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I finished the last body_angry_jealous and body_angry_tip_toe_reach. [alternate view] Videos hyperlinked.

Angry jealous was a good animation to work on because it made me practice my new paradigm for animating faster, "Animate with momentum". It was also cute because it was the first pout I've ever done for the face animation. Before, I knew that momentum had to be added to the animation but I always did it afterwards and that made me really slow and made the animation not look as good. So now I'm adding and keying my main poses with momentum applied to nearly all bones. To get a good animation, usually every single bone is affected. I have the belief that a good animator is not only someone that can animate well, but someone that can animate fast.

The tip toe animation was challenging because I needed to build a heel rig that would allow for a heel roll effect to make her tip toe. Video 3 shows the heel rig from the animation in action. The toes target a control bone with damped tracks to keep them forward. The tip toe animation itself was not easy and took a couple days because there was lots of gravity acting on the body and there were many instances of FK to IK switching. This meant that a lot of IK pops occurred and so I had to really polish the animation to make it look smooth. IK pops are when you change a bone from forward kinematic mode to inverse kinematics and a harsh transition in the bone rotation occurs. They are annoying.

Side note when I added the heel rig in Blender: Whenever I add more bones to my shinobu rig, even if they are non deforming helper bones, every other animation that does not have the bones will be carried over from the previously played animation bones. So if I go from tip toe animation to any other headpat animation which doesn't have the heel rig bones, that animation will have wacky toes because it carried over the bones that it does not have. Wacky toes:

So I had to write another Blender python script to add default missing bone positions to all other (62 now!) animations.

This covers all of the logic chart's animation assets needed to continue and finish implementing the donut logic. So tomorrow I'm gonna start exporting and implementing these assets.

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