Re: Kojiro's Imports (Dynamic Morrigan)
thanks, is it better to split the base parts of the hair like you did?
don't kno what that means lol but after looking at your original I want to point out some stuff not to offend tho alright
start out by making the piece how you want it (scaling size and rotation so it doesn't effect the symbol position later on)
when you do the cutting into symbols for any dynamic piece pull up the grid option and place a vertical line to the left and right of the drawing. What this accomplishes is all the pieces will have a common x axis location due to the line. Afterwards you can delete the line in the symbols themselves next don't move the symbols by themselves only the grouping of the symbols on the template this will cause them to align properly as you see it.
the hair can be longer than you made it just FYI but longer hair needs more cuts in my opinion
and try not to make the top of the back hair dynamic it just breaks up the outline instead create a static skull and make the dynamic hair straight and off the head like faceless did
when you do the half circle to cover the cuts try to keep the outline so you don't end up with cuts in the line. also try to do the shadows as in the same way as in my moving parts image (earlier post) when done with each symbol don't be afraid to look at the template containing the symbols you just edited to see how it lines up (if you cant see it select the symbol move it down in order of layering (ctrl+down or up) and compare the visual here than just move it back to where it was or undo it til it fine) if it doesn't line up just undo it till you have your untouched symbol and try again because when a line is unselected and filled the fill is no longer editable in the same manner.
also when you want to angle anything like the talisman from earlier or the side bangs over the ears in morrigan I find messing with the gravity (found in the templates action code settings on the bottom) better than actually rotating the images (the gravity works in degrees clockwise meaning position on the clock 6 = 0 and 360 degrees, 9= 90, 12=180, 3=270 and so on) the straight piece is made to shoot out in that direction instead of just down works well with little changes
also my only improvements i would do to faceless's one he did (no offense) would be change the gravity to lessen the trasition from static to dynamic (or i would just make the whole thing dynamic and just mess with the gravity and damping values)
alright hope I didn't step on anyone's toes :P