When I was first learning to animate I didn't have any models or anything to animate so I just used to use the biped and got quite used to it Looking forward to seeing more of your anims Bitmap
[ QUOTE ] [/ QUOTE ] Perhaps a little late, but I have to add that when rigging hands, look at your own hands for reference. The first bone in a finger is about as long as the two succeeding ones combined, they are far from evenly shaped. If you have three bones of equal size, a closed hand will never look proper. (I know…
That second pass is looking good, nice improvements. I have some tips that might help with hand animations... If you are using Biped you can double click select a chain of biped bones and rotate them slightly at the start and stop points, to get some of that rubbery motion Corv talked about. The great thing is if you set…
Hi all. Here are some fps anims i am doing for a paintball game im doing. http://www.pedroamorim.com/stuff/monografia/anims.mov They are a bit clumsy because animation isn't my strong. So i was thinking someone could give me some pointers how to change them to make them less robotic.
thanks for the reply. im gonna try and see waht i can do about the thumb. this is kinda hard for me cause im improvising as i go since im not an animator buff.
Hey vig thanks for that usefull post. im not actually using biped which sucks because that thing of the hand rotating all at the same time. did another update. added some animation to the fingers. anybetter? http://www.pedroamorim.com/stuff/monografia/anims3.mov
Also, don't forget anticipation. There's usually some manner of visual cue before an action occurs. A shoulder will shift, a fist will draw back slightly. Anticipation is key to quality animation. No one goes from no motion to motion instantly, there's always the build up in preparation.
Just like Corv said, at the moment you have basically the start and end pose and it moves from one to the other, and when it hits the end it just stops dead. Try acting it out yourself, and you'll notice that you always get a settle at the end, even if it's quite subtle Remember for most game engines you can have the…