Questions about rigging bitmap characters
Posted: Sat Nov 19, 2016 10:04 am
Hi. I understand the ways of rigging a bitmap character when each bone gets an isolated bitmap body part (character cut up in each moving part)... as well as how to rig several bones controlling different parts of a single bitmap.
But, what I'm trying to figure out currently, is if and how you can do a mix of those two techniques.
For example, say I have a 2 image layer character... Isolated arms (both on one layer, stretching out to the sides), and the second image layer containing the rest of the body... torso, head, legs). I have the arms separate, so that the body isn't affected by the arm bones (since you can't do the handy 'bind points' with bitmaps, which would have solved that problem).
So, I can easily build a head/torso,legs bone heirarchy and attach it to the 'body' layer... and I can also create a pair of arm bone hierarchies (both in the same bone layer), and attach it to the 'arm' layer.... giving us now two bone layers, each with a single bitmap inside.
However, obviously when the torso is moved, the arms do not follow, since the arm bones are not linked to the torso bone... and I don't see any way to parent the arms (or arm bones) to the torso (or torso bones)... since it SEEMS like bones need to be in the same layer to parent to each other.
Putting everything within ONE bone layer works, but then you face the original problem of having the arm bones pulling at the toros bitmap.
So, I'm wondering if there's some way around it? The only solution I can see, is to break EVERY part of the bitmap into separate pieces (ex. upper and lower arm), and always having only a single bone associated with a single bitmap layer... but then you are basically back to a rigid, hinged puppet, like I was previously using in AfterEffects... and I really would like things like arms/legs to be done with dual bones and image bending/distortion, rather than rigid, separate pieces.
So, I'm wondering if there's some workaround, or feature I am unaware of.
Hope you can help! Thanks.
(Moho 12, PC)
But, what I'm trying to figure out currently, is if and how you can do a mix of those two techniques.
For example, say I have a 2 image layer character... Isolated arms (both on one layer, stretching out to the sides), and the second image layer containing the rest of the body... torso, head, legs). I have the arms separate, so that the body isn't affected by the arm bones (since you can't do the handy 'bind points' with bitmaps, which would have solved that problem).
So, I can easily build a head/torso,legs bone heirarchy and attach it to the 'body' layer... and I can also create a pair of arm bone hierarchies (both in the same bone layer), and attach it to the 'arm' layer.... giving us now two bone layers, each with a single bitmap inside.
However, obviously when the torso is moved, the arms do not follow, since the arm bones are not linked to the torso bone... and I don't see any way to parent the arms (or arm bones) to the torso (or torso bones)... since it SEEMS like bones need to be in the same layer to parent to each other.
Putting everything within ONE bone layer works, but then you face the original problem of having the arm bones pulling at the toros bitmap.
So, I'm wondering if there's some way around it? The only solution I can see, is to break EVERY part of the bitmap into separate pieces (ex. upper and lower arm), and always having only a single bone associated with a single bitmap layer... but then you are basically back to a rigid, hinged puppet, like I was previously using in AfterEffects... and I really would like things like arms/legs to be done with dual bones and image bending/distortion, rather than rigid, separate pieces.
So, I'm wondering if there's some workaround, or feature I am unaware of.
Hope you can help! Thanks.
(Moho 12, PC)