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Showing posts with label bone tool. Show all posts
Showing posts with label bone tool. Show all posts

Friday, February 19, 2010

Flash CS4 bugs and how I managed to get over them

This is my second rig for the boy, which I made sure will be more stable and more controllable than the first I made:



Obviously I had to take it apart and mess it up to demonstrate the set-up. The only symbols of the rig that contain variations/animation are the hands and the head, thought in some cases it might be useful to have that for the torso as well. One thing that could have been done to improve this is to make it possible to move the character's shoulders by adding one extra chain with a hidden symbol between the neck and the upper arm.



Bugs in flash cs4
Here is my report on problems I met while doing my Toast! animation for Bradford university. I might have to add some more to the list, as it is not completely finished yet.

Bugs with the rigs/ rigged symbols:

*Bug: Head symbol animation won't play properly timed in test movie/exported file, thought it plays just fine in flash cs4. It will freeze on the first frame it is set to start from
+fix: When you have an armature layer, be sure to set it to start from frame 1 and it doesnt have any blank space before it starts. Put it in a symbol and have that symbol start the armature animation inside from frame one.You can tell the head symbol to start from whichever keyframe it starts in the particular scene in the armature itself.


*Bug: After the armature is keyed and animated, for some reason its messing up the pivot points and that causes limbs/head/bodyparts to fall off.Even when you move them to attach them back, that breaks their position in previous keyframes.
+fix: Quickest way is to just start over and
DO NOT DO the following after you start keying the armature (you can only do it before you animate), it will cause this bug:
--don't use the transform tool on the armature layer- be it parts of the armature or the whole layer.If you need to move the whole model, put it in a symbol or set the armature in a way that lets you move it (enable movement on root or skeleton).
--don't touch any pivot points
--don't alter any of the constraints that you have already set up. Be sure to check that you don't have to add or take value before you start animating. You can enable and disable rotation and so on, but you can not touch the constraint values that you have set before animating.
--Don't ctrl(+shift)+up/down -- arrange the symbols -- after you start keying your armature. It might cause weird problems.

*Bug: After copy-ing the symbol that contains armature animation and transform-->flip it horizontally on a keyframe, that flips the symbol everywhere else (in all scenes that it is used in)
+resolution- I couldnt quite find a solution to this problem. In my animation,I had to turn my character to the other direction and make him run. The only way to do that was to create another armature and use most of the symbols from the previous one.


*Bug: If you have multiple symbols on one layer ,and you select them ,right click and choose "distribute to layers", Flash CS4 might either give you "unknown error" or crash altogether,losing all your progress.
+ to avoid: dont "r.click>distribute to layers" many symbols and especially if they contain other symbols. Save your progress before doing that.

Flash CS4 symbol armatures can NOT do the following things:
You can not set loop/start/single frame on every keyframe of the armature's layer. If you need facial animations, you can only tell the armature where to start from, so the whole timing of that animation must be inside the (head) symbol itself, no cheating there.
You can not put any blank keyframes in the armature layer.
If you resize it in timeline, it will also alter the timing of the animation, it will take away or add space between your keyframes (really annoying!)

You can not really move any keyframes of the armature layer. You can only cut and paste them one by one (no multiple select). Some times it just does not work at all. When you paste a keyframe of a pose, it just adds the keyframe there,but doesnt add the pose itself.

Shape armature: Its somewhat limited and hard to move. It makes the file harder to play. You can not attach it to a symbol armature,which is a real pity.You also have to use the bind tool to skin the shape. The bind tool has one of the worst gui's I have ever seen in my life. It's deformation point markers are huge and often overlapping each other, even when you zoom as much as possible. That makes it hard and even impossible to select individually (or see for that matter) some of the control points (or most of them).So when you make a shape to rig, for the love of god, draw the shape with the pen tool- use as less as possible control points!


My overall impressions of Flash CS4:
Shame on you adobe, for releasing such a bug-riddled version of flash! It introduces the new ik features,but It is so buggy and limited, that it is somewhat better to avoid using ik if possible. If you want to have nice IK structures and parenting, go for Anime studio (moho) or toonboom Animate. Both are nicer for animation , more stable and probably cheaper as well. Flash CS4 has caused me some grief, but I think that I managed to establish some control over some of it's new features.

Monday, February 8, 2010

Flash rig notes

Ok, I think I'm finally done with the rigs. The robot rig is easier to control, while the boy's rig is separated into some pieces which I will have to move and key accordingly (like the old times).

While rigging, I took some notes of the process and the things that I learned from the whole thing:

Shape Rig notes(bind tool):


Symbols Rig notes:


And here is me having some fun while posing the characters:




Still work to be done on the character libraries. I think I managed to get the hardest bits out of the way by now.

Saturday, February 6, 2010

Rigging in Flash- Toast progress report



"Toast!" Character libraries are half way there. It took me one day to learn the two ways of rigging in flash. I just had to take advantage of this new function. Though it still has some minor issues to iron out.

There are two ways to use the bone tool in flash, and my curiosity just had me use both. For smooth deformation I used the shape rig for the boy. Rigging a shape can be tricky and I found that in the hard way. Almost a whole day of frustrating trial and error tests paid of in the end. What did I learn? Well, you have to be careful how you draw your character. Just as it is with skinning in 3d, you have curve control points on your character, which will be affected by the rig.For that reason, its preferable to have less of these points where not needed (they might mess up the character after the rig). It's also tricky where you put them and skin them,so the shape bends predictably without deforming too much.
Cons of a shape rig:
- it can NOT contain any symbols which can be keyed! (can't connect the head to the body and the arm to the hand) My solution:separate legs+feet and arms from the rest of the body
-Sometimes when you constrain some points,and you move the rig, you have to edit constrains all over again...
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I just started the robot rig, doing the other way- the symbols rig. This way seems to be easier than the shape rig, but it also has some issues. I found it to be slightly unpredictable and glitchy. I shall note the problem after I find out why it's acting like that some times. I just hope it doesn't blow up my robot before I manage to finish this project in time...

Monday, February 1, 2010

flash animation project character designs + IK in cs4...

After completing my storyboard for the 30 second animation, the next logical step was to do the character designs- their size and colors. I still have the backgrounds to do, though I can leave them for the end.

name of project: Toast!
duration: 39 seconds (I might have cut it 9 secs, will try to beg my tutor to give me 9 extra seconds)

Character sheet:



Its not perfect perfect- I know, But i dont really need it to be at this point.

I will release the storyboard this week, at this blog .. I made both an animatic and a pdf storyboard

Meanwhile,I've been studying the new features of Flash CS4, since my experience is on cs3. The new version does introduce some really good features, namely inverse kinematics. After seeing how simple it is implemented and how powerful it can be, I decided to move to actionscript 3.0 fla files for the project (since 2.0 doesnt support ik). The new tweening system, the two types of armatures and their inverse kinematics are really going to save me a lot of headaches!

Watch about how to use IK in flash here:
http://www.youtube.com/watch?v=_iql2VMnKCA