- The translation channels should transition smoothly unless you have fast motions.
- The orientation channels will probably not be smooth if the controller has active curves on all Euler channels.
- Run the Euler Filter constantly after adjusting poses.
- Always chart out your phrases and refer to them till the end. The chart will force you to check your timing, spacing, favoring, easing.
- Do not shift keys! Keep all your "drawings" on their own space and time.
- Be sure to have your stronger poses hold for at least 2 frames. This will allow the pose to read long enough before transitioning to the next key. This is help reduce that floaty CG feel.
- Always work from the root out.
- Try to have your breakdowns favor a key, especially if your timing is even or centered.
- Be sure to add texture to a motion by making sure the slow-in's and out's are asymmetrical.
- Write down where your keys and breakdowns are and mark them if your software allows it. Maya allows you to mark breakdowns [they become green ticks] and will also scale them along by the bounding keys.
- Use buffer curves before making major changes to a curve.
- Do not over polish by removing too many keys on rotation channels. This will remove the texture and the life from your animations.
- Pole/Aim constraints can be useful when rigging rotating props. You can avoid Gimbal Lock by translating the control curve instead of orientating the rotating prop itself.
- When rigging props, try isolating rotations to avoid Gimbal Lock. For instance, create a control curve for RY and another separate control for RX & RZ.
Tuesday, August 10, 2010
Animation Notes: Part 1
There are several animation ideas that have sinked in lately. I've been obsessed with producing polished animation and in my journey, I realized I didn't have an ordered checklist. Here is a list of things that have helped my workflow.
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