I wanted to know if your Bones plugin could be used in conjunction with Mask Avenger 2. I'm interested in purchasing both and I'm currently trying out the demos to see if I could combine both methods for rigging a character designed with shape layers.
I'd like to create a character out of shape layers and then apply Mask Avenger/Shape Avenger to create a "Node" for each major vertex point in the shape layers. But instead of generating null objects as the "Nodes" for controlling each vertex point, I would like to link the Distort Points from Bones to the Points in Mask Avenger and then apply the Puppeteer so I can avoid cluttering the timeline with several Null Object layers.
Ultimately I'm trying to harness the power from both plugins. I love the freedom that Mask Avenger brings, but I hate having to select to through several Null Objects. If I could combine it with the Puppeteer from Bones then ideally I could place all the control points on one Adjustment layer which would speed up my animation process, because I wouldn't have to scroll through several layers to get what I want.
Currently I'm experimenting with using the demos from both plugins together by linking the points from Mask Avenger to the Distort Points in Bones via expressions. It sort of works. I can see the shape layer path being manipulated, but the shape itself doesn't react exactly they way I would expect, because bones is now taking over the distortion method. If you can let me know how I can achieve what I'm looking for, then I will gladly purchase both plugins today. I'm not sure if this is even possible or if this would be consider a feature request, but either way I surely hope you can point me in the right direction.
very interesting question! :-) In fact, a looooong time ago, I tried to write such a plugin that could ally masks and IK /distortion. But unfortunately, I hit several walls and had to give up...
There are 2 major issues with this method:
1_Bones is a distortion effect, so it can give bad results on collapsed layers (text, shape...). For example, if you apply Bones, and then want to move your layer, it will not sample the source at correct coordinates.
2_Bones computes IK's 'middle point' internally, and this point's coordinates cannot be used by other plugins (except for manual mode).
Now, there are workarounds, depending on what you want to achieve.
The most reliable method, in my opinion, is to use Shapes or Solids with masks in precomps, then apply Bones on the precomps. For example, you can animate a turnaround of a leg in a precomp, then call its animation via 'Time selector' in Bones (it works just like a timeRemap). This way you keep the power of Shapes for design and the simplicity of Bones for animation.
You can open a support ticket and send me your .aep file, I can have a look, see what we can do.
I don't like the idea of using Shape Layers in Precomps, because you'll lose the quality you get from live Shape Layers. Especially when using cameras. If you have a camera in your scene, with a Precomped Shape Layer, that's also a 3D layer, it acts as rasterized image. Which means the image gets blurry when zoomed in on. In order to maintain quality, you'd typically turn on the Continously Rasterized switch, but once you do this for a Precomped Shape Layer, that's also a 3D layer, the render order changes, and you lose the Z depth.
As I'm developing this rigging process, I wanted to avoid Precomped Shape Layers for that reason. So I'm thinking I may skip on Bones and focus more on Mask Avenger.
Is there any reason that the entire character would be vanishing completely and blinking in and out during random frames? Is that because of the trial period? Just testing out the plugin now, but will buy it if I know it will fix this issue/
My mistake, I'm actually using After Effects CC 2016. Any reason why that would still happen, and how i can fix it? I won't be able to purchase this unless i know it's going to be fixed, but I'm desparate!!
How do I make a footroll? It would be brilliant if you could make a tutorial for this- I think I've never ever used heels on a character like in the smooth leg tutorial, and I am not sure where to put the masks.
it happened to another user, but I couldn't find what causes the crash.
Can you open a support ticket so we can check it? Hope I can find the reason this time.
Cheers,
François
Hi François,
I've opened a support ticket already.
v1.03 work previously on cc2014. Didn't managed to try all other updates after that so i cant tell which version stopped working on cc2014 after v1.03. Came back to work on my project and updated Bones to latest version and it doesn't work anymore.
I'm not a specialist of DUIK, so I'm not sure what you exactly mean by 'stretch'.
But Bones have 2 different features that can stretch a leg, arm, etc...
First one is 'Clamp max size' (in IK topic): if you uncheck it, your IK will stretch when the distance between 1st and 3rd points is bigger than the size of the Bone. Note that this option is keyframable so you can control it very easily.
Second one is 'Point scales' (in Points topic): there, you define rig's scale at 1st, 2nd and 3rd points, and you also have an 'Auto-scale' mode that performs 'Squash & stretch'. Also keyframable, for a maximum of control.
Hi Francois, Bones is very promising looking so I downloaded the trial. I really like the feature that I can try everything in the trial without a time limitation. Super! However: I could get one limp of my figure animated but could not set up a rig. It was not possible whichever way I tried to parent one instance to the other. The results would always be weird and couldn't get corrected through any Bones feature. I am also missing a description of how to best set up a figure/graphic to be animated via Bones (Masks on a picture, Never masks on anything, Vector, Pixels, limps extra or the whole figure, transparent background yes or no etc). Could you enlighten me a little please? Best regards Stephan
How did you try to parent the effects? The 'good' way is to select an effect in the 'parent effect' parameter.
What kind of weird result did you get?
Now, there is no best way to set up, it depends on your character. The easiest is to start simple, like in the tutorials, and then modify it depending on what you need.
For details, please check the tutorials and the user's guide. You'll find a description of every single parameter.
If you still have trouble, you can open a support ticket and send me your project, I'll have a look at it.
firts thing you can do is to check your masks 'go on the same direction'. I mean that, for example, first vertex of each mask is near the shoulder. You can also try to switch your masks (selecting mask1 in the mask2 parameter, and mask2 in the mask1 parameter).
Also, you should try to set the masks in 'Selection only' mode. This way you'll see exactly which area of your artwork is defined by the masks BEFORE it is distorted.
If you still have troubles, please open a support ticket and send me your project, I'll have a look at it.
I tried your suggestions and sadly it's still making the art completely disappear. I opened a support ticket including a link to download my project files.
the issue Eben has been hitting is due to 3D layers.
Actually, on some versions (depends on AE version and machine...), the preview can be wrong if Bones rig is defined by Masks on a 3D layer and resolution is not 'Best'.
To avoid it, you can either work in 'Fast draft' mode or in 'Ray casting 3D'.
I can't for my life figure out how to attach an object to my characters "hand" movement.
It's actually only one long arm with the Ik set to auto, creating a three pointed bone but I need to attach an object to the end of the arm where my "hand" is located.
I tried to add a child to my right arm bones but when I move the hand, all kinds of wiered movement happens. Also tried to change the child's anchor and position but that only make things worse...
Is there a way to parent a layer to the in the way I describe?
some other Mac users have had crash with CS6 too...
It seems to happen with CS6 versions installed before CC (not the ones that you can install now via CC installer), but it's not consistent, so we couldn't fix the issue... Some work, some don't, and we couldn't track down any special configuration that would work or not...
If you purchased the plugin, please open a support ticket so we can launch a refund.
Suppose I want to create scene that "Hand A" gives Hand B a folder via linking the folder by using add child, is there any why to hide the folder from hand A in order to make it appear on "hand B"
it is possible, but it depends on which 'Child' feature you use.
If you've added a child via the 'add child' button, you can simply animate its opacity. It is definitely the easiest way to do it.
If you used directly the 'Child' parameter of the plugin, then it is a bit more complicated.
You can play with the time sampling mode (time selector) and ask for a time where your child source is invisible. But you'll need to use a pre-composed layer as child source.
It would actually be a good idea to add a 'Child opacity' option. I'll include it in the next update.
very interesting question! :-)
In fact, a looooong time ago, I tried to write such a plugin that could ally masks and IK /distortion.
But unfortunately, I hit several walls and had to give up...
There are 2 major issues with this method:
1_Bones is a distortion effect, so it can give bad results on collapsed layers (text, shape...). For example, if you apply Bones, and then want to move your layer, it will not sample the source at correct coordinates.
2_Bones computes IK's 'middle point' internally, and this point's coordinates cannot be used by other plugins (except for manual mode).
Now, there are workarounds, depending on what you want to achieve.
The most reliable method, in my opinion, is to use Shapes or Solids with masks in precomps, then apply Bones on the precomps.
For example, you can animate a turnaround of a leg in a precomp, then call its animation via 'Time selector' in Bones (it works just like a timeRemap). This way you keep the power of Shapes for design and the simplicity of Bones for animation.
You can open a support ticket and send me your .aep file, I can have a look, see what we can do.
Cheers,
François
How do I make a footroll? It would be brilliant if you could make a tutorial for this- I think I've never ever used heels on a character like in the smooth leg tutorial, and I am not sure where to put the masks.
Thank you!
Bones is very promising looking so I downloaded the trial.
I really like the feature that I can try everything in the trial without a time limitation. Super!
However: I could get one limp of my figure animated but could not set up a rig. It was not possible whichever way I tried to parent one instance to the other. The results would always be weird and couldn't get corrected through any Bones feature.
I am also missing a description of how to best set up a figure/graphic to be animated via Bones (Masks on a picture, Never masks on anything, Vector, Pixels, limps extra or the whole figure, transparent background yes or no etc).
Could you enlighten me a little please?
Best regards
Stephan
AE CS6 crashes instantly with alert error : "A problem occurred when processing OpenGL commands."
If I for example have an object in the hand of a character rig I want to remove.