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Dive into advanced animation techniques with our comprehensive guide. Learn how to effectively create and manipulate reference scenes, preserve original files, and set up your workspace for maximum efficiency. Step-by-step instructions cover positioning feet, animating pelvis motion, and utilizing the Graph Editor for refined curve adjustments. Discover how to introduce dynamic bounce and ensure the arms seamlessly complement the character's movements. Perfect for animators seeking to enhance their skills and create fluid animations that captivate audiences.
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Animation(FINALLY!!!) CGDD 4113
References • Don’t start with a file. Instead, use a reference… • Leaves the original “untouched” • File->New Scene • File->Create Reference->□ • Preference all nodes with “romeo” under Name Clash Options
Set up your Views • Panels->Layouts->Two Panes Stacked. Turn off NURBS and Polygons
Sliding Feet • Set your time range • Start time and Playback Time to 0 • End Time and Playback Time to 20 • Two steps, each 10 frames • Set the Active Character • Very important! • Allows you to set keys for Romeo
Sliding Feet • Position feet • lFootManip translate Z 9 units, set Roll = -5.0 • rFootManip translate Z 0, Roll = 10.0 • Pelvis translate Z 5 • Move down until knees bend • Leave arms • Set a key using “s”
Sliding Feet • Do the same for the right foot: • Go to frame 10 • Select rFootManip • Translate Z 18, Roll = -5 • Set lFootManip Roll = 10 • Translate Pelvis Z 14 • Set key using “s” • Notice that the values double!
Sliding Feet • Frame 20: • lFootManip translate Z to 27, Roll = -5.0 • rFootManipRool = 10 • Pelvis Z = 23 • Set key • See the pattern?
Animation Curves • Window->Animation Editors->Graph Editor
Edit the Curve Tangents • Tangents->Flat • Can be modified in the Animation Preferences window
Lifting the Feet • Raise rFootManip up 1 at frame 5 • Raise lFootManip up 1 at frame 15
Rotating the Pelvis(Top View) • Frame 0, rotate pelvis -10 degrees • Frame 10, rotate pelvis 10 degrees
Rotating the Pelvis(Front View) • At frame 5 • translate the pelvis 0.5 • Rotate the Y axis -3 degrees • At frame 15 • translate the pelvis 0.5 • Rotate the Y axis -3 degrees
Adding Bounce • Translate Y attribute of Pelvis • Insert new keys manually
Making the Feet Pound • Insert two more keys for lFootManip • Frame 2, Roll = 0 • Frame 5, Roll = 0 • Insert two more keys for rFootManip • Frame 12, Roll = 0 • Frame 15, Roll = 0
Animating the Arms • Drop the clavicles (in the skeleton) by -10 degrees • Lower the hand manipulators • Rotate the hand manipulators • Rotate the fingers • Copy keys (again) using very odd MMB+drag
Cycling the Animation • Set the End Time and Playback End Time to 300 • Open the Graph Editor
Playing with Infinity • View->Infinity • Curves->Pre Infinity->Cycle with Offset