- constrain the effector on the arm chain to a curve
I could have accomplished this just by normal animation, although
its very easy to cycle, and it mightlook better.
makes a bit of a mess in the scene
makes a bit of a mess in the scene
- duplicate in symmetry the setup from the left side
This is just a pointless waste of features in this case.. in my opinion/ quick though
- used a curve to generate the bone structure for the arm
This is also a waste of good features, although again it seems to work well
One thing that I found is that the constrain feature gets you into
trouble when trying to pose the skeleton with multiple
bones
One thing that I found is that the constrain feature gets you into
trouble when trying to pose the skeleton with multiple
bones
- rotated the upper body to accentuate the arm movement +
- enveloped the "sleeves"/boot to the bone
this might have been accomplished better and I'm not sure how, maybe if I constrained the cluster "boot" to the root null
there are some problems with this envelope when it is tested under X-treme conditions: for instance the arm itself buckles with 40 degree bending, maybe I could use a bend modifier, don't know, have had difficulty with the bend modifier before
there are some problems with this envelope when it is tested under X-treme conditions: for instance the arm itself buckles with 40 degree bending, maybe I could use a bend modifier, don't know, have had difficulty with the bend modifier before
walk1 from Arthur Dent on Vimeo.
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