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Is there anyway possible to get a more fluid movement and animation for Organic/Natural stuff??

  • MADatARMS

    I do notice how the veiw from the camera blurs out with the cameras movement blur option in Grade & Effects which would be so Awesome!! If you could apply this to objects specifically as well, that way the small choppy bits that don’t mesh well could be blurred out atleast.

  • RadioRobot

    Yea the only way I’ve found animate and also have things look natural and blend nicely together is to create the full model in one sculpt and basically do everything the old fashion way. Clone the sculpt and edit it for each frame of the animation and then use keyframes on a timeline to make one frame (sculpt) visible at a time in the order you want them to play.

    Obviously this isn’t the best choice though especially for more complicated models since it will eat up more thermo

  • Supposer

    Is it the movement, or the appearance you're having trouble with?

    For the movement, you can use keyframes in a timeline. If you zoom in to the timeline (making everything appear wider), you can make the keyframes super thin. Then, you can fiddle with the blending between frames (teak the keyframe before the blend), to get it to "feel" just right. And don't forget to add one at the end also, to blend to from the last keyframe. You can have this one hanging just beyond the edge of the window, so it doesn't stutter when it loops.

    For the look, clever sculpting can help with this. Also, try adding some wax finish to reduce the shadows so the join is less noticeable. If the creature has fur, make the surface looser so that the join is sort of "blurred out", or perhaps use variable looseness (not played with that, but it may be helpful for you). Or you can add paint strokes with a bit of floppiness to cover the join too, for fur or feathers.

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