Shading.
Posted: Sat Apr 17, 2010 4:45 am
Now I know that there is a shading option that can be applied for each layer, however the results - while good - do not allow for the level of intricate control I am looking for.
Thus I am calling for any and all ideas/methods and techniques that anybody can suggest.
Here is my idea - so far untested: Once the animation is complete in full, duplicate every layer.
Change each duplicate layer black (or whatever colour) and offset the dupe layers by a certain amount depending what angle the imagined light source is beaming from.
Reduce the opacity (obviously so the original layer can be seen through it) by a certain amount depending on how harsh or soft the imagined light source is.
Then cut holes in the layers the shape of which can be animated - for example a hole spreading from the eye socket area as the head turns exposing more of the face to the light.
Finally - and this is the most doubtful part - mask out the overlap on the opposite side of the light source so the duplicate (shadow layer) does not appear beyond the limits of the original layer.
This is only a theory for a technique which I thought I would post here before trying since you guys may be able to point out any pitfalls or advise me if I am needlessly complicating things.
Let me know what you think. Is there a better method? Will this method even work? Oh and can two skeletons be added to one group layer so that masking options can be applied?
Thanks.
Thus I am calling for any and all ideas/methods and techniques that anybody can suggest.
Here is my idea - so far untested: Once the animation is complete in full, duplicate every layer.
Change each duplicate layer black (or whatever colour) and offset the dupe layers by a certain amount depending what angle the imagined light source is beaming from.
Reduce the opacity (obviously so the original layer can be seen through it) by a certain amount depending on how harsh or soft the imagined light source is.
Then cut holes in the layers the shape of which can be animated - for example a hole spreading from the eye socket area as the head turns exposing more of the face to the light.
Finally - and this is the most doubtful part - mask out the overlap on the opposite side of the light source so the duplicate (shadow layer) does not appear beyond the limits of the original layer.
This is only a theory for a technique which I thought I would post here before trying since you guys may be able to point out any pitfalls or advise me if I am needlessly complicating things.
Let me know what you think. Is there a better method? Will this method even work? Oh and can two skeletons be added to one group layer so that masking options can be applied?
Thanks.