The use of layers of Cycle

OK, I see what you mean by having a more precise control and using cycles. I have set up two test cycles (full jump of the body and legs simple gesture). I tried different ways to implement and do not seem like a good child in the file structure. The jump we have a new head/body/branches so I need on the mouth, head and body layers. It works, but I don't know how to make everything be invisible when it happens (as shown in the video link below). The Cycle of LegsMove also works, but does not replace existing legs when it is turned on.

frog_cycles.JPG

Sample VIDEO here:

https://assets.Adobe.com/link/68867015-3649-449B-4D14-d5fc71968070?section=activity_public

With the subpuppet desired selected in the Panel of the puppet (as shown above), apply a new layer of Cycle behavior using the '+' in the properties panel, and choose the options you want.

To have the trigger key (W in this case) hide all layers of the siblings, add an exclamation point after him in the name of the layer (for example "frog jump Cycle (W)". Without exclamation point, the layer will be displayed when the button is pressed, but all the other layers will remain on display also. It's good for the thing additive, like a light bulb that appears above your head. The exclamation point (exclusive mode) is good to swap things. You can use the pool to limit the things that are hidden.

See the doc on the Cycle of layers for more details.

Tags: Character Animator

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