Frame by Frame with Rigged Character Workflow

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lwaxana
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Frame by Frame with Rigged Character Workflow

Post by lwaxana »

I wonder if anyone has found a workflow for combining the new frame by frame capabilities with rigged character animation. I'd like to use limited frame by frame animation to accomplish things that are difficult with a bone and point animation, like moving the character's arm toward the camera. But I would like to add the frame by frame arm to the character rig file for future reuse, like a switch layer.

It seems that the vector layers can be moved out of their frame by frame folder into a switch layer, which works well if everything is on one layer. But if you're using layer referencing and your fills, shadows, and outlines are all on separate layers, it seems you would have to manually reorganize all of these vector layers into a group layer (the layer 1 outline, layer 1 fill, layer 1 shadow) within a switch layer for each frame so that you could integrate into your character. Is that correct?
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synthsin75
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Re: Frame by Frame with Rigged Character Workflow

Post by synthsin75 »

I would imagine you could copy FBF keyframes into a smart bone action (copy mainline from active SB action).
Fuzatron
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Re: Frame by Frame with Rigged Character Workflow

Post by Fuzatron »

I'm hoping there is some way of accomplishing what you describe, lwaxana :) That is definitely where i need FBF most.
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funksmaname
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Re: Frame by Frame with Rigged Character Workflow

Post by funksmaname »

you could try making sure the arm you want to replace is in its own layer. When you want fbf to take over toggle its visibility and create the fbf layer. You can bind that entire layer to the hidden arms bone if you like, that might make it 'stick' to its parent bone, but if you're doing it fbf you might not bind it at all... very interested in seeing your tests/results, please post!!
Psynema
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Re: Frame by Frame with Rigged Character Workflow

Post by Psynema »

You can actually make smart bones for a rig with arm foreshortening. The bicep bone (provided you bind limb layers) will allow you to pivot the arm without distortion. Bending the forearm/hand will cause distortion but you can just move the bones manually keyframing the forearm and hand bones if you need to.
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dueyftw
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Re: Frame by Frame with Rigged Character Workflow

Post by dueyftw »

I have come up with a way to deal with the fbf and rig animation.


Dale
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Re: Frame by Frame with Rigged Character Workflow

Post by Fuzatron »

Some nice ideas here! And the vid is much appreciated, Dale :D
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lwaxana
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Re: Frame by Frame with Rigged Character Workflow

Post by lwaxana »

Thank you all for the ideas and for the video! I have a lot of things to try now. :D
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lwaxana
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Re: Frame by Frame with Rigged Character Workflow

Post by lwaxana »

I just got a chance to watch Chucky's webinar and he addresses switching between a character rig and frame by frame animation of the whole character's body using a switch layer at 48 min:
https://youtu.be/5b9ap_A8rrA?t=48m40s
I plan to experiment more with creating body part switch layers to add within a rig using frame by frame.
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exile
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Re: Frame by Frame with Rigged Character Workflow

Post by exile »

Thanks a lot, Duey, I wasn't quite sure how Chucky's demonstration of FBF to rig actually worked. Your good old circles made it clear.
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Re: Frame by Frame with Rigged Character Workflow

Post by Bossco »

Thanks for the video dueyftw
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dueyftw
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Re: Frame by Frame with Rigged Character Workflow

Post by dueyftw »

I have made another video, in Tips & Techniques:

viewtopic.php?f=9&t=27725

It the same idea with a better workflow.

Dale
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