I'm an environment artist who knows enough rudimentary animation skills to get by and I've got something that is going to be tedious unless there's a faster solution: I need to animate a bunch of fish just sort of bobbing up and down in the water. What's a fast way to do it that doesn't involve me manually keying each fish by hand?
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You could also create a second and third dummy, link certain fishy to those, and have them do a separate bob to add variation (once you keyed your fishy from the previous initial bob ofcourse).
Or you could just set up a water body particle, and collision them fishy, but it's will take longer then prior mentioned method.
NOTE: I'm no animator, so there could be a faster way.
If so, you can also try the attachment constraint in max. If the water is already animated, just attach the fish to the water and set their position, then you can adjust the pivot point to determine how deep in the water you want them to be.
If the fish aren't all the same, you can animate a dummy, copy the dummy around and link the different fish to the dummies.
You could also animate one, save the animation and load it into the others. In 3dsmax >Main Menu > Animation > Load/Save
If only one track is animated like Z position you can copy that track in the curve editor (right click > copy) and paste it into the other fish Z position tracks fairly quickly.
Also 3dsmax has several crowd simulation systems that could be used but if you haven't used them its probably too complex for something like this.
Have a plane (or other mesh) and snap/link/bone/whatever the fishes to some vertices on that mesh. Use a noise animation on the plane, and make a bobbing like animation. If this works, it should be quite nifty because you could change the animation for all fishes simultaneously.
http://www.3dtotal.com/team/Tutorials/linking_vertex/vertex_01.php This might be handy too.
edit - after more careful reading, this sounds a lot like Suidae's solution.
Yeah, I ended up doing this - there were about 25 fish kind of floating around at different depths setting up any kind of simulation would of taken longer than doing it by hand.
should work really well if your useing the same thing for your water.
be similar to water or wind effects on grass in how it works atleast
Best way would be a particle system, what software are you using?