Hi, Can someone point me to a video on Cartoon Animator and Character Creation related to Bones, Sprites and Angles and how they work together? I have spent many days trying to add NEW G2 sprites on an existing G2 characters and update all the angles with the appropriate sprites and sizing to match the other angles but it seems as if I'm dealing with a moving target.
My Steps:
Start from Angle 0 and remove all the sprite.
Adjust the Bones to be the length of my NEW character
Add the new sprites and Copy the NEW Sprites to ALL Angles.
*For NOW I only wanted 45 & 315 the others I was not working with for now
*I noted from the original G2 that 45 & 315 could use the same basic sprites as 0
Adjust the Sprites on 0
Next Work of 45 degrees
I noted at 45 degrees some bones like the upper and lower arm looked to be shorter compared to 0 so I
adjusted the bone at 45 to be a little longer. I had also noted that the TOP of the head position was up
a little be higher than at 0 so when I ran a motion and it moved to 45 from 0 the character grew taller. So
I moved the entire character down using Bone and moving the waist at 45.
Once I was done with 45 and went back to 0 its bones had also stretch out and it moved down as well so
at angle 0 and angle 45 the character were still positioned at different heights.
When I add sprites to all and adjust on say 0 when I go to 45 it is still huge and then when I adjust 45 it impacts 0 so after
all this time and effort nothing blends or matches with mismatch heights and sprites.
The sprite will be huge at say 315 after I added all angles from 0 but the bone will be smaller at 315 compared to 0 so I have been
making constant adjustments to make everything similar but I cannot make it work out.
I understand when the sprite/bone are green and blue so I know which component I'm working with but I'm not clear on what to do/use when
things are mismatch when I run scripts I do use the composite run editor from stage mode but when the angles are so out sync it is constant adjustments during run time when I try to add motions.