@ $!nz when creating walks or runs that are to be put into a games engine you do it as a cycle, on the spot. Lets say a basic walk cycle is a step a second (Thank you Animators survival kit!) you would animate 2 steps equaling 60fps (if you use the default) thats 30 frames per step. Then in the game engine there is usually…
Beginner tips... Start with ball bounces. Once you've got a good set of ball bounces done and you understand timing, then move onto a walk cycle using the ball and legs rig found online. Here is a list of beginner excersizes. Do them in order. -bounce in place cycle. First and Last frame are at the top of the screen.…
When it comes down to personal preference, there are a ton of threads out there with the sticky details. When it comes down to a studio choice/Project choice, I would pick what the most people on the project/team are the most familiar with. At the end of the day, the programs are just tools, and a tool is as only good as…
I am finding timing difficult, I understand the concepts behind it as in, what comes down usually is quicker than what goes up because of gravity and such but when it comes to conveying this in software I find it hard to position keys correctly correlating to correct timing in frames.
Hey thanks Sinnelius & Katana - Feel free to plug-in Whether it be bouncing balls, kungfu koalas or whatever else comes to mind... I really enjoy seeing what everyone comes up with!! Next month I'll be a bit more active in here as well.:poly122: It's just so freaking nice outside this Summer! -steve
Cheers for the feedback Slipsius, does most of the balance come from your arms? I have uploaded my 2nd iteration, the coming out of the turn is drastically different however I will let you take a look. Don't be afraid to heavily critique the only way to learn is to make mistakes. :) [ame="…
@shrew81, ahh I see. Well maybe the few that do come by the forums will jack-in Thanks Warotic, glad ya dig it! @Shiskebab, That's right. The only thing that I was doing with the 20minutes was setting Keys and Moving bones. Btw, I saw your speed models earlier. You've got an eye for creating believable skin tones! A good…
Thank you for the link. I know and understand the majority of the 12 principles of animation however when trying to convey these over into 3D this is where I begin to fall over. When it comes to timing and spacing in a basic form is it: When you need a fast action at the beginning you will have more frames as momentum…
Short answer: "yes, its easier for an animator to switch from 3dsMax to Maya vs a Tech Animator learning rigging in a new program" Longer Answer: It's really going to depend on your pipeline and team needs. Finding a tech artist/anim that has a strong background in one program will be a very solid reason for the team…