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				Headturn - Differences between action and mainline
				Posted: Tue Apr 04, 2017 7:15 am
				by Gaston
				Hi Forum,
I've made a headturn-action (24 frames). It looks great. The bone is on the left and the head too.
But in the mainline the eyes and the hair doesn't work. The rest (head, nose, ears, mouth) is ok. 
 
 
 
 
			
					
				Re: Headturn - Differences between action and mainline
				Posted: Tue Apr 04, 2017 8:47 am
				by Gaston
				Eyyyhhh, I've changed the "set Origin" Point of the Layer. I think that's it. But how do I cancel it?
			 
			
					
				Re: Headturn - Differences between action and mainline
				Posted: Tue Apr 04, 2017 9:21 am
				by Gaston
				Don't know what's the answer 

 . Why it works as action but not in the mainline? Any ideas?
 
			
					
				Re: Headturn - Differences between action and mainline
				Posted: Tue Apr 04, 2017 3:54 pm
				by synthsin75
				The most common cause is that you have interfering bone influence...likely either a bone in an intervening layer or the layer being layer bound to a bone.
			 
			
					
				Re: Headturn - Differences between action and mainline
				Posted: Tue Apr 04, 2017 10:10 pm
				by Gaston
				Thanks for the answer. It brings me in the right direction.
And yes, I've bound the head group to the head bone. That was the problem.
The head group is under the bone layer of the whole character.
So what should I do? 
 

 
			
					
				Re: Headturn - Differences between action and mainline
				Posted: Wed Apr 05, 2017 8:58 am
				by Greenlaw
				Not sure this helps but I normally bind each of the face bits to a single 'face' bone parented to the 'head' bone. This includes any bones involved with independently animating the face, like 'pupil' bones. The single face bone can be used to move all the face parts together, relative the rest of the head, inside the Head Turn Action. For me, this is much simpler than animating every face part separately in the action.
			 
			
					
				Re: Headturn - Differences between action and mainline
				Posted: Wed Apr 05, 2017 1:59 pm
				by troypicou
				Greenlaw wrote:Not sure this helps but I normally bind each of the face bits to a single 'face' bone parented to the 'head' bone. This includes any bones involved with independently animating the face, like 'pupil' bones. The single face bone can be used to move all the face parts together, relative the rest of the head, inside the Head Turn Action. For me, this is much simpler than animating every face part separately in the action.
Great Tip
 
			
					
				Re: Headturn - Differences between action and mainline
				Posted: Wed Apr 05, 2017 3:37 pm
				by synthsin75
				Gaston wrote:Thanks for the answer. It brings me in the right direction.
And yes, I've bound the head group to the head bone. That was the problem.
The head group is under the bone layer of the whole character.
So what should I do? 
Only layer bind the sublayers you want to use smart bones to control. Unbind all other groups, switch, and bone layer containing those sublayers.
 
			
					
				Re: Headturn - Differences between action and mainline
				Posted: Fri Apr 07, 2017 11:50 pm
				by Gaston
				Thanks a lot  
