| Animation: How do you create ambient motions? |
luzarius |
At frame 1 I have made a sitting pose for my custom skeleton bone system.
Is there an easy way to create ambient motions now so the pose isn't totally still?
Example:
* Breathing * Slight movements in arm, leg, head, body
This way the pose isn't of a manikin but instead a living, breathing human being.
read 250 times 3/11/2010 10:20:18 AM (last edit: 3/11/2010 10:20:18 AM)
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rob@dynamic |
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I don't think ther is anythign build in max to do this, you will have to animate it by hand i'm afraid.
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read 236 times 3/11/2010 10:44:31 AM (last edit: 3/11/2010 10:44:31 AM)
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advance-software |
or mocap
read 230 times 3/11/2010 10:55:32 AM (last edit: 3/11/2010 10:55:32 AM)
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Dave |
Or noise/flex/whatever controllers on certain bones. Would be tricky to get it looking "human" though I imagine.
read 202 times 3/11/2010 2:26:09 PM (last edit: 3/11/2010 2:26:09 PM)
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soontekk |
there is only one good way to do this, animate the skeleton.. if you want to be an animator at some point you will have to animate there are several types of animation involved in what you want to achieve some have mesh deformation (breathing) some are just hyrachy bound like arms and legs, head
i would put a dummy over the chest, animate the breathing with skinning and just use the arm's own pivots and link them together
good luck
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read 194 times 3/11/2010 2:37:05 PM (last edit: 3/11/2010 2:37:05 PM)
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