Assigning key frames to puppets
I’m in a pickle...how do I add the key frames I’ve done for one puppet (naked) and connect them so they apply to another (sculpted) puppet? I’ve tried so many things and no matter what the keyframes always apply to the original!
I can’t seem to get an answer on this, am I missing something..it would seem for work flow that one person could do logic on naked puppet and another can sculpt one then you can combine the two?
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I think the only way of doing it would be to replace individual body part sculpts with the new ones. So grab a part, then hold it as you scope in to the oldone you want to replace, then let go.
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Hi there,
As Supposer has suggested the only way you could do it is by grabbing the sculpts from the sculpted puppet and bringing them over onto the naked puppet and bringing them within the sculpts that are on the naked one (so scoping in with the sculpted pieces) once you've scoped in far enough you can delete the old sculpt and the new one should move with the animation you created.
You can't really switch it round another way because animation data is based off what you have grabbed and moved at the time, and can't be transferred across into a completely new object/character, but you can edit the sculpt/add to the sculpt that has been animated to change it up.
Really the best method would be wait till you have the sculpted puppet and then animate it, as you could run into issues if on the sculpted version the proportions are very different, but you should be able to get all your nicer looking pieces in if you try this method.
Thanks,
Cat
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