yeah , i suck at animating too ... i just cant understand some of the tools in 3d apps animation controls, i cant stand non-linier stuff, like curves to control movement dropoff, it seems that it was designed for programers to be able to animate , not animators. if i could i would probly change almost all of the things…
Hey , ive done a really funky (as in it smells) animation, its to test the controls really , but also for me to try and get my head round animating on a computer (wich i have always thought was a big pain) anyway , the timing is way off , but any comments are always welcome. Its only 1.4 MB
Well, to me, the model still looks like a 13 - 14 year old, but hey. Anyway, as to the rigging here are some suggestions. After having animated a skeleton, where the bones and pivots are "out in the open" I noticed the animation was a LOT more "realistic" and facile. The thing about the shoulders and arms is that they are…
He's not using Catmull Clark JK. 'Linear' smoothing in Maya is using a totally different algorithm which sort of simply doubles the amount of geometry you have. Messy. Thermidor, yeah JK is right. Tweaking the mesh after smoothing is totally defeating the beauty of the workflow of Model>Rig>Animate>Smooth.
I think the problem is that a lot of folks here are game animators and most game engines don't support blendshapes. That's more of a "Cinematics" thing. However the best book on blendshapes (yes it'sa book length subject), is Jason Osipa's "Stop Staring". It covers blendhapes driven by joint rotation as well as blendshapes…
Actually, think simple. If you have the ability within your project to do so, I would probably suggest morph targets for the ass and thighs bound to driven keys on certain channels within te rotation of the hip joint. Much simpler, You want to try to keep the machine from chugging if you have one, or more than one model.…
Ive hit another snag. where this secondary control rig does work .... its movement dosnt exactly mimik the movement of my bind rig ... its basicly to do with again me changing the rotations, so the (RotateX) bicep on my bind rig is rotated when my control rig rotates the shoulder (RotateX). argh , basicly im gona do away…
haha , swampbug , you are about the only one who like her skinny ... personaly i think its more of a challenge to make a skinny girl , rather than a fat one , on a fat character you can get away with so much bad deformation ... and just put it down to fat folds ... on a skinny figure every little deformation problem is…