Graphics Programs Reference
In-Depth Information
Figure 8.52
Try to match the
relative curvature of
the winch's anima-
tion curve with the
Bend deformer's
animation curve.
Figure 8.53
Group the deformer
node under the
Arm1 group node.
11. Add some rotation to the arm for dramatic effect. At
about frame 100, during the release, the arm is almost
straight. Select the Arm1 group, and set a rotation key
on the X -axis. Go to frame 105, and rotate the arm 45
degrees to the left in the X -axis. If the starting rotation
of the arm is at 30 (as it is in the sample file), set an
X -axis rotation key of 75 at frame 105.
12. Notice that the arm is bending strangely now that it's
being rotated. It's moving off the deformer, so its inf lu-
ence is changing for the worse. To fix this, go back
to frame 100, and group the deformer node (called
bend1Handle ) under the Arm1 group, as shown in Fig-
ure 8.53. Now it rotates along with the arm, adding its
own bending inf luence.
13. Work on setting keyframes on the deformer and the
arm's rotation so that the arm falls back down onto the
support brace and quivers until it becomes straight again.
The animation curve for the Bend deformer should look
like Figure 8.54. The rotation of the arm should look like
Figure 8.55. Remember to make the tangents f flat on the
keys where the arm bounces off the brace linear and the
peaks, like the ball's bounce from earlier in the chapter.
The file catapult_anim_v2.mb will give you a good reference to check out the timing of
the arm bend and rotation.
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