Fixing unified result of various Smart Bones
Posted: Fri Jul 26, 2024 7:49 pm
Hey guys, could you please help me resolve yet another Moho's mystery.
As the topic says, I have various smart bones that are fixing the geometry and its bending, nothing unusual here. Separately, each smart bone fixes its problematic area. But as I continue to alter a skeleton position that already consists of those smart bones, the combined result of positioning of various smart bones at the same time gives me new areas to fix.
So, I have tried to make a new smart bone, and with its help to control two other bones and their respective geometries, that is the new problematic area that occurred by moving these bones, that supposedly were fixing their respective problems.
Guess what, the result was expected and correct, but with some side effects unfortunately. Firstly, the new smart bone was acting as a movement controller, as it was expected to. And I was able to have the resulting problem area fixed by only controlling the new smart bone. But also, new problems have appeared. Moreover, to get to that resulting problem area I had to move those existing smart bones into their relative positions, thus writing their bone animation to the new smart bone controller timeline. In its turn that controller, now was limiting/controlling those two smartbones' angles, thus limiting their movement bias while they are in the resulting state that is fixing their combined problem area.
Ok, it was expected, but not desired nevertheless, as while resolving the resulting problem area, it also created a difficulty in positioning the bones to the needed state. That is, I've received a more complex rig than I wanted to.
Of course, I have tried to adjust those smart bones' actions, so there would be no need to fix their resulting geometry. I have achieved that, but only partially. Thus, still leaving me with a distorted geometry of two smarbones.
For example: Let's imagine, the forearm is bending nicely with the geometry of the shoulder, and by itself, the shoulder is bending well towards the neck. But when combining those bends, the new problem area occurs. And that area I was trying to fix.
Any ideas on how to adjust the resulting area of two smart bones movement?
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And the second problem, I meant, a mystery to resolve, hehe, is that every time I use a smart bone action, it causes the Inverse Kinematics constraints, that is all the target bones of the current bone group - to stop functioning/working/reacting to their related bones.
Note: Control Bones are fine and the Target bones are the only ones being affected.
I'm still trying to figure these out. Hehe, I'm in dire need of help as you can see. Thanks!
N.B. Moho version 14.2 build 20240604.
As the topic says, I have various smart bones that are fixing the geometry and its bending, nothing unusual here. Separately, each smart bone fixes its problematic area. But as I continue to alter a skeleton position that already consists of those smart bones, the combined result of positioning of various smart bones at the same time gives me new areas to fix.
So, I have tried to make a new smart bone, and with its help to control two other bones and their respective geometries, that is the new problematic area that occurred by moving these bones, that supposedly were fixing their respective problems.
Guess what, the result was expected and correct, but with some side effects unfortunately. Firstly, the new smart bone was acting as a movement controller, as it was expected to. And I was able to have the resulting problem area fixed by only controlling the new smart bone. But also, new problems have appeared. Moreover, to get to that resulting problem area I had to move those existing smart bones into their relative positions, thus writing their bone animation to the new smart bone controller timeline. In its turn that controller, now was limiting/controlling those two smartbones' angles, thus limiting their movement bias while they are in the resulting state that is fixing their combined problem area.
Ok, it was expected, but not desired nevertheless, as while resolving the resulting problem area, it also created a difficulty in positioning the bones to the needed state. That is, I've received a more complex rig than I wanted to.
Of course, I have tried to adjust those smart bones' actions, so there would be no need to fix their resulting geometry. I have achieved that, but only partially. Thus, still leaving me with a distorted geometry of two smarbones.
For example: Let's imagine, the forearm is bending nicely with the geometry of the shoulder, and by itself, the shoulder is bending well towards the neck. But when combining those bends, the new problem area occurs. And that area I was trying to fix.
Any ideas on how to adjust the resulting area of two smart bones movement?
=========
And the second problem, I meant, a mystery to resolve, hehe, is that every time I use a smart bone action, it causes the Inverse Kinematics constraints, that is all the target bones of the current bone group - to stop functioning/working/reacting to their related bones.
Note: Control Bones are fine and the Target bones are the only ones being affected.
I'm still trying to figure these out. Hehe, I'm in dire need of help as you can see. Thanks!
N.B. Moho version 14.2 build 20240604.