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learning curve

Posted: Tue Apr 06, 2010 5:19 am
by sbtamu
I think i am starting to understand AS now. I was reading the forums today and saw someone ask why the shapes were all distorted when they manipulated bones and someone linked them to a past thread about binding points and the problem with "overlaping angles"

I dare to say that I clicked on the thread and BAM it all came clear. TY all and here is what i made. Its nothing great but what a dif. it's gonna make to my animating in the future

http://www.youtube.com/watch?v=CvP6_OyufbI

one thing that I don't understand is why the .5 on the bone movement. I had to move it back to defult to get the elbow to work right

Posted: Tue Apr 06, 2010 6:32 am
by aleXean
uh... not to rain on your parade, but that's not his bicep curling...... more like his shoulder.

Posted: Tue Apr 06, 2010 7:34 am
by sbtamu
aleXean wrote:uh... not to rain on your parade, but that's not his bicep curling...... more like his shoulder.
Lol huh what are you talking about and what parade? If you have more to say, please post a image or a short film on a correct way to do something. The forum isn't a place to try and "rain one parades"

Posted: Tue Apr 06, 2010 8:27 am
by lwaxana
sbtamu--Nice arm rig! The .5 dictates that the elbow rotation is half that of the forearm rotation. So for example, if the forearm rotates 60 degrees, the middle point on the elbow will rotate 30 degrees. It splits the difference between the upper arm and fore arm, which gives the elbow a more natural bend.

I know what you mean about the learning curve. I've been working with AS for about a year and I'm constantly learning new things that seem to revolutionize my workflow. Even things that I've read before will suddenly make sense to me after I've read some other thing. lol I actually think that one of the biggest obstacles to learning what's possible in AS is working with one's own characters. It's like trying to learn about literature by only writing your own book. I really wish that I had started out in AS by trying to animate a scene using pre-rigged characters rigged in every single known rigging style. Especially the complex rigs! That would be an amazing way to learn what's really possible in this program.

Posted: Tue Apr 06, 2010 2:12 pm
by sbtamu
lwaxana wrote:sbtamu--Nice arm rig! The .5 dictates that the elbow rotation is half that of the forearm rotation. So for example, if the forearm rotates 60 degrees, the middle point on the elbow will rotate 30 degrees. It splits the difference between the upper arm and fore arm, which gives the elbow a more natural bend.

I know what you mean about the learning curve. I've been working with AS for about a year and I'm constantly learning new things that seem to revolutionize my workflow. Even things that I've read before will suddenly make sense to me after I've read some other thing. lol I actually think that one of the biggest obstacles to learning what's possible in AS is working with one's own characters. It's like trying to learn about literature by only writing your own book. I really wish that I had started out in AS by trying to animate a scene using pre-rigged characters rigged in every single known rigging style. Especially the complex rigs! That would be an amazing way to learn what's really possible in this program.
Is the humerus or ulna/radius the parent for the 2 small elbow bones?

Posted: Tue Apr 06, 2010 4:17 pm
by lwaxana
hehe, I had to look up those bone names. :D The humerus (upper arm for those who don't want to look it up) is the parent bone for both of the elbow bones and the ulna (forearm bone). But the ulna is the angle control bone for the two elbow bones.

Love your new avatar, btw! :D