Visible/Hiding "Head" between "Frontal", "Left Quarter", "Right Quarter" all change each other

New Here ,
Jan 26, 2020 Jan 26, 2020

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I'm trying to make my own moving character.  I took the existing "Foxie shareables" config and have been inserting my own graphics from a "Playmobile" character that I took pictures of and photoshoped out.

Problem I'm experiencing is, whenever I go under "Non-Walk Group" > "Frontal" > "Head" > and make the "Frontal" view 'visible'..

It then does the same thing under "Right Quarter" > "Head" > and makes the "Frontal" view 'visible' under my "Right Quarter" section as well.. instead of leaving "Right Quarter" visible.  See image, hope this helps.  (How do I ungroup the HEAD's between different stance-profiles?)

*It isn't doing this for the body, legs or arms.  Just the head!Screen Shot 2020-01-26 at 11.41.15 AM.pngScreen Shot 2020-01-26 at 11.44.03 AM.png

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FAQ , How to , Rigging , Tips and tricks

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LEGEND ,
Jan 26, 2020 Jan 26, 2020

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I have not used "shareable" puppet parts on a puppet before, but I *think* this puppet might be doing that. See the little puppet icon next to the Head layers? That is, I think it is a shared puppet - so changing one Head affects all profiles (because Head is shared).

 

I am not familiar with that config, but in case helpful, there are two concepts going on here - walk (with profiles) and head turning (with profiles). There should be a Walk behavior and a Head Turner behavior in the tree (might be multiple Head Turner behaviors - one per walk profile, possibly on the Head layer again so its shared).

 

I think if the Head is shared you cannot make the different profiles different. Instead you would in the artwork file put the Head artwork in there and repeat the rigging for each profile (which is boring and repetitive) - which would allow you to do different things per profile.

 

To help with debugging, there are View and Handles sections of these behaviors that you can expand. It shows which layers have been bound to. This can sometimes give a hint as to what is going on as well. The idea is the walk behavior should choose between the Non-Walk-Group and the sibling profiles. Then each Head layer probably has a Head Turner behavior to do the head turns based on camera control etc. If Head is shared, as I suspect, you cannot change the defaults. If you must have different defaults, I think you will have to copy the Head artwork layer-tree into each walk profile, then rig each head up one by one.

 

That is my guess anyway. Feel free to come back and ask more questions!!

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New Here ,
Jan 26, 2020 Jan 26, 2020

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Thanks a million.  I went back to Photoshop and GREATLY simplified the over-cluttered layers.  Thus splitting each "Frontal", "Right Quarter", & "Left Quarter" to all have their independant "Head" and "body".  

 

Now I just need to figure out how to trigger each "set" or "group" when I press "right/left".  Currently they all just display when I go to Scene.

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LEGEND ,
Jan 27, 2020 Jan 27, 2020

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Normally you make the "non-walk group" visible and the Left/Right profiles for walks hidden in the Illustrator/Photoshop file. Character Animator will then hide the non-walk group and reveal one of the two profiles when it needs to. Some behaviors will hide the other profiles for you - walk might not - you may need to hide more layers by default.

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