If anybody has either a video tutorial on how to pick up and "drag" items, or has a detailed guide, that'd be fantastic and very much appreciated.
My layer ordering (just know that everything south of "neck" is the rest of the body):
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Those are some great ideas; thanks. Now I'm trying out the visibility method, but an issue I'm running into is that while the chip and dip on it are moving perfectly with the hand, the mask is moving as well (and that mask needs to stay static where the character's mouth is). What can I do to keep the mask in place where I want it to be, but have the other layers in the folder (to be clear, I have the chip, dip, and mask in the same folder because that's where the masking takes place to hide the chip as it goes into her mouth, and that folder is actually in the character folder and bound to the hand bone) move as normal?Greenlaw wrote: ↑Fri Feb 18, 2022 7:34 pm There are a few ways to animate characters picking up and dropping items. Here are two methods I like to use...
One common method is to place the artwork being handled by the character inside the character group, and Layer Bind it to a bone. Then, to make the character pick up the item, you simply keyframe the parenting of the item's bone to the hand bone, and then unparent the item's bone when the character drops it.
A less obvious method is to create duplicate layers of the item, one parented to the character's hand, and one free floating in its own group. First, keyframe the visibility of the item in the character's hand so it's invisible. Then, on the frame when the character picks up the item, show the item parented to the character's hand and hide the free floating layer. When the character 'releases' the item, switch the visibility of the two items again.
In my opinion, the second method can give you more control over the the alignment of the items during the hand-off, and more freedom in how you animate it. (I've employed this trick when animating in 3D programs too.) You can also use more than one duplicate if you need to have the item interact between multiple characters or different groups of items.
If your animation has a complex series of hand offs (i.e., between a lot of characters, containers, etc.,) you can simplify this a little by placing everything in the project in a Bone group (maybe call this layer 'Global Controls',) and then create an SBD there to control the visibility of the item in all their different locations. This way, you can keep the visibility keyframes in a single layer channel instead of scattered throughout the project.
I guess I should specify what I'm trying to do: the chip goes into the open mouth, the mouth closes in one frame, and the chip vanishes as soon as the mouth closes.Greenlaw wrote: ↑Sat Feb 19, 2022 2:26 am If the intention is to show the chip inside the mouth, I would put another duplicate of the chip artwork layer inside the character's mouth layer and allow the mouth layer to mask the chip.
This sounds like an awful lot of detail. I can understand putting in this effort if the animation is all about showing the chip inside the mouth and what happens to it, but if the act of eating a chip is only meant to be incidental, I would simplify the scene.
In other words, it's more polite to chew with your mouth closed.![]()