jimarse
01-09-2003, 12:54 AM
Hi all,
I posted the following at Post Forum, but I ain't getting much lovin' there, so I was hoping someone over here could enlighten me:
I'm a tad confused about how to use the controls in a rig like the Mime's to actually animate the character:
It seems to me that the basic idea for controling a bone/chain is that you want to have control over three things: The position (via the bone's root goal - eg Left Hand Controller), the tilting (via the bone's Tip Goal - child of LH Controller), and the global rotation (via the Up Vector-also child of LH Controller).
Ok. So, when it comes to animating the chain, there seem to be two distinct possibilities:
1) Keyframe the position AND rotation values of the Left Hand Controller, and not touch the Tip Goal or Up Vector at all. (This seems to be how the Mime animation was created).
2) Keyframe only the position values of the Left Hand Controller, and then tune the hand's tilt and rotation by setting position keyframes for the Tip Goal and Up vector.
I believe both would work fine, but feel that the second way is likely to give you more control (while probably taking more time and effort).
If anyone with more experiece than I (everyone) has any insight on this, or can tell me if one method is clearly preferred over the other by professional animators/studios (and why), I would be most happy.
Thanks awefully.
I posted the following at Post Forum, but I ain't getting much lovin' there, so I was hoping someone over here could enlighten me:
I'm a tad confused about how to use the controls in a rig like the Mime's to actually animate the character:
It seems to me that the basic idea for controling a bone/chain is that you want to have control over three things: The position (via the bone's root goal - eg Left Hand Controller), the tilting (via the bone's Tip Goal - child of LH Controller), and the global rotation (via the Up Vector-also child of LH Controller).
Ok. So, when it comes to animating the chain, there seem to be two distinct possibilities:
1) Keyframe the position AND rotation values of the Left Hand Controller, and not touch the Tip Goal or Up Vector at all. (This seems to be how the Mime animation was created).
2) Keyframe only the position values of the Left Hand Controller, and then tune the hand's tilt and rotation by setting position keyframes for the Tip Goal and Up vector.
I believe both would work fine, but feel that the second way is likely to give you more control (while probably taking more time and effort).
If anyone with more experiece than I (everyone) has any insight on this, or can tell me if one method is clearly preferred over the other by professional animators/studios (and why), I would be most happy.
Thanks awefully.
