Here's a small sample of the animations I did for Lucky's Tale, now available for FREE in the Oculus Home store. (Rift support only, DK2 is not support but works.)
Lucky though is a bit weird; Why does the fur curve forwards when he opens his mouth (looks gelatinous when bouncing back)? And I'd think when running it would sort of flow up and down in the wind. His tail tail would also probably have more bounce given the angle its attached to him at vs his running position.
@EliasWick I've been animating in games for about 15 years. And most of that time has been using 3ds Max. Lucky used my perpetually unreleased rigging tool: http://www.coolrig.com/
The other creatures were all just use straight up FK joints and morph targets for their expressions. But I was able to use my coolRIG pose tool. And I wired morph targets to controllers when possible.
@PolyHertz Thanks for the feedback! I'll keep those things in mind in the future. The head animation was awkward because it was limited to the neck and up. When the character got close to a point of interest he would do animated expressions. Something like this:
But I totally can't unsee the jello-ness that you mention.
This is just so incredible cool! Animating is quite new to me, but I am glad to see such an amazing result done in 3D Studio Max. People tell you that Maya is the best software for Animating, but you proved me wrong!
Thank you so much for a detailed explanation! Yet again! Amazing work there!
@Bruno Afonseca The puffing and the mouth closing are morph targets, I couldn't get the mouth to close nicely with just skinning. I wired the morph channel to the position value of the controller.
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Lucky though is a bit weird; Why does the fur curve forwards when he opens his mouth (looks gelatinous when bouncing back)? And I'd think when running it would sort of flow up and down in the wind. His tail tail would also probably have more bounce given the angle its attached to him at vs his running position.
From what I can see, is this done in 3D Studio Max, and what version?
How long have you worked with animation?
Thanks!
The other creatures were all just use straight up FK joints and morph targets for their expressions. But I was able to use my coolRIG pose tool. And I wired morph targets to controllers when possible.
Thanks for the feedback! I'll keep those things in mind in the future. The head animation was awkward because it was limited to the neck and up. When the character got close to a point of interest he would do animated expressions. Something like this:
But I totally can't unsee the jello-ness that you mention.
Thank you so much for a detailed explanation! Yet again! Amazing work there!
@Bruno Afonseca
The puffing and the mouth closing are morph targets, I couldn't get the mouth to close nicely with just skinning. I wired the morph channel to the position value of the controller.