Hello guys. I would be very appreciative if you post some remarks or suggestion about animation.Thanks for the constructive criticism and feedback in advance. Here are my videos: https://vimeo.com/200223216 , https://vimeo.com/200223536 , https://vimeo.com/195289822 Thanks.
That's interesting. So by the time there were full 3D games on the PC, they'd either go with full skeletal animation or MD2-style vertex animation. There probably wasn't an intermediary period of PC games where they'd use this "hierarchical node animation with the segmented meshes" as we saw in consoles. The earliest…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
Hello MarekDomin! I'm sure there are pretty good self learn animators out there but from I had been watching in forums and reels , a lot of people came from a school ( examples : Animation Mentor , IAnimate, Animschool and of course College, to name a few). In my personal opinion , school is good because is a new world…
Are you using a Shape Instance Operator for the grass blades? If so, then nope...Lock/Bond will affect the Particle's Position only. If you want animated grass blades, you'll have to animate the Source Object(s) in the Shape Instance Operator. To prevent all blades from moving in sync, use different objects in the Shape…