The purpose of this was to get familiar with Biped rigging and proportions, using provided animations to test and explore how these things work and are affected.
In learning Biped Basics I created a nose on one and use the bend and flex modifiers to give the nose a bit of bounce and motion as the character walks.
Here I created two bipeds of different size and shape and added a sit down animation, this showed how the bipeds with different proportions react to different animation movements. I also created a simple forward walk with a biped with shorter legs, this worked as I expected, the walk was fairly normal, as the footsteps were not too far space out, however obviously there are smaller strides in comparison to the size of the feet.
Here I rigged a provided skeleton to a biped, carefully making sure each part of the skeleton was correctly linked to each part of the biped. I then added an old man sitting down animation to suit the skeleton. I feel this went well and was not too difficult as it was all done with bones as individual objects.
I think I could take some of this further when the time come, the most challenging part is usually getting the biped into the right place. I did manage to see how different biped proportion were affected by animation, and it is mostly how you expect, though I think I could have experimented with the proportions a little more.
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