Bone tool.

Discussion about Legend of Krystal. For now this also includes any feature-requests or other ideas.

Re: Bone tool.

Postby -QQ- » Mon Jan 25, 2010 2:26 pm

what I can do at the moment is change it to a frame by frame then distribute to layers but the distribute to layers dose not keep the animation. ill see if there is another way to do what your asking.
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Re: Bone tool.

Postby NothingNever » Wed Jan 27, 2010 12:45 pm

Renara Wrote:Can the boned character not be distributed to layers at all? I thought it might be useful to do the animation start to finish with a rigged character, then simply break it apart and re-order the layers as required, is that not possible?



The biggest problem still is you will only be able to animate one character at a time.

One way to "sort of" get around this is by creating two entirely different scenes, each containing a bone character. Then create a third and reference in the other two. You basically are posing in the dark, but it works... ok. Honestly, vector is more efficient.
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Re: Bone tool.

Postby hat973 » Sun Apr 05, 2015 9:03 am

I'm missing with bones as we speak but it is a hard thing to miss with expshily with it being a Xeno her body side is oddly built I have both arms on there one layer and everything else on one rig but my question is how do you get it to move with out looking like peace go gilding on it
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Re: Bone tool.

Postby GoRepeat » Tue Apr 14, 2015 12:44 pm

I do all my animations with bone riggings. I would suggest having 5 components - 2 rigs for the arms, 2 rigs for the legs, then have a seperate object for the body/head itself. Make sure you clean up the rigging by setting your rotation limits and tweaking the control points.
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Re: Bone tool.

Postby hat973 » Tue Apr 14, 2015 6:47 pm

witch i don't know how to do but I'm going to toy with it after words right now I am going with he classics
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Re: Bone tool.

Postby Terrantor!!! » Wed Apr 15, 2015 10:06 am

the bone tool is pretty good, Not my fave form of animation, though. You can't skew or scale rigged objects so they look less cartoony and more robotic. They do simplify the animation process, however and rigging them is easier than dealing with the mess of clips some popular lok models are composed of. plus the complex translations can be nested and initiated w/ code, anyways.
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