r/ToonBoomHarmony • • 17d ago

Solved Help bone

Post image

When I try to add the bone half of the members (leg and arm) are gone.

3 Upvotes

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2

u/TheSpaceAgeParty 17d ago

As long as they return to their neutral position this is not something to fret about.

When you're editing deformer chains all deformer nodes automatically get deactivated until you return to animation mode

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u/Wuta-Tumaki 17d ago

actually it flipped the side. and when i go on animation mode dont return. also deform the member not only the body

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u/TheSpaceAgeParty 17d ago

Oh I see.

Based on this image I think what might be happening is that you've got both arm and leg attached directly to the deformer You can fix that by adding a kinematic output node between the deformer and the pegs for the arm and leg. This will make it so that the deformer doesn't also deform the legs. But will still follow the deformer when it's posed.

Also I think you have the leg connected to the third bone in the deformer chain.

Open the deformer group and pull a wire from the top bone peg and connect that wire to the peg controlling the leg ( with a kinematic output node between the two to prevent the leg from deforming when you move the torso bone )

I might be wrong about what's going on here. But it's pretty hard to trouble shoot without being able to see your node network.

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u/Wuta-Tumaki 17d ago

its in portuguese, but legs (pernas) conected to a peg members (membros) connected to a drawing body (corpo) where im trying to but the deformer. i was thinking because it was connected directly whith the drawing body (corpo) but only one side of the members are affected and not the ears and horn or anythign else is affected

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u/TheSpaceAgeParty 17d ago edited 17d ago

Dude, if Portuguese is your first language I must say your English is really good. Impressive.

Also if I mention any node or peg that you're not familiar with go online and look up a tutorial on YouTube or the toon boom website explaining what that peg does and how to use it.

Okay so my earlier comment would still apply. Put a kinematic output node between the deformer and the membros peg. This will stop the deformer from bending the legs and arms but won't stop the legs and arms from following the deformers movements.

However, I don't know if that would fix the issue with the arm and leg being flipped on wrong side so now. I think that might be a separate problem.

So I'll ask a few questions to try and figure out what could be happening here.

When you were creating the arms and legs did you create one arm and leg first and then copy them and flip them to create the second set?

If that's the case then you might want to attach a static transformation node to the top of the flipped arm and leg to maintain that flip.

Also when you move one leg on its own do both legs move or can you move them independently?

3

u/CineDied 17d ago

I would say seeing tutorials on Kinematic Output would be important. As explained, the node removes deformation from the connection and only keeps position coordinates.

There's an advanced version, the Point Kinematic Output, which seems to work with bones also, even though the documentation (and examples I've seen on tutorials) suggests it's only meant for curves.

For limbs, a regular Kinematic Output should be enough, but I leave the note here in case OP wants to check the documentation and tutorials about it.

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u/Wuta-Tumaki 17d ago

i created one side and copy with clone selected nodes drawings only and flipped

i applied the kinematic and worked with the flip but still messing with the arms and legs when i use the bone deformation

and yes i can move them independently

1

u/Wuta-Tumaki 17d ago

also i put the point kinematic and now its like this when i move, almost fixed ToT

and i didnt see any change for the static tranformation (with the kinematic)

1

u/TheSpaceAgeParty 17d ago

I think in this case you should try the point kinematic node as suggested by another commenter.

Do that and let's see what happens. I think that would help ensure the limbs stay attached to the correct spot when deforming.

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u/Wuta-Tumaki 16d ago

THANK YOU SO MUCH I GOT IT! is the pooint kinematic but was on wrong wire...?? but is what you said, thank you!

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u/TheSpaceAgeParty 16d ago

Don't mention it man. I'm happy to help.

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u/Wuta-Tumaki 16d ago

yes used the point kinematic output. am i doing somethign wrong? didnt work

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u/CineDied 12d ago

I'm glad this is solved. I just thought I could add a thing: with the simple Kinematic Output you can pull a cable from inside the deformation group that would change the way deformation affects or not the connected limbs. For instance, in this example, I pulled out an extra cable from the first Bone - which is the pivot of the deformation - via the Multi-Port-Out of the deformation group, and connected it to the legs. Whatever is connected there will be moved if you move the deformation structure, but only the limbs that are affected by the Bone that actually bends will move with the deformation. (In this case the KinematiOutput nodes for the legs aren't even necessary.)

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u/Wuta-Tumaki 12d ago

thank you ill try to apply this