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Wigaru Wiyamoto
08-03-2002, 08:18 AM
I'm starting a large project, however for class-related reasons I need to work out the rigging/animation first. My instructor said this shouldn't be a problem so long as I start the animation in the default da vinci pose so I can bind the final model later.

I was curious if anyone has tried this before, and if so are there any other pitfalls I need to be aware of?

svenip
08-03-2002, 08:34 AM
you can do it that way, i see no problems. it's not the best to still have keyframes before binding, but works. advantage could be that you always can test out your binding with the anim and look if somethings strange is happening.

Wigaru Wiyamoto
08-03-2002, 08:21 PM
Good to hear! Thanks for the quick reply.

bigfatMELon
08-04-2002, 06:31 PM
Actually, even in this case you are going to end up with SOME animation before binding. Perhaps not the final animation, but you'll need something so you can test the weighting system without having to:
[list=1]
switch to the rotate tool
grab the joint or joints
rotate them to test the last weight change
undo if needed
switch back to either your previous vert selection, or the paint tool and the influence of interest
make a change to the weights
repeat with step 1!
[/list=1]

It's best to have some animation that at least moves each joint in an isolated way so that you can simply paint weights and then scrub the time line to check your alteration.

Having the final or near final animation BEFORE the weight step simply makes this process a bit faster because then you only have to do enough weight in to make that animation look good. But this isn't always a workflow that you can count on.

-jl

svenip
08-04-2002, 06:35 PM
hi bfM , i wrote a little script for that to rotate the joint even you're in the paint weigths tool or whatever.

i'm on the run with that to bring in more ideas, but this one works.

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