![]() ![]() ![]() I haven’t tried yet, but it looks promising. Hope that gives some insight on the subject Įdit: just found out there is this new and free Space Switching Addon, it seems to automate some critical steps. I’m not sure now, but it seems that by using this latter method of Space Switching you could probably zero out (maybe with help of Graph Editor) the unwanted Stacking Transforms to the Head by using a World reference instead of Local Reference for all the Selected Key Frames of the Head Bone so all at once. ![]() This example with the “Make World Button” is probably one of the simplest methods of Space Switching I’ve seen so far: timestamped video Rig on the Fly Addon is a free one that can Automate plenty of functions including many Space Switching techniques. Pierrick on Youtube has got a couple of tutorials on Space Switching techniques examples, but they are quite complicated and niche and I’m afraid they don’t directly address your problem they both use Bake (the Animation) and Empty Objects to temporariliy Space-Switch the functionality of the main Rig the idea of employing Empty Objects is because they start fresh, not even related to the Rigged Model anyhow, and thus they are safer to perform special operations regarding Space Switching but it is plausible to use other approaches. It may be an impracticable example, but this is something Space Switching techniques do: is as they allow some Rig changes in the middle of 3D Animation process. “The Head is also being affected by the Torso and is ruining my 3D Animation because of Stacking Transforms… No problem! Let’s make the Head, from time 00:05 to time 00:20, to not suddenly become independent from the Torso”. Certain methods employing Space Switching, can serve as a workaround for ‘Stacking Transforms’. There exist a wide range of techniques which are called Space Switching. I’ve made a tutorial in which I propose a simple, intuitive method to make 3D Animation while paying extra attention to avoid Stacking Transforms, even when the Rig is limited in preventing such things to occur: ![]() This is very likely what happened to the Head Bone in the 3D Character you’re animating. This is what I personally call ‘Stacking Transforms’.īasically, it’s when the same Bone is receiving multiple sources of Transforms on a same parameter (e.g., its Location) the most evident case I think is when a Bone-A is manually Posed, but then, it also has got one or more dependencies (for example, an FK Parent Bone) which are also causing indirect, yet instantaneous Transforms to the same Bone-A: therefore, ‘Stacking Transforms’.īecause such motions are completely mechanical (it’s linear follow up or cloning motion basically), they are widely disrepectful of any physical dynamics that exist in truly organically Animated Characters (concepts such as Follow Through, Motion Arcs, Secondary Action… all these are immediately disrupted by the occurence of Stacking Transforms even before such elegant practices are attempted: the 3D Character Animation gets already ‘broken’, if one gets Stacking Transforms). ![]()
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