Week 9 - Stepping without Forced Splining


     Hello! I was luckily able to find a solution to the problem I had with my rig not stepping correctly! 

    …It was because I didn't read the readme.txt provided that told me to install their rig plugins (oops). Well anyway, I did some really good progress on the actual stepping of my animation. Especially noting that not having the plugins didn't allow me to step it without it auto-splining. I'm just now doing a pretty good job on improving my time management and was able to get some progress done, and to feel good about what poses I was able to key.

    I was able to get my poses down as close as the source material as possible, with a few changes so that the transition from 2D to 3D looked smooth in my stepping. I tried splining it so I have an idea of what it would look like, and realized that I have to step and or make my tangents linear to ensure that a transition from IK to FK is smooth.

    Knowing that I have to make a very exaggerated kick upwards to indicate a fast fighting game kick,  I can't use IK as it just doesn't look correct splining up, so I keyed a few leg poses in FK so get better poses in. I also looked at the original animation's frame timing, and stepped to it accordingly.

    My next task for this animation is to spline, and begin putting in in-betweens and or holds to ensure that the animation goes smoothly. Another side-note, is the fact that in Skullgirls, the game I'm basing the animation off of, has the character kick upwards a little fast. For 3D, the timing looks a little wonky, so I might work on the timing so I have a better original spin to the animation.



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