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Some recommendations

A topic by PipeYume created Nov 23, 2022 Views: 187 Replies: 5
Viewing posts 1 to 3

1. I strongly recommend that when clicking the track in the Animation area,  the corresponding layer in Scene area and the corresponding property in Selected Area will be selected  (so that it's easy to find which layer the track belongs to.)

2. Why a bone can't be a child of an image layer... And I recommend to add a "Null Object", which is usually used as a controller of a groud of elements in AE or Unity.

3. For bones:

In the Duik Bassel tool of AE, there are two ways to bind bones:

(1)Several Bones + Several image layers : Each bone corresponds one layer.

(2)Several Bones + 1 image layer + puppet tool : Each bone corresponds one puppet.

By the second way, there's no need to seperate 1 image layer to several layers and I think it's more convenient. 

 In PixelOver, can the Bone and the Deform tool  be applied to [just 1 image layer] to generate animation ?

Hi, thank you for the suggestions !
1) Yes, it should be better
2) It was because of an issue of bones relations when used in the deform tool (polygon deformation) but the system could be improved to allow that.
3) Maybe I didn't understand well the question. Several bones can be used on one image in the deform tool : 



More detailed process here : https://pixelover.io/docs/tutorials/mesh_deformation/

Yeah, now I know how to make animation use bones and the deform tool.

But I meet some problems:

1. I don't know why the outline disappears at some part of the image.

2. Are there a way to select several points at the same time so that I can adjust their point weights at the same time. 

Also, are there a way to cancel the point weights (set all to 0) of selected points ? 

1) Certainly an issue with the box computation, I'll try to reproduce and fix.

2) Currently no, you have to click on the point and put all bone sliders to 0, maybe a clear button should make the job

My idea is that choose several points ( box them or "Shift+Click" to choose them ) ,  and  use "delete" key to set the point weights to 0.

(1 edit)

2. With 0.12.3 update, the bones to be used to deform a mesh should be children. It prevent a lot of transform issue and it should be easier to manage for you