Sorry Carlos - I’m using
Development version:
Revision: 20130826
Branch: master
Revision ID: 034175
Built on Aug 26 2013
Sorry Carlos - I’m using
Development version:
Revision: 20130826
Branch: master
Revision ID: 034175
Built on Aug 26 2013
This is something I’ve been seeing sometimes when I re-open this dev version of Synfig Studio after I’ve had crashes:
I can’t open the bone file. I’m on Windows 7, using Synfig version 0.64.0. Here’s the error report: error message report
Development snapshots for 0.64.1 **Bones branch included
To play with bone you have to do it in Dev version of synfig studio.
Oops! It’s even in the title, lol. Unfortunately, there’s no dev version for windows, only for Linux and Mac it seems.
Thanks Zelgadis! Love the new bones feature, really amazing to see this in Synfig finally.
Please consider that the bones feature is VERY experimental and might change in the future versions. That could result your files won’t open correctly in the future versions.
You need patience to set them up, but once you’ve rigged something the bones feature is absolutely excellent - it’s got huge potential and would have saved me an enormous amount of time in the past.
The only two problems I’ve found is always making sure that my Origin is (0,0) for my regions and outlines, and the unwanted Bones that are created automatically are annoying. It’s also good to turn off tangent ducks before you start creating Bone Influences.
But in terms of how it works, it creates really good results, and you can get really nice “squashiness” so your animation doesn’t look like animated cut-outs. I was confused by Alt+7 not working in KDE on non English keyboards, and the difference between set-up values and current values could be clearer.
I was planning to use bones on things I’m working on now, but if it’s not sure my files will open in future I won’t do this now.
Fantastic stuff!
Thank you for detailed feedback, DaveJ!
Yes, there is a high probability that the Skeleton layer will go away and will be replaced by Bone layer. Though, we can’t give any estimation when this will happen.
Thanks for the warning. I’ll keep my bone use limited.
I have done a skeleton layer wiki page
wiki.synfig.org/wiki/Skeleton_Layer
compiling some flavour of this thread … adding a little warning about “experimental feature stage”
bones(:ya!
OK, I see the problem here. We are going to ship the experimental bones feature, which is most probably going to change in the future versions (breaking the user’s files). Of course we will put a warning at the release notes at the official website… but really, how many users read release notes?
There is high probability user will download Synfig from some third-party site, then he will start looking around for new features and… “whoa, Skeleton layer!!!” - he says, and of course will use it without care.
So, how should we deal with that situation? I think we need make sure that people use Skeleton layer only if they clearly know what they do.
My suggestion is to hide skeleton layer from “New Layer” menu by default in 0.64.1.
But for brave users we can add environment variable, which will tell Synfig to unhide Skeleton layer in menu. (I am talking about menu entry only, the layers in the document will remain available independently of variable state).
We already had a set of similar variables in the past - wiki.synfig.org/wiki/Environment_Variables
So my suggestion is to introduce SYNFIG_ENABLE_BONES variable,
My suggestion is to hide skeleton layer from “New Layer” menu by default in 0.64.1.
how about add a beta string to the Skeleton Layer Icon to warn our users this is not a stable function, and will be changed in the feature?
Blender has this problem and solves it by having an “Enable Experimental Features” check box which enables and disables features included for testing.
Blender has this problem and solves it by having an “Enable Experimental Features” check box which enables and disables features included for testing.
I agreed here. And a blocking warning dialog whe the check box is enabled.
-G
OK, let’s make it an option with warning dialog.
Hello:
I have an idea about the implementation of the bone-Skeleton layer.
I think it could be similar to the implementation of the layers that are categorized as “distortions” . Something like the warp o curve warp layer. A Skeleton layer that could be over a group of layers, and into the limits of the paths., like the real “bones” are into the “flesh”
Sorry If I don’t give more help, the C++ code it’s hard to understand for me. But Could it be possible to re-use the code of the distortion layers?
Hi!
I’ve recently made binaries for Linux and Mac that include the following changes:
- Merge of the old and uncompleted bones branch.
- Complete the Cairo render port missing layers.
The binaries are here:
sourceforge.net/projects/synfig/files/snapshots/
(oh, some of you already downloaded it!)For further enjoyment, I attach a sample file that uses bones. It is made by hand (all connections between bones and vertices have been made one by one) but it would help you as example for your divertimento
IMPORTANT NOTE: Since Cairo render didn’t existed when bones were created, the skeleton layer produces awful render for Cairo. This happens because the skeleton layer doesn’t have the cairo render routine implemented and then, the default render for Cairo is called (that produce simply by pixel render with bad results) So please, do not activate the Skeleton layers. You can select them to watch the bones and it is not really needed to activate them.
I’m ready for a bunch questions on its usage. Maybe this can help as reference:
wiki.synfig.org/wiki/Dev:Bone_Layer
but there are many things you should ask …I hope you like it. Crashes and any other kind of bug reports are welcome
Cheers!
-G
Is it possible to make a video tutorial regarding this setup. It’s hard to understand by reading wiki pages. Please!
0.64.1 does not save. Win7 64bit
0.64.1 не сохраняет. Win 7 64 bit.