Howdy
everyone! It's week 11 and we're almost done! But not so fast! You
gotta spline those character walks.
So you
sit down at your computer, and re-watch your blocking. It looks cool.
It makes sense. The timing works and you're excited. Then you select
all your keys and convert to spline.
Play that
animation back and.....uh oh, what happened?! It's all mushy and slow
and why is this happening?!
Well
first and foremost, take a deep breath and stay calm. Organized chaos
is what animation feels like sometimes, huh? You block it all out,
and then blow it up! Finally you piece it back together.
Here's
some advice that I try to remind myself of from time to time:
Blocking
is merely your guideline. Don't fall in love with it, because you'll
be changing a lot of things.
oh
boy....
Take one
thing at a time. By the end of this week you'll have smoothed those
curves, nailed the feet, fixed the overshoots, and delete unnecessary
keys. But once again, one thing at a time!
Here's a
great Trooper Tip from Anders Ancker that will help you tremendously
when working with splines. I know he says Week 12, but this helps
this week :)
I was
always told to start with the main force, in this case the hips.
Regardless of what your character walk is like, try and think of your
hips as a bouncing ball. Now maybe your walk is fast, slow, hangs in
the air a long time, or whatever. You'll just make that bouncing ball
bend the rules a bit.
Next open
up your graph editor and work on one attribute at a time. For
instance I like to start with the Translate Y.
Flatten
the highs and lows first. You don't want any overshoots because it
might break the rig at the ankles. Next I like to smooth out EACH AND
EVERY key so that the tangents are smooth along the curve.
So you
may start out with a curve like this:
Then you
smooth it out and it will look like this:
Eventually
you will go in and delete keys and work with the curve itself, and it
may look like this:
But don't
delete keys yet! Just smooth those curves. It's easy to delete them
later, but harder to get them back if you need it!
So I do
this for each attribute for the hips.
It
sometimes helps to hide Ballie's legs to focus on the hips. To do
this, Select Ballie's MAIN control (The nurbs circle on the ground
around him). In the channel box you'll see two attributes: Left and
Right Leg Visibility. Click them both to OFF and there you go!
Once you
think you have the hips nice and smooth, work on nailing down the
feet.
Flatten
the keys where the feet should be on the ground and smooth out each
attribute like you did to the hips.
Here's
where I recommend playblasting your animation and posting it for
public review. Find out if any of your timing needs to change and try
not to fret, this is only spline pass number 1! Out of....ONE
MILLION! MWAHAHA! Well maybe not that many :)
Take a
break and when you feel comfortable with any feedback received, start
your next spline pass.
Now you
can start deleting keys and making the tangents take care of those
wide and shallow curves.
Good luck
this week and let me know if you have any questions!
~Bsly
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