There was some post where FK explained that they do the broad movements with bones and then use point animation to refine the movements.
In other posts they have mentioned that they create their character rigs based on the storyboard so they can focus their energies on the specific movements they'll be animating, rather than designing a rig that can do anything and everything.
If you read through their posts, you'll find many pearls of wisdom. :D
If you want to really refine a head turn, using actions might make it easier to fiddle with the points than using switch layers. I don't know FK's technique, though.
lwaxana wrote:There was some post where FK explained that they do the broad movements with bones and then use point animation to refine the movements.
In other posts they have mentioned that they create their character rigs based on the storyboard so they can focus their energies on the specific movements they'll be animating, rather than designing a rig that can do anything and everything.
If you read through their posts, you'll find many pearls of wisdom.
If you want to really refine a head turn, using actions might make it easier to fiddle with the points than using switch layers. I don't know FK's technique, though.
Thanks!!!
I was tinking over using actions as well. Now i'm working on a small project and i will do it that way, trying to make animation smooth as possible. I will post results here... I'm kinda new on this forus, so that will be my first animation post.