Search found 23 matches
- Tue Mar 13, 2012 11:35 am
- Forum: How Do I...?
- Topic: Switch layer runtime error
- Replies: 6
- Views: 1004
I believe I found the problem...I think it has something to do with the file size, as well as the amount of stuff I have in each bone layer/body angle. Anime takes quite a while to switch from layer to layer with the switch layer, like its reading through each bone layer until it gets to the one I'v...
- Mon Mar 12, 2012 6:52 pm
- Forum: How Do I...?
- Topic: Switch layer runtime error
- Replies: 6
- Views: 1004
- Mon Mar 12, 2012 6:50 pm
- Forum: How Do I...?
- Topic: Switch layer runtime error
- Replies: 6
- Views: 1004
Switch layer runtime error
Hey ya'll...I have a switch layer with 8 body angles in it (F, FS, S, BS, etc.) These layers are rather large, each with a rig in them, morph dials from Rudiger, and 1 large texture file. I can switch around from layer to layer only 3 or 4 times until I get a runtime error, saying nothing more than ...
- Fri Feb 10, 2012 10:49 am
- Forum: Scripting
- Topic: Bone morph dials script
- Replies: 424
- Views: 279139
- Thu Feb 09, 2012 12:01 pm
- Forum: Scripting
- Topic: Bone morph dials script
- Replies: 424
- Views: 279139
- Sat Feb 04, 2012 5:18 pm
- Forum: Scripting
- Topic: Bone morph dials script
- Replies: 424
- Views: 279139
I am looking forward to that. I'll have to test if a bone from one MorphDials layer can be controlled with a bone from another MorphDials layer. (Maybe you already know if this works) If that works, and the viewport update would play nice, one could split a basic facial rig into parts, for example e...
- Fri Feb 03, 2012 5:23 pm
- Forum: Scripting
- Topic: Bone morph dials script
- Replies: 424
- Views: 279139
True that would work, thanks. Not sure if I want to force the animator to bake every time they morph in an expression though. Point motion is def. a lot faster in the timeline...bones are pretty slow. The cool thing about bones is that the animator can make small tweaks with the bones if he wants to...
- Fri Feb 03, 2012 4:43 pm
- Forum: Scripting
- Topic: Bone morph dials script
- Replies: 424
- Views: 279139
Hey ya'll, I've been doing some facial rigging with the script and have come across a problem. When you want to control another bone with the BoneDials through an action, you always have to scrub one frame in the timeline in order to see the animation update. For example, (very basic) I draw a ball ...