taking advantage of interpolated switch layers!
Posted: Fri Jun 24, 2005 9:10 am
Hi all,
I think the combination of interpolated switch layers and the great bonesystem is a fantastic way to create a "handmade feeling" in the movement of characters. What I do is put all the parts of my character in sepperate interpolated switch layers, -head, eyes, mouth, nose, ears etc. - and make sure I have the same amount of vectorpoints in the sublayers. (using many shapes in the sublayers is also i good idea) Then I do all the different positions I want , -front view, 2/3, side view etc. and mouthshapes matching them all. When I make my skeleton and attatch the switch layers I have all (almost) the options I want for turning the head any way I want. -Also putting different parts on layers I can move them in Z space!! This is a long process but when the setup part is done doing the animation is just great fun!! -Now I was wondering, -if I do say front view and 2/3 view in my switch sublayers and watch the head turn between the two -is there any way to stop the animation say 1/3 of the way- and use that drawing for expression and bone movement? I can insert a keyframe on my timeline but then the first (front view) will just be held for that amount of frames! This would be a great way of using angels of the character without actually having to draw them, -I mean moho already calculated the angle so why not use it? Also questions and ideas to this workprocess are very welcome.
Check out my test.
http://www.undertegnede.com/VISMAND1.MOV
I think the combination of interpolated switch layers and the great bonesystem is a fantastic way to create a "handmade feeling" in the movement of characters. What I do is put all the parts of my character in sepperate interpolated switch layers, -head, eyes, mouth, nose, ears etc. - and make sure I have the same amount of vectorpoints in the sublayers. (using many shapes in the sublayers is also i good idea) Then I do all the different positions I want , -front view, 2/3, side view etc. and mouthshapes matching them all. When I make my skeleton and attatch the switch layers I have all (almost) the options I want for turning the head any way I want. -Also putting different parts on layers I can move them in Z space!! This is a long process but when the setup part is done doing the animation is just great fun!! -Now I was wondering, -if I do say front view and 2/3 view in my switch sublayers and watch the head turn between the two -is there any way to stop the animation say 1/3 of the way- and use that drawing for expression and bone movement? I can insert a keyframe on my timeline but then the first (front view) will just be held for that amount of frames! This would be a great way of using angels of the character without actually having to draw them, -I mean moho already calculated the angle so why not use it? Also questions and ideas to this workprocess are very welcome.
Check out my test.
http://www.undertegnede.com/VISMAND1.MOV