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Pharah: @BordeauxBlackVA
Audio Engineer: @random_tide

POST NUT CLARITY

So, I've completed another animation, and I wanted to share a key challenge I faced during the process. The most time-consuming aspect was maintaining the position of the spline IK controllers throughout the entire animation. Typically, when animating a movement like lifting the character's hip, the controller parented to the hip would also move. However, in this case, that was not what I wanted.

To address this issue, I had to find a solution that would preserve the relationship of the controller and keep it in the same spot throughout the animation loop. The workaround I employed involved using a copy transform constraint on the IK controllers to empties. This ensured that, regardless of the character's actions, the controllers remained in a consistent position.

I hope this explanation proves helpful to anyone grappling with a similar challenge in their animations.

END

Apart from that, the challenge was cool. Each animation I do now feels like I'm breaking barriers, which is exciting. For the next one, I want to keep trying different poses and movements. I don't want to repeat poses I've done recently. I'm focused on challenging myself to build a well-rounded skill set.

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Unnero11

Hell yea, hot

Shad0w_Hawk

Looks pretty good! How do you manage to get such a nice quality result for your gif? My gifs always seem to come out looking shitty when I upload them onto patreon.