What approach do you use for characters in a series?
Posted: Wed Aug 19, 2015 7:09 pm
				
				There are so many possibilities to animating that it's a bit overwhelming to me when I think of anything beyond simple sequences. So I'd like to know how those of you who have been animating for a while approach something like characters for a series. I can see that for a one time animation you might use a number of one off constructions of the character, but would the same hold true if you wanted to use the character in for a series? In addition I'd like to know what techniques and approaches are considered best in ASP11, given the state of the art. 
For example, the character wizard, and earlier versions of ASP seemed to create separate bone rigs for each of the classic views. However, the later character examples seem to focus on using smart bones for body and head turns. However, I've seen some videos that seem to use an approach closer to traditional animation where they don't really rely on bones, but seem to key all the points, basically like doing your inking and coloring by dragging points.
Clearly the latter will give the smoothest animation whereas the multiple rigs approach can have a choppy and flat appearance without tweaking. So what if I don't have tons of time to do 5 seconds of the highest quality animation, but I'd like something smoother than a choppy switch from front to 3/4 view? What would you do? Are there approaches that were good 2 years ago, but are now more easily done by other approaches, because of the advancements in ASP?
Right now I'm tending to create characters that use smart bones for body and head turns and then perhaps separate rigs for side and back views. What are your thoughts?
Also are there tips or rules of thumb you'd like to share about constraints you consider in animating characters? Here I'm thinking about the idea that it's pretty easy to create a rig that can do simple moves such as talking and simple interaction. Do you then create a more flexible rig or set of rigs for more complex motions such as fighting or flipping?
I realize there are stylistic choices involved, but that's fine, I'm just interested in hearing what others do so I can learn. Everyone here does such amazing work and I just enjoy seeing what everyone does. Thanks for any ideas you'd like to share.
			For example, the character wizard, and earlier versions of ASP seemed to create separate bone rigs for each of the classic views. However, the later character examples seem to focus on using smart bones for body and head turns. However, I've seen some videos that seem to use an approach closer to traditional animation where they don't really rely on bones, but seem to key all the points, basically like doing your inking and coloring by dragging points.
Clearly the latter will give the smoothest animation whereas the multiple rigs approach can have a choppy and flat appearance without tweaking. So what if I don't have tons of time to do 5 seconds of the highest quality animation, but I'd like something smoother than a choppy switch from front to 3/4 view? What would you do? Are there approaches that were good 2 years ago, but are now more easily done by other approaches, because of the advancements in ASP?
Right now I'm tending to create characters that use smart bones for body and head turns and then perhaps separate rigs for side and back views. What are your thoughts?
Also are there tips or rules of thumb you'd like to share about constraints you consider in animating characters? Here I'm thinking about the idea that it's pretty easy to create a rig that can do simple moves such as talking and simple interaction. Do you then create a more flexible rig or set of rigs for more complex motions such as fighting or flipping?
I realize there are stylistic choices involved, but that's fine, I'm just interested in hearing what others do so I can learn. Everyone here does such amazing work and I just enjoy seeing what everyone does. Thanks for any ideas you'd like to share.