![]() |
Gimbal lock destroys lives |
One method around this is to key every frame during the axis crossing phase. Another is to apply an axis modifier, which allows you to switch the order of rotation (which can also be keyed). This however cannot be done on my rig for some reason so I have resorted to key framing every transitional section (there weren't that many so was feasible). This has however forced me to use use 'gimbal' rotation rather than 'local' as it allows the animator to clearly see how the rig is being manipulated.
I have begun working on the next sequence which involves two rigs in the same scene and I have also created another tweaking pass for the walk cycles. When I have finished the ext animation, I will be putting them onto YouTube and emailing Joe the links for more feedback.
To improve the walk cycle, I also found this simple but effective video, which shows spine movement etc.
Skeleton walk - LINK
No comments:
Post a Comment