Final blog post for the BSA 225 and 226 animation assignment.
Okay, I'm bad keeping a consistent blog. I admit it.
Weird bug where key frames apply to the whole rig. Not harmful to the work, just bloody annoying. Not sure how I can fix it as I don't know what is causing the problem.
Strange problem with the red ring (Effector) around my character's left hand where moving it will cause the character to teleport to a random place in the scene. I am able to work around it by using the IK.
Problem resolved after deleting strings and string rig.
Hips started behaving differently since I removed the strings. Hip effector no longer seems to be the main setting point for the character, the feet effectors seems to have taken over that role.
Marcus's IK and control got moved slightly in front of him when being scaled to size. Rig still works fine.
Having an issue where my character is meant to perform a move or rotation, over shoots the target then rubber bands back. Problem shows up on the graph editor as a sudden cliff on one line and is not created by key frames.
A solution seems to be going back and fixing the x and z values (if aiming to rotate on the y axis) on the rotation. The values change despite not being told to and start competing with one another. Returning both rogue value to 0 seems to resolves the problem but I'm still not sure what causes it in the first place.
Not satisfied with how the animation looks in some parts, but it is 1 am on Friday, so I don't have the time to be picky. I'll come back to this project once I haven't had a nice long break from it. Need to be able to look at it with a fresh set of eyes and an eager attitude. Currently I'm kind of sick and tried of it. I don't want to abandon this project, but I think I need some time to get more experience in 3D animation.
I know there are parts of the audio and animation that lets the rest of the work down, but I was running short on time, brain cells and sleep. I'll probably keep the audio clips I have now and redo them for the Flicks version I will produce later in the year, that is unless a better option presents itself. Some of the animation clip however will probably need to be redone from scratch and the model for Marcus will need to be completely redone too (He looks pretty awful at the moment).
With that said, I am somewhat happy with how the model of the Dancer turned out and some of the animation for her is looking nice. I think I'll make it a personal project to update the Dancer's model at some point, possibly during the summer holidays. I think she is a good character and she would be a good piece to add to my portfolio (Both her 3D and 2D models/images).
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