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I made 2 new animations recently: body_stand_happy_donut_last_bite and body_stand_happy_beg. Videos hyperlinked. The first animation will be used for the last bite that Shinobu takes before completely finishing the donut (or some other food). Beg will be used to make her, well, beg. It was actually split into a _begin and _loop so it can have an introductory part and then just loop indefinitely. Also, this was a really long animation with lots of moving subtle movements so it took a while to make. When this animation is going to be played, there will be inverse kinematics to smoothly and realistically blend her arm towards the objects she wants. Thereby making the animation half procedural.

As I was animating these assets, I made sure that the animations are future proof for holding logic. As in, while these animations play, if Shinobu is holding something with her right or left hand, the animation should still look fine.

At this rate I should finish all the animation assets from the previous donut logic chart this weekend. I am 80% finished with the jealousy animation but I didn't finish animating the face in time for this post. The last tiptoe_reach animation might need a lot of time to animate. On a side note, there are now 137 bones in the rig. Most of them are non deforming helper bones. I added a helper bone for locking the IK elbow targets to the spine so she can maintain her IK arm positions while her spine is rotated.

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