A Question to the Swarmexperience:
When creating characters that turn around (at least 180°) do you move your spine bones in the smartaction to get closer to a natural body posture or do you strictly keep your spine straight and unrotated to avoid hirarchy conflicts etc. later when animating in the Mainline?
Spinemovement on smartbones of Turn Characters, Yes or No ?
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- martin_mrt
- Posts: 51
- Joined: Mon Mar 25, 2024 3:09 pm
Re: Spinemovement on smartbones of Turn Characters, Yes or No ?
For me, it's whatever works. Keeping the bones in a 'natural' position isn't particularly meaningful or useful if it doesn't deform the artwork how I want it to.
It may also depend on the design and how I intend to animate the character. For example, in the turnaround, am I making the animation smooth and continuous, or am I switching to different artwork, or perhaps a different sub-rig (via Vitruvian Bones.)
I might also consider IK behavior. I always bend a joint slightly at frame zero so the IK will favor a direction. This can be changed during animation when necessary.
It may also depend on the design and how I intend to animate the character. For example, in the turnaround, am I making the animation smooth and continuous, or am I switching to different artwork, or perhaps a different sub-rig (via Vitruvian Bones.)
I might also consider IK behavior. I always bend a joint slightly at frame zero so the IK will favor a direction. This can be changed during animation when necessary.
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Artist/Partner - Little Green Dog
Little Green Dog Channel | Greenlaw's Demo Reel Channel