Tuesday, 26 January 2010

Linking mesh to biped - Notes

Fill the mesh with the bones as much as you can.

Select mesh > Modify Panel > Physique modifier

With bones you use the skin modifier
With biped you use the physique modifier

Click on > Attach to Node (COM)
Pick the COM (from list) this will be listed as Bip 01 then press initialise.

If the mesh pulls you need to go the sub-object level of physique to envelope.
When you see the envelope:
Red envelope means that the skin is competely attached
Maroon means that the skin is semi-attached.

Go to envelope options to Radial Scale to alter the envelopes.

Character Studio - Notes

Click on Systems > Biped

Click and drag the skeleton in the perspective viewport

If you look at the skeleton you will see a diamond shape in the pelvis - this is the COM or Centre Of Mass.

In order to adjust the biped you need to be in figure mode - which you will find in the Motion panel. Then go to body type > skeleton in order to adjust the biped

You need to make sure that you fill the mesh with the bones of the biped as much as possible and that they fit well.

Footsteps - go to footstep creation > walk > create footsteps at current frame.

To activate the footsteps go to > Create keys for active footsteps.

If you press ? this will activate the walk animation.



Monday, 25 January 2010

Welcome!

Hi everyone,
Welcome to the 3D Character Animation 2010 blog.
Your brief for the semester is as follows:

Emotional study

 

How does body language convey emotion? We have certain learned and involuntary behaviours, which provide signals to let other people know how we feel:

 

When we are bored we: yawn, look at our watch, stare into space, fidget.

When people smoke a cigarette they: blow the smoke into the air, hold the cigarette in a certain way, use the cigarette to gesticulate, leave the cigarette balancing on a lip.

 

You are to film or find film of least three people showing different behaviours or characteristics, analyse the body language and movement and then create and animate a character to mimic one of those behaviours.

The piece of work doesn’t need to be more than 30 seconds long.