[ QUOTE ] i own a few animation books and i've never seen a recipe for handling this, not even in disney's "illusion of life" where they show a lot of footage from such interactions. [/ QUOTE ] They talk a little bit about it in "Illusion of Life". If I remember correctly, they started by having one animator do one…
anyone seen animation books/tutorials that cover these kinds of interactions? and also, how do they handle it in film where there's the whole animator-per-shot vs. animator-per-character issue where you don't want to have animators switch "personalities" - like in ff:spirits within where animators were assigned to specific…
I use floating event points along a time line (just colored cubes for reference), and animate one character at a time. Typically the action character can be seperated from the reaction character in a fight scene. The action character is almost always going to have forward confidant motions so there really are'nt any forces…
Hi All If I am animating, say a fight scene between 2 characters, would it be best to roughly animate the first character from start to finish and then add and animate the second one I mean you wouldn't attempt to do them both together would you?
Thanks for those links. I noticed in one of the videos, he was just using bipeds for the storyboard...is it possible to do the animation first and then add meshes over the bipeds or has he saved the animation for each biped and loaded it into a fully rigger character mesh and Biped (im not explaining this very well)? I…
Hi Mop Storyboarding was what I was thinking for this. I can get the rough sequence down for the first character, then, again only roughly add the second character in and animate it to react to the first character. Finally go through and refine it as you suggested. Cheers bud!
Umm... personally I'd think you'd *have* to do both together... otherwise you don't know how one is reacting to the other? This sort of thing would probably benefit from a little storyboarding and planning - draw out a few really "key" frames, set pieces you want to build the rest of the fight around. Then what I'd do is…
For a fight scene, I'd wanna use a proxy mesh instead of just the bipeds (unless your actual meshes run perfectly fine in the viewport - ie. game-res models), just so i could know how wide the limbs are and such, so that grabbing and wrestling wouldn't clip weirdly or otherwise look odd.