Okay, so this rig is basically a compilation of everything I've learned so far about rigging a bipedal character in profile, along with a sample animation. I'd welcome any and all constructive criticism! Just keep in mind this is basically a skeletal test; Smart Bones are only in place for the lower...
Yeah, that's what I had figured -- that animating within the layer would give you the highest level of control and quality -- but I just wanted to get some confirmation and feedback. Thanks a lot for the help!
Hey, great! I had used a similar method in Flash many years ago, and I forgot to even look for a "follow path" option in AS. Thanks -- that should work really well for a ball. Now, in a more complex scenario, would that still be the best method to use if you wanted to animate a two-legged ...
Yes, that would work, except that you wouldn't be able easily adjust the X or Y Bezier curves of all the points without them being in some sort of a group or all controlled by a bone or something. You'd have to do point-by-point animation for everything, I think, which would be quite a bit slower.
This is a somewhat basic question... Technically speaking, what would be the best way to animate a ball bouncing all over a scene? My first thought is to animate the layer for the X and Y movements, and then use Smart Bones or point-by-point for the squash/stretch, etc. That poses some problems, tho...
Ah, I see! That makes sense. I guess you would have to modify your rig for shots like these, but that's a pretty nice solution -- at least until Smith Micro incorporates a provision for cases like these. Thanks a lot for the help!
Okay, let me see if I understand this... :? Let's say we have three bones -- one trapeze bone, one forearm bone, and a target bone for the forearm bone. You're saying I could take the trapeze bone and make it the parent of the target bone, causing the forearm bone to always reach toward the trapeze ...
Is it possible in Anime Studio Pro 10 to pin/unpin one object to another dynamically -- that is, during the course of an animation? For example, how would I go about having a character stand, grab a rope, swing across a gap, and let go of the rope on the other side? The obvious solution would be to ...
Interesting question! I think the short answer, sadly, is no. The long answer is that there are different types of animation channels - some are just single values, others are multiple values (xy, xyz, rgba...) - and what you have here is a 3d vector [if you want to dig deeper, take a look at Chann...
I suggested this feature in the "Help Shape the Future of Anime Studio" thread, but I thought maybe I should first put the problem to y'all to see if there's already a solution. I've found myself using bezier keyframes a lot in the motion graph. I think it's great how much control they giv...