#Show/Hide Bones with Keyframes
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please?
someone please i really need help here
I think you can right-click the animation timeline and select Bring Up All Animators.
but how is this helping?
maybe so you know what bones are animated / keyframed and if you want you can hide manually
Scaling bones is the way to go
If you need sharp transitions, make a keyframe where it's hidden, and immediately after that, one that's visible
Geckolib also has multiple transition curves, pick the one that makes the transition from invisible to visible the least obvious
that's exactly what i want to avoid
when it comes to groups, scaling can mess up their bones position
i'm not sure to understand what you mean, but what i need is to be able to show/hide bones with keyframes during the animation
Is that an issue if you want to make it invisible anyways?
You could likely hide bones using code, but that'll be way harder
Only the position of children will change if you scale a bone down to 0.
If that's an issue, create an extra bone within the parent that contains the cubes you want to hide.
i'm just trying to understand why scaling is messing up with the bones position
Of the bone you're scaling?
you're right i could just ignore since i will be using sharp transitions anyway, but i don't think that's supposed to happen
it's a group of bones
So you're scaling their parent bone?
If yes, yeah that'll change the position of all child bones, because their position get's multiplied with the parents scale
so playing with the pivot point won't solve anything?
I mean, you could. But there's not really a point in doing so
Like, Imagine you want to shrink the head of an entity, and it's ears just stay flying midair but still shrink
and the point is to scale everything like it was a single bone
and it's about calculating which should be a feature if not already
For that you have to scale the parent bone
parent = group?
Bones = folder, parent = the folder in which the bones/foldes are
group = folder = bone
so bones aren't cubes and it's a misunderstanding, are they?
what i'm doing currently is scaling the group that contains the cubes, which moves the cubes to different directions
Select all the cubes, and click on center pivot.
Then the cubes should stay together if you scale the parent
(All cubes on that group, not your whole model)
and btw the group contains some other groups inside, what should i do with them?
Could you maybe post a video of what exactly is happening, maybe I can explain it better then.
But basically, the pivot point of all cubes & groups, moves towards the pivot point of the parent group, if you are scaling that parent group
But this also means, that things shouldn't reallve move around as you scale it, only become smaller
that's the issue here, they do
only the groups inside though, not the individual cubes that are directly inside the main group
but manually setting their pivot point like the main group will also mess up their positions
๐ main group
โ๐ง cube
โ๐ง cube
โ๐ง cube
โ ๐ group1
โ ๐ group2
โ ๐ group3
that's the structure
And you're shrinking the main group here?
yes
the 3 groups inside don't have the same pivot point as the main group, which causes this issue
I can't tell right now whether that's an intentional feature or a bug
if i try to fix the 3 groups pivot points by setting them exactly like the main folder, there will be the same problem
and i really don't wanna fix every single cube position, blockbench itself should be able to do it
and pretty sure that fixing their pivot points myself would cause some issues in the animation anyway
@harsh stirrup sorry for summoning you, but you're the geckolib master and everyone that I just asked agrees that this is not how it should work.
Tldr; scaling a bone doesn't properly keep child bones "attached" at the same spot.
Make a separate sub-bone that contains all of the elements you want to hide. And scale that
like that ?
this is the original structure
<main group>
- <element group to hide>
- <other sub-groups>
You don't want the sub groups to be affected by the scaling down of the elements right? So you want the new element group to be on a separate "branch" of the tree from the other sub groups
I actually want the main group to be hidden as explained earlier
Right, but you also want some of it's children to be unaffected right?
Everything basically
So you want to hide the elements in the main group, without affecting it's child bones/groups
Just double checking I have this right
the main group is itself inside a group but it doesn't matter, but i want to hide the main group so everything inside
๐ main group (this)
โ๐ง cube
โ๐ง cube
โ๐ง cube
โ ๐ group1
โ ๐ group2
โ ๐ group3
So you want the cubes to vanish without affecting the groups 1 through 3?
Essentially hiding the group visibly via scaling them down
That's what my solution does.
Simply put all of the elements in the main group into their own subgroup and scale that instead of the main group
Could I have a quick recap on what the issue is?
Everything
They want to hide the entire group (including children) trough scaling. (if there's a better way than scaling that'll work too)
But the child groups (group 1-3) did weirdly move around when scaling the parent.
But the child groups (group 1-3) did weirdly move around when scaling the parent.
You can just center pivot
Oh, you mean the pivot point of the parent is in a weird location so the scaling looks off?
group1 2 and 3 basically move to different directions on scaling yes
Kandda, may I once again ask for a video? I think this would make solving this a lot easier
All scaling in a group is done relative to the highest level pivot point. So in this case the main group's pivot point
Not exactly sure what it is, but yeah, when the pivots of parent/child bones are off it will scale weirdly. So centering pivot while having everything (including parent bone) selected (before scaling) fixes it
Well, that might fix it in some cases
In theory, when scaling all cubes and child groups, should stay "in the same position, just scaled down"
Right
But this doesn't seem to happen based on what Kandda said
But they move if the pivot (the origin) is offset from the center
When i can i'll try to
ShareX has a video/gif recording option, and is generally a tool I'd recommend everyone for making quick screenshots and the like
The pivot point being off-center causes "movement" relative to the pivot point when scaling
if all cubes move together while scaling without being separated i don't mind, but in my problem the 3 groups inside get separated by going to different directions
That's odd
That is surprisely working
selecting groups and cubes individually isn't a thing on blockbench
but we can just select the main group
That's definitely not correct, I'd like to see a video if of this phenomenon when possible
huh?
Just click the group again
Yeah, you can select cubes and groups individually.
But all I said was centering the pivot before scaling
you can select cubes together, groups together, but not both
which is weird but anyway
That is still not related to my solution
i know what your solution is, was just explaining that it was what i tried to do before
so i couldn't figure out how to center all elements
i just had to select the main folder which would select everything, which is what you're saying
I'm confused as to how scaling JUST the main group is causing all of the sub-groups to move in different directions relative to the main group's pivot
Is this not an animation issue?
That would explain a lot
Scaling is weird in edit mode
this post is geckolib tagged because i wanted to know if there was a way to hide bones without having to scale them
which would be a great feature actually
Hide in-game or in-tool?
Ah
i'll record both the problem i have with scaling
that's an example of what happens when scaling some bones
@hallow aurora here's the video
Ehm.. have you actually tried scaling it in an animation, and not in edit mode?
wait so the problem is only from edit mode from the beginning?
I am 99% sure, yes.
To scale in edit mode, you'd use "Transform > Scale"
That scales the whole model properly
you are so right
add a percent, i'm actually surprised
i just thought scaling with geckolib would do the same thing as edit mode, so i didn't even try doing it on geckolib to see
which is dumb
for my case it works as intended, since i'm trying to scale in the animations, but what about scaling it in edit mode?
centering the pivot point of the main group doesn't always work
To scale in edit mode, you'd use "Transform > Scale"
I am not sure whether it'll scale the whole model, or just the selected group though.
it's literally what i'm using though
you can see it in the video as well
Then try clicking on selection center when you have that menu open
What does that do?
๐คท I haven't used that option in ages. But I guess it changes it rescaled based on the center of your selection, rather than the bones relatively
Well i clicked it, it updated the values, but still same problem when scaling
I don't think anyone wants that to happen when scaling, so i guess it can be considered as a bug
I'm lucky that geckolib scales correctly, edit mode should take some notes
In edit mode you're scaling all parts seperately when you select them.
Groups them self don't have a scale outside of animations.
that's why they should
Feel free to suggest it in #bb-feedback-archive
there should be a suggestion form channel, with approved/denied system
i'm literally suggesting a suggestion channel