Spline and More Poses

Creature Animation Workflow Creature Animation Workflow
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Transcript

Maybe we just changed this timing a little bit here. This isn't looking right. It was good and believe that yes, that is what exactly what I wanted. I wanted to stay his you know, CLG control for five frames or something. But I already did a key there and put him down for like four frames so that wasn't working and I'm trying to fix that hand here. Okay, cool.

Go ahead and play this back. All right. Now we're getting some timing here. Okay, this is where the spear will be. Obviously not like this. But you know like, the pointy end will be touching the ground, just like this.

And we're going to put this cat spear here right after we're done with all these floating issues ever having your spear here. We're going to put it right there. But as of now, we're not going to be worried about that. We should be more worried about all the timing problems that we're facing right now. These arms and the whole hand is looking quite symmetrical with the other one. So I'm going to go ahead and offset the keys there.

All right, better much better. The timing promote the hand is now on offset so it's looking more natural. And this key that I added here, to have like a nice hang time, I think I we don't even need this. Let's go ahead and delete it. So like he's flying in the air for two more frames. We don't need this.

This is this is much better. Okay, let me go ahead and clear the pendants here. Whatever we changed. We need to open this up and hit the button. So it'll smooth out some of the curves that we have here that we changed recently. Let me go ahead and play this.

All right, the first landing bar looks pretty good now. So way better than what we had before. The timing and everything is looking quite okay. All right. Very important to add those hand delays and head delays cetera because those add to the whole animation appeals to the animation because he's kind of landing with so much for so obviously he's gonna have all those secondary movements and his and his body and all those overlays and all that. Yeah most of the times I take care of those overlays and everything during blocking itself.

Like in blocking itself, I go ahead and do all those delays and everything. That is also a part of my workflow, but this is also this is more like a straightforward approach to to the animation like it's mixture of straightforward and blocking and going post post. Go ahead and pull this up a little bit, just to bring the character in a bit of direction here. Select this whole part. Bring him up a little bit okay. Since hitting in pretty big impact, so we need to show that and we can and can, you know bargain on the Translate z here we have to use as much space needed for the action to occur.

That way we can show maximum impact on on on the enemy. Let's go ahead and add that foot roll there. This is basically a continuous action like without stopping He's hitting the enemy and then you know, like he jumps right right away to hate the other enemy coming from his left side. So it's basically ever pretty continuous action and pretty swift and smooth as well. The only pause that he has in his action is the one after landing. And that's also like for probably like two frames.

He's some kind of a alien overlord or something you know, who came down to earth to take care of his business. So he's a pretty ruthless isn't enough time to wait or anything. He just attacks As you can see, we still have the problem of the foot leaving at the same time and touching the ground at the same time. So we need to fix that as well. override these keys with a new transaction you see here make it touch the ground. Actually the left leg shouldn't be touching the ground at all.

I'll take care of that pretty soon. Pretty good. As much as I like working the, the primary phase of the animation, which is the blocking part. I also love working, working this blind phase of it too. Because all those details that we get to get there, it's pretty awesome. And you know, like if we if we take critiques from other people, like a lot of people come up with different ideas

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