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Trackball Rotation in the Sequence Editor

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slex:
Thanks. I forgot to try search button first ???

Steve:
slex: "... Can anybody tell me how to link two bones together ..."

You can do this with controller scripts where you set the angle of a bone to another animatable property such as a user defined attribute or another element.  Here's an example where I use the orientation of a target to controller the orientation of two eyes.

You can also use another elements bone angles, etc.  Note: you can't currently use an angle form the same figure since Anim8or thinks that is a circular dependency.  I'll refine the dependency testing to allow you to refer to other values in the same figure.

thecolclough:

--- Quote from: slex on March 17, 2016, 12:12:41 pm ---Can anybody tell me how to link two bones together, so when I rotate one bone so does the other automatically? I need that for the eyes of the object.
--- End quote ---
for eyeballs, my advice on how to do this would be: don't!  three-quarters of character animation lives or dies on the eye movement, and one of the easiest ways to get it wrong is to always have the two eyes pointing exactly the same direction.  their directions should converge or diverge depending on how close the character is to the thing they're looking at, and that can change dramatically within a fraction of a second (say for example Character A is talking to Character B, who's right next to them, but then their attention is caught by something in the distance behind B), which means you would usually have to animate each eye separately anyway.  even when you're looking at something pretty far away, the eyes' directions still won't be absolutely parallel; the difference might go down to a degree or two, but never (or at least nearly never) zero.

Steve:
Agreed, I posted this as a solution to his question and to problem in general. For eyes, for example, you can use another property for the convergence, or a target as the focal point, etc. Scripts are a very powerful way of specifying behavior.

slex:
Thanks mr.Steve for the figure, it's very interesting to explore the script. It was quite a shock when I saw those bones linked to a target because that was the next question that I thought to ask relating to 'eye rotating' issue. I don't want to be rude but scene mode in Anim8or would be greatly improved if that script could be implemented and used on gui in some next development built, so the bone/s could be controlled with the target directly- the same way as the object,camera or light can.
 Meanwhile, I'll try to replicate and modify the script :), it's interesting that the target cannot be manually rotated and changing its position or size doesn't affect the object, it only 'responds' to manual key change ???

 regards

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