#Show/Hide Bones with Keyframes

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bleak harness
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Is it possible to show/hide bones with keyframes in animations? So we don't have to scale the bones instead

neon relicBOT
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bleak harness
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please?

bleak harness
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someone please i really need help here

hot plover
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I think you can right-click the animation timeline and select Bring Up All Animators.

south isle
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maybe so you know what bones are animated / keyframed and if you want you can hide manually

hallow aurora
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Scaling bones is the way to go

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If you need sharp transitions, make a keyframe where it's hidden, and immediately after that, one that's visible

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Geckolib also has multiple transition curves, pick the one that makes the transition from invisible to visible the least obvious

bleak harness
bleak harness
hallow aurora
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You could likely hide bones using code, but that'll be way harder

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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.

bleak harness
hallow aurora
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Of the bone you're scaling?

bleak harness
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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

bleak harness
hallow aurora
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So you're scaling their parent bone?

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If yes, yeah that'll change the position of all child bones, because their position get's multiplied with the parents scale

bleak harness
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so playing with the pivot point won't solve anything?

hallow aurora
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I mean, you could. But there's not really a point in doing so

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Like, Imagine you want to shrink the head of an entity, and it's ears just stay flying midair but still shrink

bleak harness
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and the point is to scale everything like it was a single bone

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and it's about calculating which should be a feature if not already

hallow aurora
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For that you have to scale the parent bone

bleak harness
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parent = group?

hallow aurora
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Bones = folder, parent = the folder in which the bones/foldes are

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group = folder = bone

bleak harness
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so bones aren't cubes and it's a misunderstanding, are they?

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what i'm doing currently is scaling the group that contains the cubes, which moves the cubes to different directions

hallow aurora
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Select all the cubes, and click on center pivot.
Then the cubes should stay together if you scale the parent

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(All cubes on that group, not your whole model)

bleak harness
hallow aurora
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Could you maybe post a video of what exactly is happening, maybe I can explain it better then.

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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

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But this also means, that things shouldn't reallve move around as you scale it, only become smaller

bleak harness
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only the groups inside though, not the individual cubes that are directly inside the main group

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but manually setting their pivot point like the main group will also mess up their positions

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๐Ÿ“ main group
โˆŸ๐ŸงŠ cube
โˆŸ๐ŸงŠ cube
โˆŸ๐ŸงŠ cube
โˆŸ ๐Ÿ“ group1
โˆŸ ๐Ÿ“ group2
โˆŸ ๐Ÿ“ group3

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that's the structure

hallow aurora
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And you're shrinking the main group here?

bleak harness
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yes

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the 3 groups inside don't have the same pivot point as the main group, which causes this issue

hallow aurora
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I can't tell right now whether that's an intentional feature or a bug

bleak harness
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if i try to fix the 3 groups pivot points by setting them exactly like the main folder, there will be the same problem

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and i really don't wanna fix every single cube position, blockbench itself should be able to do it

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and pretty sure that fixing their pivot points myself would cause some issues in the animation anyway

hallow aurora
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@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.

desert violet
bleak harness
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this is the original structure

desert violet
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<main group>
- <element group to hide>
- <other sub-groups>
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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

bleak harness
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I actually want the main group to be hidden as explained earlier

desert violet
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Right, but you also want some of it's children to be unaffected right?

bleak harness
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Everything basically

desert violet
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So you want to hide the elements in the main group, without affecting it's child bones/groups

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Just double checking I have this right

bleak harness
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the main group is itself inside a group but it doesn't matter, but i want to hide the main group so everything inside

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๐Ÿ“ main group (this)
โˆŸ๐ŸงŠ cube
โˆŸ๐ŸงŠ cube
โˆŸ๐ŸงŠ cube
โˆŸ ๐Ÿ“ group1
โˆŸ ๐Ÿ“ group2
โˆŸ ๐Ÿ“ group3

desert violet
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So you want the cubes to vanish without affecting the groups 1 through 3?

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Essentially hiding the group visibly via scaling them down

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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

hot plover
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Could I have a quick recap on what the issue is?

hallow aurora
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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.

hot plover
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But the child groups (group 1-3) did weirdly move around when scaling the parent.
You can just center pivot

desert violet
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Oh, you mean the pivot point of the parent is in a weird location so the scaling looks off?

bleak harness
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group1 2 and 3 basically move to different directions on scaling yes

hallow aurora
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Kandda, may I once again ask for a video? I think this would make solving this a lot easier

desert violet
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All scaling in a group is done relative to the highest level pivot point. So in this case the main group's pivot point

hot plover
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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

desert violet
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Well, that might fix it in some cases

hallow aurora
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In theory, when scaling all cubes and child groups, should stay "in the same position, just scaled down"

desert violet
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Right

hallow aurora
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But this doesn't seem to happen based on what Kandda said

desert violet
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But they move if the pivot (the origin) is offset from the center

hallow aurora
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ShareX has a video/gif recording option, and is generally a tool I'd recommend everyone for making quick screenshots and the like

desert violet
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The pivot point being off-center causes "movement" relative to the pivot point when scaling

bleak harness
# desert violet

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

desert violet
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That's odd

bleak harness
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selecting groups and cubes individually isn't a thing on blockbench
but we can just select the main group

desert violet
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That's definitely not correct, I'd like to see a video if of this phenomenon when possible

desert violet
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Just click the group again

hot plover
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Yeah, you can select cubes and groups individually.

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But all I said was centering the pivot before scaling

bleak harness
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you can select cubes together, groups together, but not both

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which is weird but anyway

hot plover
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That is still not related to my solution

bleak harness
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i know what your solution is, was just explaining that it was what i tried to do before

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so i couldn't figure out how to center all elements

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i just had to select the main folder which would select everything, which is what you're saying

desert violet
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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

hot plover
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That's just how it's been for a long time

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(Not related to the GeckoLib format)

desert violet
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Is this not an animation issue?

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That would explain a lot

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Scaling is weird in edit mode

bleak harness
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this post is geckolib tagged because i wanted to know if there was a way to hide bones without having to scale them

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which would be a great feature actually

bleak harness
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i mean during the animations

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with keyframes

desert violet
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Ah

bleak harness
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i'll record both the problem i have with scaling

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@hallow aurora here's the video

hallow aurora
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Ehm.. have you actually tried scaling it in an animation, and not in edit mode?

bleak harness
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wait so the problem is only from edit mode from the beginning?

hallow aurora
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I am 99% sure, yes.

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To scale in edit mode, you'd use "Transform > Scale"

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That scales the whole model properly

bleak harness
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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

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which is dumb

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for my case it works as intended, since i'm trying to scale in the animations, but what about scaling it in edit mode?

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centering the pivot point of the main group doesn't always work

hallow aurora
bleak harness
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you can see it in the video as well

hallow aurora
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Then try clicking on selection center when you have that menu open

bleak harness
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What does that do?

hallow aurora
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๐Ÿคท 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

bleak harness
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Well i clicked it, it updated the values, but still same problem when scaling

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I don't think anyone wants that to happen when scaling, so i guess it can be considered as a bug

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I'm lucky that geckolib scales correctly, edit mode should take some notes

hallow aurora
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In edit mode you're scaling all parts seperately when you select them.

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Groups them self don't have a scale outside of animations.

bleak harness
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that's why they should

hallow aurora
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Feel free to suggest it in #bb-feedback-archive

bleak harness
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i'm literally suggesting a suggestion channel

hallow aurora
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That exists, it's called github issues ๐Ÿ˜›

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the feedback channel is more informal, but get's considered too

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Also, suggestions are usually not straight approved/denied.
There's usually a lot more to stuff than people consider.