Side View Head Turn
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Side View Head Turn
Been a while since I posted any animation.
This one's for the forum.
Click here to watch:
http://www.darthfurby.com/sideview.html
Here's the Anime Studio Pro file:
http://www.darthfurby.com/sideview.anme
Everything is vector export friendly. Enjoy!
This one's for the forum.
Click here to watch:
http://www.darthfurby.com/sideview.html
Here's the Anime Studio Pro file:
http://www.darthfurby.com/sideview.anme
Everything is vector export friendly. Enjoy!
Last edited by DarthFurby on Sun Apr 22, 2007 1:38 pm, edited 3 times in total.
- Patrick McClintock
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- Location: U.S.A.
Re: head turn
Right click and save as...Patrick McClintock wrote:Nice proportions!
How do I view the file code?
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D.K. - Thanks! Two actions and two bones did most of the work, but I used props to enhance depth, like the feathers rotating in 3d space to help sell the head turn. Only the feathers are 3d, the head turn is 2d vector morph using actions, bones, and point motion.
The nice thing about actions is that it stores keyframe data across different layers. Since my characters usually have so many layers(eye layer, mouth layer, nose layer, etc..) this saves me from having to manually move points on every layer every time I want a side view or 3/4 shot. Just click the button and the action automatically keys the layers and properties I want keyed at that frame. Also, modifying an action automatically updates every frame on the timeline where the action is referenced(much like symbols in Flash.)
AmigaMan - Thanks a lot! The file is a bit laggy because I used the particle system to grow the wings. Anime Studio has a heart attack if I so much as blink at the particle system. Just delete the wings if you want to study the head turn lag free.
Touched - My character designs are mostly inspired by Saturday morning cartoons, comic books and Mad Magazine. It wasn't until college that I got hit with a bad case of Anime fever. Love your stuff on Drow Tales.
Patrick - Thanks! As Nephilim says, just right click and "save target."
Hi Genete! The next head turn I make will hopefully be with a bone controlled point motion rig. Wish me luck!
The nice thing about actions is that it stores keyframe data across different layers. Since my characters usually have so many layers(eye layer, mouth layer, nose layer, etc..) this saves me from having to manually move points on every layer every time I want a side view or 3/4 shot. Just click the button and the action automatically keys the layers and properties I want keyed at that frame. Also, modifying an action automatically updates every frame on the timeline where the action is referenced(much like symbols in Flash.)
AmigaMan - Thanks a lot! The file is a bit laggy because I used the particle system to grow the wings. Anime Studio has a heart attack if I so much as blink at the particle system. Just delete the wings if you want to study the head turn lag free.
Touched - My character designs are mostly inspired by Saturday morning cartoons, comic books and Mad Magazine. It wasn't until college that I got hit with a bad case of Anime fever. Love your stuff on Drow Tales.
Patrick - Thanks! As Nephilim says, just right click and "save target."
Hi Genete! The next head turn I make will hopefully be with a bone controlled point motion rig. Wish me luck!
Hi Darth. Thanks for the explanation. I'd love to try playing with a 3D bone rig myself as I have a grounding in 3D but with AS I'm finding it really hard to find any tutorials on starting with it. Maybe I've missed something along the ways but I'm not sure if all this 3D bone stuff in AS is based on custom scripts or if it is a native tool that I'm missing somewhere in the interface. If anyone can point to some good starter tuts on 3D bone rigging I would be more than greatful.
Cheers
DK
Cheers
DK
Very good set up. Very good drawings
Very intelligent use of actions to store a complete point "keyframe" of a lot of vector layers at the same time. In this way tou can insert a keyframe for a lot of sublayer with only one click.
A new trick learned.
Thankyou very much for share the file.
Congratulations.
Genete
EDITED: I did'n see your posts because I was studying the file.
Very intelligent use of actions to store a complete point "keyframe" of a lot of vector layers at the same time. In this way tou can insert a keyframe for a lot of sublayer with only one click.
A new trick learned.

Thankyou very much for share the file.
Congratulations.
Genete
EDITED: I did'n see your posts because I was studying the file.
Really. I'm so happy if some uses my 3D rig!!!!!! Best whishes. Ask me any question if you get muddled up. Good luck!!Hi Genete! The next head turn I make will hopefully be with a bone controlled point motion rig. Wish me luck!
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It's not really 3d bones so much as using bones to move vector points for you. I don't really know how to build one yet, but I am studying Genete's bone rig tutorial which you can find here:
http://www.lostmarble.com/forum/viewtopic.php?t=7911
How cool would it be to have a 2d model that can do it all? I think Genete's bone rig is a step in that direction. Not really 3d, but something that will have the same function of a 3d model while preserving the charm and imperfection of 2d design.
http://www.lostmarble.com/forum/viewtopic.php?t=7911
How cool would it be to have a 2d model that can do it all? I think Genete's bone rig is a step in that direction. Not really 3d, but something that will have the same function of a 3d model while preserving the charm and imperfection of 2d design.
I don't know if you are reffering to the 3D stuff that heyvern have done with the "one bone turn face" or my pseudo 3D bone rig. selgin also have used heyvern's head turn thech: serach for "chinchilla" in share your work (very interesting).DK wrote:Hi Darth. Thanks for the explanation. I'd love to try playing with a 3D bone rig myself as I have a grounding in 3D but with AS I'm finding it really hard to find any tutorials on starting with it. Maybe I've missed something along the ways but I'm not sure if all this 3D bone stuff in AS is based on custom scripts or if it is a native tool that I'm missing somewhere in the interface. If anyone can point to some good starter tuts on 3D bone rigging I would be more than greatful.
Cheers
DK
If you are interested into my 3D rig samples you can see the 3D hand skeleton, 3D tutorial, realistic 3D eye, and 3D leg topics under Tips and Thecniques forum. Please fell free to ask what ever you need. I'll be glad to make as many explanations as my english skills can do.
I'm working now in the 3D leg but I'm a litlle ... how to say.... blocked. The foot is so difficult to achieve.
Always ready to help.

Genete
Yeah! I'm a happy man.DarthFurby wrote:It's not really 3d bones so much as using bones to move vector points for you. I don't really know how to build one yet, but I am studying Genete's bone rig tutorial which you can find here:
http://www.lostmarble.com/forum/viewtopic.php?t=7911
How cool would it be to have a 2d model that can do it all? I think Genete's bone rig is a step in that direction. Not really 3d, but something that will have the same function of a 3d model while preserving the charm and imperfection of 2d design.





Good luck again. any question is welcome.
Genete
Hi Genete,
Without putting you to any trouble, would it be possible to see a VERY basic rig with say two bones. One bone that rotates on the Y axis with a child bone that rotates on the X,Z planes maybe parented to a simple lyer with a couple of ovals that rerpresents eyes? I just need to grasp a basic understanding of the scripts or process that allows the bones to rotate in 3D space. soprry to put you to any bother, but I think it may benefit quite a few AS users who would like to get into this area along with you.
Cheers
D.K
Without putting you to any trouble, would it be possible to see a VERY basic rig with say two bones. One bone that rotates on the Y axis with a child bone that rotates on the X,Z planes maybe parented to a simple lyer with a couple of ovals that rerpresents eyes? I just need to grasp a basic understanding of the scripts or process that allows the bones to rotate in 3D space. soprry to put you to any bother, but I think it may benefit quite a few AS users who would like to get into this area along with you.
Cheers
D.K