I want to do an animation where a character is moving around in circles.
What approach would be wisest way to break it down?
This way I have to move the bone set per angle and have to match the new switched angle at the current frame to match the previous angle pose transition at the previous frame each time I change angle.
Group layer for common location and scale>
switch for selecting angle:
30 degree pose >unique bones & body parts > feet switch , hand switch , mouth switch
60 degree pose >unique bones & body parts > feet switch , hand switch , mouth switch
90 degree pose >unique bones & body parts > feet switch , hand switch , mouth switch
etc.
I was thinking this way but if there is simpler way I'd like to know.
layer a rotating character
Moderators: Víctor Paredes, Belgarath, slowtiger
Project: Making a character walk in a circle as near seamlessly as possible.
1- Put all characters angles on a switch.
2- Make a character walk forwards, bone rig it, get all the switches for the hands, feet, and mouth, animate it until the character needs to turn.
3- Switch to a character that is slightly on an angle.
4- Make the same character but on an angle, bone rig it, get all the switches for the hands, feet, and mouth.
5- Align the angled character using the bones to transition smoothly from the walking forwards character to the angled character pose.
6- Animate this character until the character needs to turn some more.
7- Switch to a character that is slightly on a more increased angle.
8- Make a character on that angle, bone rig it, get all the switches for the hands, feet, and mouth.
9- Align this character to the previous angled character manipulating the bones for a smooth transition.
10- Animate this character until the character needs to turn some more.
12- repeat from 7
Is this the best way to do this?
1- Put all characters angles on a switch.
2- Make a character walk forwards, bone rig it, get all the switches for the hands, feet, and mouth, animate it until the character needs to turn.
3- Switch to a character that is slightly on an angle.
4- Make the same character but on an angle, bone rig it, get all the switches for the hands, feet, and mouth.
5- Align the angled character using the bones to transition smoothly from the walking forwards character to the angled character pose.
6- Animate this character until the character needs to turn some more.
7- Switch to a character that is slightly on a more increased angle.
8- Make a character on that angle, bone rig it, get all the switches for the hands, feet, and mouth.
9- Align this character to the previous angled character manipulating the bones for a smooth transition.
10- Animate this character until the character needs to turn some more.
12- repeat from 7
Is this the best way to do this?
Jeez. Don't get me wrong, I love AS, but two alternative approaches suggest themselves straight away:
1) Just draw the damn thing, frame by frame. Would probably be quicker...
2) Rewrite the narrative so you don't have to do all this, or it's chopped up in such a way that you only need a restricted subset of these angles...
HTH
J
1) Just draw the damn thing, frame by frame. Would probably be quicker...
2) Rewrite the narrative so you don't have to do all this, or it's chopped up in such a way that you only need a restricted subset of these angles...
HTH
J
You can't have everything. Where would you put it?
I thought of a concept and I think it might just work.
Off Screen Layer Displacement Switching
Here is the concept, I will try to use one bone rig to control all the body angles, each angle drawn in a group only one of the angle groups is visible in the output view while the other groups are layer displaced off screen. Unlike a typical switch this will allow me to switch parts for an entire rig instead of just one bone.
Then if I could somehow... harness this lightning... channel it into the flux capacitor... it just might work!
Off Screen Layer Displacement Switching
Here is the concept, I will try to use one bone rig to control all the body angles, each angle drawn in a group only one of the angle groups is visible in the output view while the other groups are layer displaced off screen. Unlike a typical switch this will allow me to switch parts for an entire rig instead of just one bone.
Then if I could somehow... harness this lightning... channel it into the flux capacitor... it just might work!
