• Hi steve,

    I think you're adding a Child, not a new instance of Bones.
    To add a new instance of Bones, go to Effects -> BAO -> Bones, like you did for the first one.

    You're probably clicking 'Add Child' instead of 'Quick bone set'.
    Note that the 'Add child' button isn't visible in the rigging tutorial as the button was added yesterday only :-)

    Cheers,
    François
  • Hi everyone,

    a new version is available (v1.3.1). The UI bug Steve noticed has been fixed.

    Enjoy!
    François
  • Hi there
    I'm so frustrated : unable to use the Bones plugin…
    AE CS6 crashes instantly with alert error : "A problem occurred when processing OpenGL commands."
    OS X 10.12 / Intel Xeon E5 / AMD FirePro D700
    Any Idea ?
    Thx
  • Hi Pascal,

    please make sure you downloaded the latest version (v1.3.1), cos' there's been several updates these days.

    Cheers,
    François
  • Hi François,
    Unfortunatly, I have the latest version…
  • Hi François,

    Unfortunatly, I have the latest version…
    Please open a support ticket so we can help you further http://aescripts.com/contact/?direct=1
  • Hi everyone,

    A new version (1.4) is available with a new feature: 'IK scale'
    Here's the tutorial:



    Have fun!
    François

  • Hi Francois,

    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. 

    Thanks. 
  • Hi Anthony,

    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
  • Hi Francois,

    Thanks for the speedy reply. 

    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. 

    Thanks. 
  • 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/
  • Hi John,

    this behaviour isn't because of trial version, but because you're using Bones with CS5.5.
    Bones requires at least CS6 (because it relies on newer After Effects functions)

    Cheers,
    François
  • 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!!
  • Hi John,

    I've replied in the support ticket, we'll try to see what's bugging.

    Cheers,
    François
  • Hello.
    I'm testing the trial; very nice script.
    I have rigged a leg with an ik system, but how do i attach the top point of the leg (the static one) to a moving target? (let's say a torso layer)
    That point, unlike the tip of the leg, doesn't have a null to animate and parent to other layers.
    Thanks.
  • Hi Filippo,

    glad you like it :-)
    When you click 'Quick bone set', you have the choice between 'Set', 'Set with controllers' & 'Set with controllers (last point only)'.
    If you select 'Set with controllers', you'll get 2 Nulls, one for the Distort 1 and 1 for 1 for Distort 3.

    Hope it helps,
    François
  • Hello!

    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!
  • Hi Markus,

    in the tutorial, I use the masks to define where the leg stops, and where the foot starts.
    I'll try to make a new tutorial soon.

    Cheers,
    François
  • Cool, thank you very much.
  • Hi Markus,

    sorry it took a little while, but here's the Tut.

    Hope you like it!

    And for everyone, a new update is available. I've fixed a floating point sub-pixel precision issue.
    A wiggling can still occur on low definition, but it's now smooth in high res.

    Cheers,
    François
  • Hi François,

    I have error using bones on cc2014. When i apply the effect it says "after effects error: crash occurred while invoking effect plug-in "bones"

    Running bones on cc2015.3 works fine.

    Any fix for cc2014?

    Regards.
    Ben.
  • Hi Ben,

    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 Ben,

    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.

    Hopefully you can find the bug.

    Ben.
  • Hi...do this plugin have stretch feature like duick?
  • Hi Ali,

    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.

    Hope it fits your needs!
    François
  • 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
  • Hi Stephan,

    sorry for the late reply.
    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.

    Cheers,
    François
  • sorry can you please tell me how to install. ae cc 2017 (win & mac)
  • Hi,

    just unzip the folder and copy the Windows or Mac (according to platform) folder in
    Adobe/Adobe After Effects CC 2017/Plugins/

    Hope you like it!
    Cheers,
    François
  • Every time I try to rig a smooth character following the Smooth Leg tutorial the art disappears as soon as I select the masks :(

    The bones are there but the art is invisible...

    Any ideas?

    Thanks!
    Eben



  • Hi Eben,

    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.

    Cheers,
    François
  • Thanks Francois -

    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.

    Thanks so much!
  • Hi everyone,

    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'.

    Cheers,
    François
  • Hi!
    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?
  • Hi!

    Can you open a support ticket and send me your file? I'll have a look see what's going wrong.

    Cheers,
    François
  • Using 1.4.3

    AE CS6 crashes instantly with alert error : "
    A problem occurred when processing OpenGL commands."

    Mac 10.10.5

    Any ideas?

    Gary
  • Hi Gary,

    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.

    Sorry, no better news.
    François
  • Hi,

    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" 
  • Hi,

    the easiest way is to animate the folder's opacity. You'll find it in the Render parameters.

    Cheers,
    François
  • Hi,

    the easiest way is to animate the folder's opacity. You'll find it in the Render parameters.

    Cheers,
    François
    Yeah, I found it.

    Thank you so much 

    Cheers,
    Basem

  • Hi, 

    Is there a way to hide a child of a bones effect on a specific frame?
    If I for example have an object in the hand of a character rig I want to remove.

    Cheers,
    Mikkel
  • Hi Mikkel,

    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.
    Thanks for the idea!

    Cheers,
    François
  • Hi again Mikkel,

    you can download the last update (1.4.6), I've added a 'Child opacity' parameter.

    Have fun!
    François
  • Is there any way to get the same object properties (child) like (position + scale + rotation) while I'm transferring it to another hand ?

    Because I'm really looking for much faster way to transfer an object from one hand to an other 

    Can you add a button to copy properties and pasted to the other one?
  • Hi!

    Good idea! It might take some time, but I'll try to add it.

    Cheers,
    François
  • Hi again Mikkel,

    you can download the last update (1.4.6), I've added a 'Child opacity' parameter.

    Have fun!
    François
    Thank you so much, François!
  • You're welcome!
    It is a 'must have' feature, glad you came with the idea.

    Cheers,
    François
  • Hi!

    Good idea! It might take some time, but I'll try to add it.

    Cheers,
    François
    Maybe if you make the BAO Bones plugin able to cooperate with Good Parents script , that will help to solve the problem 

    Is that possible ? 

    if it's not , could you please try to make something similar in order to help us do our animation as fast as possible :)

    thank you so much 
  • Yes, I'll try to do something a bit similar.
    But unfortunately for me, I'll have to re-write everything from scratch so it fits Bones inner calculations...

    So, you'll have to be patient ;-)

    Cheers,
    François