I'm wondering how animators keep 'XY rotate layer' from looking flat. If there is a way to convert my spaceship to 3D I'm willing to do the work. If the best way to rotate the spaceship is point translation of the vectors inside the group layer I'm more than willing to do the work. I need to step back and listen. I want to make the ship zoom off into the distance but I did not draw it at the proper angle. The video clip shows what happens up to the point where the spaceship rotates. It isn't the final version.
http://www.youtube.com/watch?v=GdK605xr3BI
My spaceship looks distorted
My spaceship looks distorted
Cheers, Larry
- Víctor Paredes
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Hi, the best way to work with blend morph for this kind of movement is to draw (in any software you want) two or more view angles of your spaceship. then trace one of them in AS and animate the points to get the next draw. Be sure of moving the corresponding points. For example, the point of the wing must be the same in all poses. If you make it like that, the effect will work fine.
So, let's suppose you have 3 poses (or view angles)
frame 1 is the first pose
frame 12, the second
frame 24, the third
When your animation be working good between that 24 frames, create the 3 actions and copy each of the keys on them (all in frame 1 to get blend morph targets).
Be sure to add keyframes for all the points in all the three poses. You can add keys for width and curvature too.
So, let's suppose you have 3 poses (or view angles)
frame 1 is the first pose
frame 12, the second
frame 24, the third
When your animation be working good between that 24 frames, create the 3 actions and copy each of the keys on them (all in frame 1 to get blend morph targets).
Be sure to add keyframes for all the points in all the three poses. You can add keys for width and curvature too.
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Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
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