Graphics Programs Reference
In-Depth Information
out the keyframes to make the animation look believable. Also try offsetting some
of the arm rotations a frame to the left or right to break up the monotony that arises
from having everything keyed on the same frame.
Figure 9.24
The keyframes are
repositioned.
Load the file block_walk_v01.mov or block_walk_v01.avi of this walk cycle from the
Images folder of the Block_Man project on the CD to see the animation in motion. It's a
rough cycle, and you have to keep adjusting the character's height to keep the feet on the
ground. This is where IK comes in handy, as you'll see later in this chapter. Also, the file
block_man_skeleton_walk_v01.mb in the Block_Man project has the keyframed cycle for
you to play with and continue animating.
Walk Cycle Wrap-Up
This walk cycle animation is more about getting comfortable with keyframing and skel-
etons than it is about creating great walk cycles, so take some time to practice and get
better. Animating walk cycles is a good way to hone your animation skills. Several great
topics are devoted to character rigging and animation alone, and you can research the
field for ways to become more proficient. But keep in mind that movement and timing
are what make animation good, not the setup or the model.
Skeletons: The Hand
For another foray into a skeletal system, you can give yourself a hand—literally. You'll
use a skeleton to deform the geometry and animate it as a hand would move.
Load the file poly_hand_skeleton_v01.ma from the Poly_Hand_Anim project on the
CD. The hand is shown in Figure 9.25.
You'll use it to create a bone structure to make the hand animate. This is called rigging .
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