The aimer or target bone can be translated and the aimer bone will "stretch" to maintain its connection to the target bone Works with any number of parent bones for either bone. Name the aiming bone (the one that will stretch and rotate) with the extension: Both bones must have the same name with an extension. The aimer bone rotates and scales to aim at the offset rotating target bone. There is another bone that is a child of a bone that rotates around the wheel. The bone controlling the "shaft" in the third animation above is the "aimer" bone. This bone layer script will make a bone rotate and scale to reach a target bone. I don't find this to be too bad and just keep an eye on the bones so they don't disconnect. The bones won't scale when dragged too far but they will "disconnect" at the joint. You can parent an aimer bone to ANOTHER target bone but not its OWN target bone.Īdded scale limits. You can't parent an aimer bone to another aimer bone. This contains a sample "leg" walk cycle Anime Studio file along with the script. See 'Save layer animation' to create the file * Fix: Resized GUI to fit on smaller displays * Fix: Was not loading all generic layer channels in previous version * Added option to import only part of hierarchy or single layer * Added options to import only selected channels * Fix: Was not iterating through BONE and SWITCH hierarchies * Changed version number to match Save Layer Animation script * Added support for loading point animation data * Added support for loading switch animation data * Added support for loading bone animation data * Bone IKParentTarget was missing from UI NOTE 3: For point animation data, the points in the vector layers must match the file that was saved. NOTE 2: For bone animation data, the hierarchy of bones must match the file that was saved. NOTE 1: For layer animation data, the hierarchy of layers must match the file that was saved. NOTE 0 : Does not support loading from files saved with Save Layer Animation script before version 1.4 This script loads all the selected keyframes for the selected layers from a previously saved file. Indicates offset inherited from Parent groups Increase/decrease values & position with mouse scroll wheel Dynamic real-time updates - allowing you to see the effects of changes in the timeline and viewport Use Relative or Absolute frame referencing The relative offset is calculated relative to the Document start frame, plus any additional offset already present in the layers' parent group/s. You can either set the relative Layer Offset -or- absolute Layer Start Frame, and the other value will be adjusted accordingly. Use the Cancel button to UNDO any changes. The tool allows you to view and adjust the selected layers start frame / offset in the timeline, resulting in either a delay or advancement of the layers' timing - relative to the playhead frame position of the rest of the animation.Īny changes made are dynamic and in real-time, so you will be able to see the effect of those changes in the timeline & viewport. View & Adjust a layers' sequence offset position in the timeline Printlayer is a button on the tool window (using the printvalue menu's functions) to print the actual selected points, curves, shapes. It has a history to browse global variables easier. It is possible to print tables and metatables recursively. (added ) INSTANCING VECTOR LAYERS (LAYERSCRIPT):Ĭopies the mesh point positions from a source layer into other layers MPlayer is a multi-platform freeware media player. (added 08//05/2006) ADDITIONAL EXPOSURE SHEET TOOL:įor editing Switch layers in an exposure sheet (dopesheet) style I am also planning to implement my image vectorising and peghole recognition for scanned papers, but maybe the lua is not powerful enough, and I do need a perfect description of the spline geometry first (ADDED: now I know it)įa_paint_a (works only from Moho 5.4!) I am interesting on the coordinate model (What is the unit? The height of the field?), the spline calculation method (what is the meaning of the magic curvature value?) and any other important data. The known hidden bugs in the tools are also welcomed. But, for example, Manipulate Bones works great.īecause I have not enough experience yet with Moho, it should be important to receive suggestions. The selection of the points seems a bit difficult, the most uncomfortable I think is the Create Shape tool (this is only my opinion, maybe others like it). My major goal in almost every tool is to minimize mouse clicks and tool changes.
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