Fundamental Jumping Animation
The challenge this time is to make a jump animation for a leg character.
Reference and planning are not animation principles, but they are still two very important phases of animation. Researching the actions I am trying to animate will both make the process easier and improve the final output
To determine the first set of key poses for any particular action, I will first need to examine some form of reference. This can be a combination of video and/or observation. The next step is to figure out the minimum number of poses necessary to make an action understandable. For example, it only takes about some key poses for a jump to read as a jump. These poses can then be drawn out on paper in the form of a planning sheet. Making a planning sheet is a very useful process, as at this stage you can quickly sketch out different ideas to see what looks and reads best. It can also be helpful in working out timing.
Once you have your final planning sheet you can start transferring the poses to your character in Maya.
it is planning output
final output of maya
it is good rig for leg walk if you want to this rig
ULTIMATE WALKER IS READY TO ANIMATE BASIC BODY MECHANICS EXERCISES.
FEATURES:
- Body can squash and strech.
- Foot has knee pivot on/off, roll, break, toe roll, leg twist, heel twist, ball twist, toe twist controls.
- Fully scalable.
- Toggle visibility or freeze model.
- Easy to animate with simplified and needed controls.
- Body can squash and strech.
- Foot has knee pivot on/off, roll, break, toe roll, leg twist, heel twist, ball twist, toe twist controls.
- Fully scalable.
- Toggle visibility or freeze model.
- Easy to animate with simplified and needed controls.
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