It won't be a problem to adjust arcs as you won't need the graph editor anymore.All the frames are keyed at a specific position for every frame(its something u learn when animating in 2d,u know what pose at each frame makes a movement fluid).If you observe the works on a 2d animator that switched to 3d as I read in one…
Coming from a 2d animation background with Flash and Toonboom,I find drawing my frames efficient as I draw my characters exactly the way I want them to move.The disadvantage is the time it takes to draw say a 2 minutes animation,is way longer and ur hand gets tired bigtime. Now,in getting into Maya for serious 3d…
As far as I know most modern game animation systems dont want frames, they use keys and bezier curves just like animation authoring systems. If you were to bake an animation into frames and import it into a modern game engine that does more than a linear interpolation it would be quite wasteful. In the past it was more…
I still recommend you take a look at animation layers no matter what approach you choose to work with. Sometimes it happens that you want to exaggerate a pose in an almost finished animation but keep the timings. In such a case it takes a couple of seconds to adjust with an animation layer frame rather than modifying maybe…
Some answers here are a bit surprising - I think that there is some confusion going on between frame as in "30 frames per second" and frame as in "pose" or "beat". Melviso : I have seen many pro game animators (often coming from a film background) using the technique you described, that is to say, working with stepped keys…
Exactly,its like you understand what I am saying.Posing a model frame by frame may sound like a lot of work for most 3d animators but it is nothing for 2d animators as they draw everything frame by frame.With 3d,they do not need to draw anymore.Here,they can pose characters very fast incoporating all the principles of…
3d animation is supposed to be resolutionless. The only reason animation packages even have frames is because they were originally designed for film. Keying every "frame" could cause a lot of problems. For instance if you used stepped interpolation it might break motion blur calculations, and if for some reason you need to…
To expand on what has already been said I recommend you take a look at animation layers in Maya. If you decide to go full madness and key every frame it will be a pain in the ass to adjust arcs. If you make an animation layer you can offset your existing animation with a couple of frames which blends nicely. The same…
O-o0.Did I forget to mention this is actually for an animation and not for a game? Most games nowadays are cheorographed with motion capture devices which keys every frame and then the animator starts to break them into simpler keys,some of the animation is lost with the keys removed but the important keys are kept. I did…
Thanks for the reply guys.I think I will try to learn the curves but when it comes to complex animation pose by pose for almost every frames will work for me probably till I get how these curves work.