Constant Wheel of Death with Transform Bone Tool

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WatchMotion
Posts: 28
Joined: Sun Feb 04, 2018 4:47 am

Constant Wheel of Death with Transform Bone Tool

Post by WatchMotion »

Hey all,

I ran into this issue yesterday twice, effectively having to start over each time. I'm using a combination of bone transforms and point animation (careful not to use point anim on anything with an action associated) but after working a while and getting near to the end of the sequence I'm animating the Transform Bone tool starts triggering lag that can last minutes and basically prohibits any further use of the tool... I'm back to square one this morning - starting with my original rig and saving a ton of iterations in case it happens again.

One thing I've been trying with this rig is binding a FBF layer for the hair and hands to bones, maybe thats the culprit? And I'm using a half rez MP4 reference too... :shock:

I'm nearing the end of my rope here so any advice would be massively appreciated. Thanks! :)

Here's the file:
https://www.dropbox.com/s/7pxg3q0eo6fft ... moho?dl=0
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hayasidist
Posts: 3528
Joined: Wed Feb 16, 2011 8:12 pm
Location: Kent, England

Re: Constant Wheel of Death with Transform Bone Tool

Post by hayasidist »

keyframes in the negative part of the timeline...

http://www.lostmarble.com/forum/viewtop ... 4&p=193567

get synthsin's tool and use it to delete them ... that should speed things up.

If you have any ideas how they got there -- e.g. adding bones with the layer shifted by the sequencer or .... that will really help understand what causes this sort of problem...
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WatchMotion
Posts: 28
Joined: Sun Feb 04, 2018 4:47 am

Re: Constant Wheel of Death with Transform Bone Tool

Post by WatchMotion »

hayasidist wrote: Wed Mar 10, 2021 5:01 pm keyframes in the negative part of the timeline...

http://www.lostmarble.com/forum/viewtop ... 4&p=193567

get synthsin's tool and use it to delete them ... that should speed things up.

If you have any ideas how they got there -- e.g. adding bones with the layer shifted by the sequencer or .... that will really help understand what causes this sort of problem...
Thanks Hayasidist, I hadn't thought of that. I'll check it out!
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