It might be caused by a Draggable or other handle at a specific level in the hierarchy. Would it be possible to share the artwork file with us via Dropbox, Google Drive, Creative Cloud, etc.? You can send the link in a direct message, if needed.
Hi Jeff, there is a draggable handle there and also a stick.
That’s where the distortion occurs.
Its that a glitch?
Is there a work around?
You can download the files here: http://modinodownloads.com/CharacterAnimatorProject3.zip
Can you also send the doninique_body_Layers.psd file?
I forgot to ask you to include it with the project, which you can do in general by doing a File > Save As, then File > Copy Media FIles into Project Folder, but I can relink to that .psd if that is given separately.
have you already found a solution for the issue? I'm struggling with the same problem
I think it’s a bug.
If I figure it out I’ll email you.
ff you can send a link to the doninique_body_Layers.psd file (you can send the link via a private message), I can try look determine what might be happening.
Thanks. It looks like you have a Head tag at the wrong place -- it's interactive with the rigid stick. Do this:
1. Select the "Body" layer, then the handle named "Draggable Head", then remove the Head tag from it.
2. Select the "head" layer, then add the Head tag to it. You'll want to drag that Head origin handle down to where you want the head to pivot when you tilt your head.
Hope this helps.
HI Jeff, yes that seems to work.
So let me get this straight:
the “tags” go on the folders for each body part.
And the Sticks and draggable handles go on the enclosing folder.
And the reason the distortion was happening was because the “head” tag was on the enclosing folder and reacting
with the stick
Is that correct?
Hi, So the distortion was being caused because the “head” tag was interacting with the stick and draggable handle.
you have to put the “ head” tag or whatever part you’re working with on the folder for that part.
Then the draggable handles and sticks go on the enclosing folder for the whole character.
It seems to work.
There are two types of tags -- layer tags and handle tags. Layer tags usually control visibility of a layer (e.g., mouths, blinks, etc.), and appear as blue text buttons when tags are shown as text. Handle tags control position of handles (e.g., the Head handle, Draggable, etc.) and appear as yellow text buttons. The previous location of the Head handle tag was at the same level as the stick, so you had a handle controlled by the webcam stretching the mesh that was trying to stay fixed by the stick handle. Usually, you place the Head handle on the Head layer of a puppet.
If you want, you could delete that handle called "Draggable Head", then place the Draggable handle tag on the Head origin handle one level down.
OK I’’m a bit confused now.
On the photoshop file I made draggable points for the body parts.
which seems to work. except for the head.
I put he handles on the top layer.
Now when I make the Tags draggable on the enclosing folder for each part,
all the draggable points move when I move one.
The head is working fine now.
what I need to know is.
where do I put the draggable handles for the rest of the body?
do I put them on the enclosing folder
or on the enclosing folder for each body part?
I usually put Draggable handles within the folders associated with those parts. Also, if I want the origin for a puppet (folder) to be draggable, I either add Draggable to the name of the folder or create a specific origin handle with Draggable in its name ("origin Draggable"). Here's a variation of your artwork with those specified:
If you import it, then add sticks as needed in the Puppet panel, and add Cycle Layers back on the fire, is it closer to what you want?
Also, I noticed you project has multiple Dragger behaviors. As of Preview 4, you should no longer need to use one Dragger per Draggable handle -- during recording, separate Dragger takes for each dragged handle will be created.
thanks Jeff. I will look at that and see if I can figure it out.
Hey Jeff. yes I did that just before you sent that.
I think the thing that was screwing me up was I was still making
separate draggable behaviors for each draggable point.
Now that I’ve deleted them. it mostly works now.
I have to play with it for s while.
Thanks for all your help.
Oh one more thing.
It would be helpful if you could see the animation you’ve already done played back
as you animate something else.
If the other animation was done with a different behavior, you could disarm it (behavior's red button deselected) and during recording it should play back the previously recorded takes. For example, if you already have Face and Dragger performances captured, if you then disarm Dragger, then start a recording to capture Keyboard Triggers, you should see the previous Dragger performances while you press keys. Having previous recordings of the same armed behavior play back could get tricky if a previous Dragger performance, for example, is moving a hand around and you're trying to grab it while it's moving.
Or do you mean something else?
Hi so if I have one dragger performance which contains Left arm, Right arm and torso.
I create another dragger instance ( disarm the first) and animate the legs while I see the other moving.
I tried that and it works.
that’s really helpful.