Week 12 - Better Keyframing
Well, it's basically almost the end of the semester, so instead of attempting to move to another animation, I think I'll just improve on these two animations that I've been working on this semester.
This week I've re-keyed my key poses to be more organized, and so that I don't use the root controller as much as I did last time. Using the root and it's rotation root control offset for the Ms. Fortune rig made it very hard to switch to splining for this project, thus making hard to progress in general. I can have good poses as much as I want, however if I don't correctly use the rig, the blocking process won't aid the overall splining of the product. This is also a problem with my Raphael rig. I believe I'll need to look more into other animator's blocking process; Maybe after stepping, I delete the root control transforms and work on animating the character in place? It sounds weird, but if other animators are doing this process, this might be the way to go.
Like I've stated before, I think I'll just stick to refining the two animations that I've been working on, and hopefully showcase some sort of finished product, since I keep telling myself I'll get it done in a certain time, only to meet problems along the way...
Having to re-key my poses for a very expressive video game character, while also working with what'd I call "flash keyframing" or just extremely fast poses that have really long holds seems difficult, but I'll ensure to pull through, and feel good about pulling through with these two pieces.
New Keyframing
Root Control Problem
Comments
Post a Comment