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Animation (FINALLY!!!)

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.

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Animation (FINALLY!!!)

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  1. Animation(FINALLY!!!) CGDD 4113

  2. 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

  3. Set up your Views • Panels->Layouts->Two Panes Stacked. Turn off NURBS and Polygons

  4. 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

  5. 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”

  6. 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!

  7. Sliding Feet • Frame 20: • lFootManip translate Z to 27, Roll = -5.0 • rFootManipRool = 10 • Pelvis Z = 23 • Set key • See the pattern?

  8. Animation Curves • Window->Animation Editors->Graph Editor

  9. Edit the Curve Tangents • Tangents->Flat • Can be modified in the Animation Preferences window

  10. Lifting the Feet • Raise rFootManip up 1 at frame 5 • Raise lFootManip up 1 at frame 15

  11. Rotating the Pelvis(Top View) • Frame 0, rotate pelvis -10 degrees • Frame 10, rotate pelvis 10 degrees

  12. 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

  13. The Current Graph Editor(For Translate/Rotate X)

  14. Adding Bounce • Translate Y attribute of Pelvis • Insert new keys manually

  15. 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

  16. 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

  17. Cycling the Animation • Set the End Time and Playback End Time to 300 • Open the Graph Editor

  18. Playing with Infinity • View->Infinity • Curves->Pre Infinity->Cycle with Offset

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