Thanks Pete :) There is no special rig on that orc, ik arms and ik legs. Just relaxed every lumb on him and animated alot of folow trough on the death animation. Next up is more realistic animation, and fps animation. New school project here, and we are aiming something like the metro games ^^
I have done something similar before using morph targets (origami), but this looks like it could be done with simple IK. Parent the IK handle to the bone of the page that opens (green). Rotating that bone then pulls on the joint chain for the popup section. Parent the root bone of the popup section to the other bone.
Theres more to it than can be said in a forum post, but it is something can be learned in a couple days. If you follow the first half of this series you'll know how to do it: https://www.youtube.com/watch?v=uzHn_4ByyjY&list=PLgala72Uap1oR7E5iIfnuSLpuVY49BwHuBasically a simple IK setup for the collapsing part - if you don't…
Here's a theory. If you make a completely straight chain of joints and try to place an IK-handle between them it won't bend in any direction as you move the IK-handle. One way to get around this is when creating the joints, place them so they are already bent in the direction they will be bending when animated. If you…
Hey guys, just a minor problem I cannot get around. I thought it was to be fairly simple. So I want my IK Control to RotateY and for the IK's Twist to do the opposite. I've used a multiplyDevide node to invert the values. But it's given me no effects. The twist still moves equivalent to the Rotation...? And I want to avoid…