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 Moho (Anime Studio)
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 Mike's Swiss Army tool extra feature
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rogermate
Junior Member

300 Posts

Posted - 11/23/2009 :  5:17:15 PM  Show Profile  Reply with Quote
This tool has been really handy, but I noticed something extra.

As with the LM standard tools, the Scale mode (pressing Shift) does not work on frame 0. But the Transform mode of Mike's Tool can be "tricked" into Scale mode by pressing Alt while on the pointed end of the bone.

This is interesting because the standard LM tools Scale tool is disable at frame 0.

Thus, if you've already created your bones and wish in retrospect that you could resize one, you can do it on frame zero with Mike's tool.

One nice feature of the standard LM tools is that you can select multiple bones and then manipulate them. (However, this doesn't work with the Swiss Army tool. Not a big problem though.)

Kelleytoons
Forum Admin



6484 Posts

Posted - 11/23/2009 :  6:48:55 PM  Show Profile  Reply with Quote
Actually, that's not strictly true. If you select multiple bones (using the (B)one select tool, for example) and THEN select my tool it will indeed manipulate them together. It's just that the standard tools to select multiple bones (shift, ctrl and alt keys) are already taken up in switching modes.

As for the scaling at frame 0 -- I actually have some interesting tools that allow you to scale, rotate, transform a layer of bones and then apply these transforms to the bones themselves at frame 0. This is a way you can manipulate copied bones easily (IOW, you copy a rig from someplace else but you want to resize it to fit a new character -- you just scale, transform, rotate the bone layer and then apply my tool which applies the transforms to the bones and removes them from the layer).

It's not perfect (transforms in particular are a little wonky at times, but since they are the least important in terms of adjusting the rig I haven't worried too much about it) but it's useful.

And while we're on this subject, I've added three reset buttons to the tool so you can get those resets you wanted -- it's not a perfect solution (I don't like having three different buttons but I couldn't make what I really wanted, which was to have the right mouse button perform these actions) but it works.

You can download the new version here:

http://www.kelleytown.com/freeware/mk_swiss_army2.zip
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rogermate
Junior Member

300 Posts

Posted - 11/24/2009 :  3:00:21 PM  Show Profile  Reply with Quote
quote:
Originally posted by Kelleytoons

Actually, that's not strictly true. If you select multiple bones (using the (B)one select tool, for example) and THEN select my tool it will indeed manipulate them together. It's just that the standard tools to select multiple bones (shift, ctrl and alt keys) are already taken up in switching modes.


Yes, it worked for Rotate and Translate, but for some reason Scale did not work for me. Maybe I've got to Scale the first bone of the multi-select.


quote:
Originally posted by Kelleytoons

As for the scaling at frame 0 -- I actually have some interesting tools that allow you to scale, rotate, transform a layer of bones and then apply these transforms to the bones themselves at frame 0. This is a way you can manipulate copied bones easily (IOW, you copy a rig from someplace else but you want to resize it to fit a new character -- you just scale, transform, rotate the bone layer and then apply my tool which applies the transforms to the bones and removes them from the layer).

It's not perfect (transforms in particular are a little wonky at times, but since they are the least important in terms of adjusting the rig I haven't worried too much about it) but it's useful.

And while we're on this subject, I've added three reset buttons to the tool so you can get those resets you wanted -- it's not a perfect solution (I don't like having three different buttons but I couldn't make what I really wanted, which was to have the right mouse button perform these actions) but it works.

You can download the new version here:

http://www.kelleytown.com/freeware/mk_swiss_army2.zip



Currently I'm trying to adapt Genete's rig featured in your tutorial to the arms and legs of a human character I'm working on. That's why I'm playing with the scaling, but I'm still learning as I go.

For some reason, the link to the new swiss army tool is not working for me.

By the way, I've got a few seconds of a bird animation on the Work in progress section.
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Kelleytoons
Forum Admin



6484 Posts

Posted - 11/24/2009 :  5:49:35 PM  Show Profile  Reply with Quote
Hmmmm -- that is definitely not the right link.

Try this one:

http://www.kelleytown.com/freeware/mk_swiss_army2.zip

(for some reason my host won't allow a download of a LUA file)
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Kelleytoons
Forum Admin



6484 Posts

Posted - 11/24/2009 :  5:54:49 PM  Show Profile  Reply with Quote
While we're on that subject, my inherit transforms script (mentioned above) is also there (I must have put it there a long time ago). It *should* work in 6.1 but if it doesn't let me know. It should allow you to scale that layer to fit your character and then have the bones inherit those transforms.

http://www.kelleytown.com/freeware/mk_inherit_transforms_6.zip
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madrobot
Junior Member



Australia
244 Posts

Posted - 11/24/2009 :  8:28:51 PM  Show Profile  Reply with Quote
I was confused, but I think this stuff is in the super secret forum club platinum section, is that right?
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Kelleytoons
Forum Admin



6484 Posts

Posted - 11/24/2009 :  10:24:37 PM  Show Profile  Reply with Quote
No -- trust me, the stuff that Wes (and perhaps even I) have in mind there is *much* cooler.

These are just tools I've been sharing for quite some time. I suppose I should gather these all up in one post because they've been rather scattered around, but I bring them up as it occurs to me.

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arfa
Starting Member

36 Posts

Posted - 12/01/2009 :  06:57:46 AM  Show Profile  Reply with Quote
Mike,

I am having trouble getting a copy of your knife.
for some reason my host won't allow a download of a LUA file

Even the zipped version comes as:
<h1>The page cannot be found</h1> etc.

I get the impression this script has been around for a while but I guess I missed it. Sounds intriguing.
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Kelleytoons
Forum Admin



6484 Posts

Posted - 12/01/2009 :  4:47:31 PM  Show Profile  Reply with Quote
You need to right click on that link and choose "Save File As" or some such.

The script has been around in various forms for a bit -- I *think* (but can't be sure) that I got the idea from another script called "Universal Tool" or some such, but the coding is all mine (it's not really all that big a deal -- mostly I just make calls to the other tools in the AS menu).

Where it's really powerful, IMHO, is when you have it hooked up like I do to a Shuttle Pro and then use in combination with Wes' layer select tools. Someday I'm going to make a video showing just how powerful this combo is when animating (my hands never leave the mouse AND I never have to select any other tools but use the mouse strictly on the timeline and for adjusting things in the animation window) but it will require getting my actual video camera out, getting presentable enough to be seen <g> and a lot of things I don't have to worry about when doing screen tutorials.
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rogermate
Junior Member

300 Posts

Posted - 12/02/2009 :  01:06:10 AM  Show Profile  Reply with Quote
quote:
Originally posted by Kelleytoons

While we're on that subject, my inherit transforms script (mentioned above) is also there (I must have put it there a long time ago). It *should* work in 6.1 but if it doesn't let me know.





It installs fine in 6.1 - but I must have assumed something about what it does. My goal was to take sub layers of a group layer out of the group layer that they are in yet preserve - or inherit - the transforms that had been applied to the parent layer. My scenario was having made a character too complex, and trying to flatten out the layers so that there was one (or at least fewer) bone layers.

But thinking again, this script was applying the inheritance to bones within a layer, versus applying transforms on a group layer to each sub layer.

Is there a script which can automatically apply parent transforms to a child layer on removal from a group layer. And when adding a layer to a sub layer, "subtract" the existing transforms so that the layer is otherwise unaffected. I'm not sure how often this might be needed, but perhaps your inherit script has most of the work done, just applying to a chosen layer instead of the bones, and adding the inverse.

Anyway, it sounds perfect for adjusting Genete's arm rig. I tried doing things manually and ran into another AS surprise. For some reason, one of the bones shortens going onto frame 1.
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Kelleytoons
Forum Admin



6484 Posts

Posted - 12/02/2009 :  07:52:41 AM  Show Profile  Reply with Quote
Yes, that script is specifically for bones. Could it be modified to do what you are looking to do? Sure, but if I understand what you want the actual coding is far easier.

It's too early in the morning for my eyes to open properly, so I don't remember (and can't easily check) if you are into coding or not, but for the benefit of those who are I'll elaborate. To get the keys for any layer transforms you simply do something like:

theScale = moho.layer.fScale:GetValue(moho.frame)
theTranslation = moho.layer.fTranslation:GetValue(moho.frame)
theRotation = moho.layer.fRotationZ:GetValue(moho.frame)

and then you can assign these values in the same manner:

moho.layer.fScale:SetValue(moho.frame, rotVal)
moho.layer.fTranslation:SetValue(moho.frame, rotVal)
moho.layer.fRotationZ:SetValue(moho.frame, rotVal)

So really the only coding you have to do is to pick what frame you want (if other than the current frame) and the layer you want to move things to. For my bone stuff, I take the current frame and move the values to 0 -- you want to move things to 0 for any situation where you want the "reset" of the frame to have these as the default values. My bone stuff is a little trickier because I have to move the values to the bones themselves, but if all you want is for a child to inherit the parent layers you don't have to worry about that.

As for why one of you bones shortens, assuming you've cleared the animation (and you *must* try this to be sure) it might be an offset problem. There are actually two things that must be adjusted with bones in terms of a reset -- one is the actual translation values (rotation, scale, position) and the other is the offset if you've used offset bones in any manner (you can see the offset by turning it on at frame 0 and then selecting any bone -- adjusting to 0 will set it back to "normal").
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arfa
Starting Member

36 Posts

Posted - 12/02/2009 :  08:59:52 AM  Show Profile  Reply with Quote
Nope
Just can't seem to get that link to deliver.

Right-click...
Direct-click...
Open directly online...
all deliver the correct file name but the contents is an html page:
"The page you are looking for might have been removed, had its name changed, or is temporarily unavailable. etc."

rogermate talks of it working in 6.1 but did he get 'it' off this link?
quote:
mostly I just make calls to the other tools in the AS menu

I am curious if this is anything like Rudigers 'tool bar.' I worked on that (a really tiny bit :) and there is great potential with that principle.

Anyhow - I am a keen customer. If you could check the link or...

thanks
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Kelleytoons
Forum Admin



6484 Posts

Posted - 12/02/2009 :  10:35:16 AM  Show Profile  Reply with Quote
He got it off that link, but I suspect you're not using the right one. Don't use the first link, use the one I posted in the third or fourth message down (which I'll repeat here and then disable that first link so no one else makes that mistake):

http://www.kelleytown.com/freeware/mk_swiss_army2.zip

This definitely works for me and Rogermate, so I can't say why it wouldn't work for you.
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rogermate
Junior Member

300 Posts

Posted - 12/02/2009 :  3:25:45 PM  Show Profile  Reply with Quote
quote:
Originally posted by Kelleytoons

He got it off that link, but I suspect you're not using the right one. Don't use the first link, use the one I posted in the third or fourth message down (which I'll repeat here and then disable that first link so no one else makes that mistake):

http://www.kelleytown.com/freeware/mk_swiss_army2.zip

This definitely works for me and Rogermate, so I can't say why it wouldn't work for you.



Hi Mike,

1. Thanks (again) for the insight on the bone shortening, I'm going to get back at the task right after this posting.

2. I have written code "in past lives", so maybe this will be my starting lua. It seems that moho. is the parent object representing the current AS document and various objects and methods are accessed from within. Does GetValue return the net of all the nested layer transformations?

3. I did have some problems with the tool download, and I'm not sure that I've been able to load the most recent version. I can confirm that the most recent link above does not return a zipped lua file, but some zipped html code with a .lua filename which contains:

quote:
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<HTML><HEAD><TITLE>The page cannot be found</TITLE>
<META HTTP-EQUIV="Content-Type" Content="text/html; charset=Windows-1252">
<STYLE type="text/css">
BODY { font: 8pt/12pt verdana }
H1 { font: 13pt/15pt verdana }
H2 { font: 8pt/12pt verdana }
A:link { color: red }
A:visited { color: maroon }
</STYLE>
</HEAD><BODY><TABLE width=500 border=0 cellspacing=10><TR><TD>

<h1>The page cannot be found</h1>
The page you are looking for might have been removed, had its name changed, or is temporarily unavailable.
<hr>
<p>Please try the following:</p>

(Not the whole file)
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Kelleytoons
Forum Admin



6484 Posts

Posted - 12/02/2009 :  4:14:03 PM  Show Profile  Reply with Quote
Okay, I've uploaded this yet again (there appears to be something weird going on with my host -- they are trying to migrate me against my will to another new system, which will require me to relocate all my sites in the next month or so and this might be a side effect).

See if it works now.


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Kelleytoons
Forum Admin



6484 Posts

Posted - 12/02/2009 :  4:26:47 PM  Show Profile  Reply with Quote
As to your question, Moho is the parent for the current document (even though you need to say "Moho.Document" at times <g>). GetValue gets the current value at that frame of whatever it is you are looking at, scale, rotation, position. You can always see these values by invoking the tool that you want (IOW, select layer rotation and you'll see the current rotation value in the bar -- my Swiss Army tool doesn't have this for obvious space reasons). If you zero out these values you effectively set the layer back to it's value at frame 0.

Changing something at frame 0 is the exception -- if you rotate a layer 45 degrees at frame 0 it remains at 0 degrees rotation because that's the starting value, if that makes sense. It's also the only layer no keys are set (for the same reasons).
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