Fixing the Feet and Ground Placement

Creature Animation Workflow Creature Animation Workflow
7 minutes
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Transcript

Just kind of looks quite high here. Go ahead and pull that down a little bit and add a key right in there. move that up. pull this out a little bit so we can get a smooth moment right there. Yep. There's still this jerky movement happening in the getting up pose.

We have entered into the phase, which is known to everybody else this planning phase, we work in a blocking plus space allow and we will continue to clear out some of the some of those unwanted tangents that we have using linear curves. We also need to fix the overall timing of the whole shot. Where we're also going to go ahead and add some animation to the camera that we current that we are currently using. And remove the other cameras which are which are pretty much obsolete will also add this beer and the swing effects and some of the other things very soon. And then we're going to enter into this another phase of animation which will you know, which will have all this details and other nuances, which will finally lead us to the result we saw the overview video. Right now what I'm what I'm trying to do To create offsets between all this, similarly, having things like both the legs running at the same time and both the legs leaving at the same time I would jump happens.

So I'm gonna I'm trying to, you know, offset the keys and get all those all those things done nicely so you know, it's pretty much right now it's pretty much just detail work going on. As you can see, this dump is also happening pretty fast. Right now it's pretty, floaty all of this stuff. Obviously in this blind spline we will see the Run Cycle. As you know, hitting hard whenever there's a change in pose is hitting hard because it's a linear key, right? So that that'll probably be fixed and lead into supply.

Now we're removing some of those time that we have in the hang time for the attack jumps. I kind of like the first slide and in a lab pretty cool. But even there, there's going to be changes. You can see here we have controls moving independently, we don't want that. Go ahead and delete this key from here and move this. This guy, Brad law.

We still definitely need the hang time though. So I added that key there. Brian, I'm just always, you know, focus on the footwork cuz pretty messy and pretty floaty right now so I can, you know ground them properly then I can start you know start with the whole upper torso part and co2 control Okay, that seems to be working. Now I will pull these in the Y axes so that I can see the differences here are down and then pull us up and now a little bit and then pull this Alright, so I want to just go in and play some of it that's still the Hackett slash bardis. Still very much Cloete right now. As you can see, it's pretty flow you don't see him hitting an impact.

It's pretty pretty flooding. But those all things are just a part of the animation. It's all going to be you get, you know, figured out pretty soon. All right now that was talking about that break. If you want to take a break, you can go ahead and take a 10 minute break. We'll be back the next next next part of the video.

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