Key
Points: |
- Linking
the mesh to the Biped
- Preparing
the Mesh
- Delete
cameras, lights, etc
- Group
body parts and accessories
- Preparing
the Biped
- Size
and positioning of
the pelvis
- Matching
the biped to the anatomy
of the mesh
- Centering
the biped over the
mesh
- Work
in the front and side
views!
- Scaling
the Biped
- Using
Symmetrical and non-uniform
scaling
- Aligning
the joints
- Link
the mesh to the biped
- Test
walk - any body parts left
behind?
- Using
layers to keyframe a biped
- Animating
Cameras -
stress importance of when turn
on and off autokey
- Field
of view
- Camera
Moves
- Dolly
- Pan
- Roll
- Orbit
- Not problem when animating, shortest path
between keys
- Choosing
the right camera
- Target
- follow, path constraint
- Animate
target - use cartwhlpunch.bip
- Link
target using above path
- Animate
target and camera - use flyspinkick.bip
- Use
above but add zoom - start zooming mid
animation
- Free
- on the head, path deform modifier
- Camera
and paths
|