Hi everybody! I come to you today because I'm having a bit of a dilemma. I've always animated in spline without blocking animations out first. I realised this can be a bit of a problem as I'm always trying to tweak the inbetweens as I go and it can be a lengthy process. I decided that it'd be worth my while to try to learn…
@slipsius I have, I'm probably wrong about this, but when I'm finished with the blockout I: Select > All By Type > NURBS Curves and then go through my timeline and hit S on every key frame, then when I scrub the timeline, I'll click on specific controllers and delete keys I don't want/need as I go. I've added a contact…
The cam move during f193 is pretty distracting. By the time, the cam move had finished, I was left staring at the left side of the screen instead of the right side, where the characters are. The cam move during f250 isn't too bad. Though, I do lose some of the animation. It could work, though. Kind of like a handheld cam…
https://syncsketch.com/sketch/150635#185078 I played around with the camera, I had no idea how to zoom in with Orthographic Camera's so I guess I learned a little about that! Haven't managed to change much else at the moment, but I think with this new camera, the animation is a little difficult to follow, I'm not sure.
In this example, did you key the entire body on every key? In the places that it's freaking out, it just looks like you just dont have enough poses, to me. Especially around your contacts. When he lands on one foot, you have no contact post there. just the impact pose. You want a blockout to look like your final animation…
the only problematic area is from 10 to 40, the rest look good. by "Flat" you mean "Auto Tangent"? or really "Flat Tangent"? or "Linear Tangent"? Some of it look like gimbals... some of it look like overshoots from "Smooth Tangent". Sometimes jittery look may be due to too many keys. If you haven't tried it haven't tried…