Why do these layers only work when not binded to a bone?
Posted: Sun Apr 30, 2023 5:59 pm
Hello! It’s been a very long time. I am just getting back into animating and it’s been fun for me:
https://youtube.com/shorts/Qo63okTpLn8?feature=share
https://youtube.com/shorts/z8aIbLH-oeg?feature=share
However I have a question and I’m sure this has been answered but Googling it hasn’t been successful as it’s too niche I think, and searching it on here has been hard because I don’t think I’m using the right keywords.
Im rigging a face that has a mix of warp meshes, images and I just added a vector layer.
This layer isn’t being affected by a mesh, it’s just a regular vector layer.
I am doing a smart bone head turn, and the vector moves perfectly in the smart bones timeline.
The layer’s shapes also move fine when I am actively on the layer itself playing with the dial.
But when I press the bone layer, which holds all the other layers and groups together and animate the dial past frame 0, it breaks?
Like, it just won’t update live or showcase the layer of the turn live. It sort of updates to the proper position if I scrub the timeline, like it’ll show it moving like that, even pop into the correct position but it just won’t ACTUALLY do it live after pressing play.
I managed to make it work through unbinding the layer from the bone strangely enough. It’ll work then, update live on the timeline like it should.
BUT if I rebind it to that bone, it goes back to not working. It won’t update live, it’ll just stay still.
I even binded it to different bone just to test if it was that bone in particular that was the issue, and it doesn’t work with other bones either.
I even did a random vector layer to see if it was the layer I was working with that had a bug specifically and just like that one, it only would do the smart action unbinded.
Im guessing it has something to do with the meshes even though they aren’t being linked to any of them? Like maybe too much is going on with in the rig so it’s breaking?
https://youtube.com/shorts/Qo63okTpLn8?feature=share
https://youtube.com/shorts/z8aIbLH-oeg?feature=share
However I have a question and I’m sure this has been answered but Googling it hasn’t been successful as it’s too niche I think, and searching it on here has been hard because I don’t think I’m using the right keywords.
Im rigging a face that has a mix of warp meshes, images and I just added a vector layer.
This layer isn’t being affected by a mesh, it’s just a regular vector layer.
I am doing a smart bone head turn, and the vector moves perfectly in the smart bones timeline.
The layer’s shapes also move fine when I am actively on the layer itself playing with the dial.
But when I press the bone layer, which holds all the other layers and groups together and animate the dial past frame 0, it breaks?
Like, it just won’t update live or showcase the layer of the turn live. It sort of updates to the proper position if I scrub the timeline, like it’ll show it moving like that, even pop into the correct position but it just won’t ACTUALLY do it live after pressing play.
I managed to make it work through unbinding the layer from the bone strangely enough. It’ll work then, update live on the timeline like it should.
BUT if I rebind it to that bone, it goes back to not working. It won’t update live, it’ll just stay still.
I even binded it to different bone just to test if it was that bone in particular that was the issue, and it doesn’t work with other bones either.
I even did a random vector layer to see if it was the layer I was working with that had a bug specifically and just like that one, it only would do the smart action unbinded.
Im guessing it has something to do with the meshes even though they aren’t being linked to any of them? Like maybe too much is going on with in the rig so it’s breaking?