I was planning on
having a bigger announcement this week, but I'm navigating the legal
implications. So for now I'm pleased to announce that I'm launching a Patreon for this blog. If you enjoy this blog and want to contribute please hit the button on the right. Contributions will help support
the blog and I have plans for the future, which include a Stylized
Reality tool set and, given enough patrons, video tutorials based on
my personal projects. Patrons will also be able to make requests and
suggestions for topics they'd like to see covered in future blog
posts.
Also, now that I've reached my self-imposed deadline of January 31, compounded with
crunch time at work, I'm going to throttle back a bit and do one post
a month. I may start doing one every two weeks when we're out of it.
We'll see!
And now for a tip.
The computer, as inbetweener, is an idiot. It knows how things should move
mathematically, but not naturally. When I block in stepped, I end up
breaking my animation down to the point where I manually place keys
every 2 to 4 frames, depending on the action. This gives greater
control over the final product. There will need to be some massaging
once splining begins, but it should all-in-all be a less painful
process and give you the poses and breakdowns you want, rather than
the ones the computer demands.
There are tools and
techniques you can use to help you with inbetweening. To help you
beat the computer.
- Arc trackers are vital. I use it even in stepped blocking. Using it early in the
process, tracking all your arcs, helps to make sure everything will
work down the line. I use toolChef's motion path tool as well as MorganLoomis' arc tracer at home.
- Space switching is hugely helpful. I almost always have FK arms in world space, as well
as the rotations of the head. On some characters, like Kaa, the whole
head is in world space. These kind of things reduce the amount of
counter-animating you'll have to do because of something the body
might be doing. Be in control of what the different parts are doing.
- Make use of rotation orders. Maya doesn't evaluate all of the rotation channels all at
once. It does them in a certain order and it can change how one key
transitions to another. Morgan Loomis has a great tool for changing
rotation orders on something that has already been animated. It even
gives you an analysis of which one will give you the best results.
This helps you keep on top of the computer.
Worse comes to worst, you'll have to key something every frame, but that is the last ditch
effort. Don't let the machine win! The computer is a tool, it works
for you. Don't let it bully you into inferior animation because of
math.
Keep on keyframing!
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