Okay, here's a quick rundown for what we've already discussed: the
hand-off technique and
nested Smart Bone Dials...
This project uses two Bone layers: one child Bone layer with the
skelly rig and a parent Bone layer with a global
chipSwitch Smart Bone Dial (SBD). The chip we see in the animation is actually three separate chip layers that get switched out, and these chips exist in three different locations within the hierarchy:
- chipA in snackTime >snacks >chips (the chip in the bowl)
- chipB in skelly (this one travels with the hand)
- chipC in skelly >head >mouth (the chip in the mouth)
This animation
could have been done by individually keyframing the three chip layers in sequence, but this can get complicated to edit because of the different locations. So, in this situation it makes sense to create the
chipSwitch SBD so we can switch the visibility between the three chips using a single control dial.
As mentioned earlier, this setup can be simplified by including the chip bowl artwork inside the 'skelly' rig, and, because this is a 'one-off' animation, that's what I normally would have done. If I had done that, I could use the
chipSwitch SBD to control the chips and it would all work fine. As a beginner user, this is probably the route you should take.
But nooooo...because I brought up the topic
nested Smart Bones, I had to get all 'clever' and create an example to explain how
nested Smart Bones work.
So if you ever need to create a 'nested' SBA setup, like the one used in this project, here's what you need to be aware of:
If you try to do this using only a single SBD in the
snackTime parent Bone group, the SBA will
appear to work in your tests, but once you start animating it, the actions in the
skelly child Bone group will rudely ignore the
snackTime SBA keyframes. Why? It's because Smart Bones are meant to control only the Actions within their local Bone group.
Luckily, there is an exception to this rule that allows us to work around the restriction: Smart Bones can control other
Smart Bones in a nested Bone group. This means if you create a second
chipSwitch SBA inside the
skelly Bone group, you can use the
chipSwitch SBA inside the
snackTime Bone group to rotate the
chipSwitch SBA inside
skelly. To make this work, there is one more rule you need to follow: The second
chipSwitch SBA cannot also be named
chipSwitch...in other words, the nested Bone and Action are required to have a
unique name.
So, let's click on the
skelly Bone group and look for that second
chipSwitch bone.
Hey waitaminit...where the heck is that second SBA? To see the second SBA, select the menu command
Bone Hide/Show Shy Bone. Now you should see an SBA called
chipSwitchA. (The 'A' is what makes this name unique.)
So why was this SBA hidden from view? It's because the
chipSwitchA SBA should be controlled only by the
chipSwitch SBA, and you don't ever want to animate
chipSwitchA directly. Doing so will likely create conflicting animations and make the SBAs behave unpredictably.
Using the
Shy Bone command is the easiest way to hide bones and keep them from being animated accidentally, and because
Bone Hide/Show Shy Bone is a toggle switch, it's easy to show Shy Bones again in case you need to edit them. To use Shy Bone, select the bone and click on its Shy Bone option.
Now let's hide the Shy Bone again by reselecting
Bone Hide/Show Shy Bone. The SBA should disappear. (Tip: if you don't have a shortcut key assigned to this command, I highly recommend do so. Or even better, use my
MQC panel so you can toggle Shy Bones off and on with a single button click. BTW, If you toggle the command again, you might notice other Shy Bones in the layer.
I hope this quick tutorial helps.
There's other spooky stuff going on inside this project and I'll explain all that in an upcoming video, so stay tuned!
