Open b4zz4 opened 4 years ago
Sorry, but what is the problem? What are you asking for? You can change the SO of the column at any time to move them in front or behind other columns.
I report it as "feature request" This would make creating harmonic cropping characters much more practical.
without always having to create a lot of keyframes just to modify the layer level.
Example image result:
in the last the eye is behind because the hook indicates the new level
I still don't understand what the difference is with setting an SO on the hook and setting it on the column. The hooked area that you want to hide behind would have to be in its own column anyway.
@DarrenTAnims You do animation of cut?
I do cut out animations, yes, which was why I was intrigued as to what you wanted or expected from the hook tool.
And I make tutorials too. Here's my cut out tutorial playlist that you might find useful: https://www.youtube.com/watch?v=wIc3Ocag8s4&list=PL-kyUCiIIVS7oJpX051UIrQu8cwe-n8X3&index=2
It's worth saying, you can have more than 1 hook in a column, so if you set the 2 hooks to different SO values, what should OpenToonz do?
My concept is that each hook modifies the SO of the layer hooked to it. In other words, when rotating a face, for example, everything takes its place. not like now that you have to modify a lot of SO levels if the face is broken.
I'm not sure why you'd have to modify a lot of levels if the hook is only connected to 1 level. Just set the SO for that column. This seems to be adding something else that is already there.
Let me put it another way, why does setting the SO on the column not work for you in a way that setting it on a hook would?
It is not a bug report. it's just a new feature that would help a lot with harmonic clipping. This of the Hook controls the level can be seen in toomboom:
This could also be solved with my other request, because one could control the SO with the X-sheet:
I realise it's not a bug report, but it's also not yet a feature request because you've not explained what it would do differently to setting the SO on the column. So I can't see how it would help a lot.
There's a lot on that linked page, so can you point to where the hook information is. And then let us know how it helps more than the SO on the column. That would really help. Thanks.
I could also not understand how the request would work... :thinking: perhaps you could ellaborate a little more?
The idea is that the hooks have associated a level transformation that automatically modifies the function editor.
For example, if it is on the hook in position 1 and the SO is O and in position 2 it is -1, it will trigger a level instead if it varies from position 2 to position 1, it will do the opposite.
But this can be extended to all the other properties, I think that many conditions can be associated with it that make it possible to work with an almost perfect rig by modifying levels, angles and sizes in the layers associated with the hook.
@b4zz4 jajaj pará, decímelo en español y veo de traducirlo a algo entendible, porque así no llegamos a nada. :rofl:
<Sorry guys, just trying to decipher what he means in Spanish, to be able to "translate" it for us all.>
@b4zz4 The feature you are talking about most likely should be implemented not with hooks, but in the Skeleton Tool. I've also come across cases where it was necessary to change the drawing numbers and SO in many layers linked in a hierarchical chain. The Skeleton Tool can only move and rotate the child layers attached to it. In my opinion, changing the drawing using the Skeleton Tool should also be able to be passed along the chain to child layers. In other words, changing the drawing in the parent layer should be able to automatically change the drawings in the child layers (columns). It should also take into account the position and rotation of the child layers (with the ability to edit).
Is your feature request related to a problem? Please describe
Levels for the hook so that the hook can be in front of or behind the figure.
Describe the solution you'd like
Example when rotating the torso the arms can change position without the need to change it at the SO level.