the file:
Code: Select all
application/x-vnd.lm_mohodoc
version 14
### Created in Moho version 5.3.1, � 1999-2005 Lost Marble
### Created: Sat Dec 10 18:53:11 2005
### static values
dimensions 320 240
frame_range 1 18
fps 24
back_color 234 234 234 255
noise_grain 0
allow_3d true
depth_sort false
distance_sort false
depth_of_field false 2 1 0.05
stereo_separation -1
extra_swf_frame false
soundtrack ""
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camera_zoom
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camera_roll
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camera_pan_tilt
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### generic layer values
name "Skeleton"
quality_flags 1022
origin 0 0
parent_bone -2
visible true
render_only false
edit_only false
scale_compensation true
rotate_to_follow false
face_camera false
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blend_mode 0
camera_immune false
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Posted: Sat Dec 10, 2005 10:46 pm
by Lost Marble
This is actually working as expected, but I think a more detailed description of bone locking is in order. When you lock a bone, two things are really happening:
First, what is really getting locked is the tip of that bone's parent. For example, if you lock your foot on the floor, the tip of your lower leg bone (your ankle) is locked in place.
Second, the bone that you locked then tries to maintain the same angle if other bones in the chain move around.
Put those together, and there are two things that really get locked: the tip of the parent bone and the angle of the locked bone.
So, because of point #1 above, when you lock a bone it needs to have a parent. In your first example, you're trying to lock a bone with no parent which can't be done. Bone locking is designed to be used mostly with bones at the end of a chain: feet, hands, etc.
Posted: Sun Dec 11, 2005 12:10 pm
by Toontoonz
So now how does one get a leg to bend at the knee if the foot bone is locked?
The foot bone is locked.
The calf leg bone attached to the foot bone won´t move.
The thigh leg bone barely budges and moves the calf leg bone a fraction. The only bone that can be moved is the hip (parent) bone and it will budge all bones a bit. And when I move the hip bone the locked foot bone keeps its same angle, but it moves a little bit horizontally off its position.
Here is a graphic showing how much one can now bend a leg with the foot locked:

click to see larger.
In what situation would one want to now lock a bone? Nothing much moves in the IK change (other that the parent).
If I wanted to constrain the angle of the bone attached to a bone I would rather use Bone Constraints > Angle Constraints than the new locked bone system.
To me a locked bone has a different meaning. Locked means that bone will not move, it stays in place like it is cemented to the ground, but everything else can rotate around it.
But I guess I have the wrong understanding of what locked means.
However I can´t figure out what situation one would use this new locked bone system - it freezes up everything in the IK chain.
I want the character´s feet to stay in place (locked) on the ground (keeping their position and angle locked) while the rest of the character moves around.
How can one now do that in Moho?
Posted: Sun Dec 11, 2005 2:05 pm
by ulrik
It's working, look at the picture
this is the parent-child chain: leftmost little bone - lowest bone (locked) - the blue one over that - the red one - and the top bone.
At frame 0 the locked bone is not locked but after that it stays locked and you can freely rotate, scale and translate the other bones in the leg.[img]/Users/ulrikboden/Desktop/lockedbone.png[/img]
Posted: Sun Dec 11, 2005 2:06 pm
by ulrik
ahhrghh...how do I put an image here?....hmmm
Posted: Sun Dec 11, 2005 2:12 pm
by ulrik
here's the image:

Posted: Sun Dec 11, 2005 2:12 pm
by Rasheed
ulrik wrote:ahhrghh...how do I put an image here?....hmmm
image shack perhaps?