Bone and Joints
We started by clicking system then biped, there we could import a skeleton which you can use to move the parts etc a good way of understand how bones and joints work within 3D animation.
(Example of Biped)
In the same menu are we then clicked on bone, this allowed use to make a chain of bones which we could us to animate.
Using the bones we then created a leg using two bones (In the shape of someone bending their knees) Using the rotation tool and the key frames, I tried to make one smooth step with the leg, using the fK (ford kinematics) this system it didn't go very well and it was very tricky, which resulting in a very unnatural looking movement.
Adding new bones we used Ik (inverse kinematics) when a parent can control the child, this was the next thing to do, by going into animation on the top bar (Where File/edit/view is) then scrolling to find solver and then clicking hi solver, we were able to then link our new bones together, this allowed join the the top bone to the bottom bone allowing a nice smooth animation, this was a lot easier and felt a lot more natural than fK
Example Of Fk on the left (Top right view point) and example of IK on the right (Top right view point)
Once done we rendered the bones as seen below upload video. The left bones are FK the right is IK.
Overlapping Actions
We then moved on to overlapping actions, this would involve using FK for this animation
Using a file proved to us we created a key set to rotation, we did this every 20 keys. By going into view within the curve editor then filters and ticking only the animation box, I'm able to see the key frames that have been set for animation. As we only wanted to work in Z we highlighting all the X and Y rotation curves and deleted them making it easier for us to animate, allowing us to only we're work in z axis rotation which is what we want.
(Example of Creating key)
(Example of filtering animation tracks on X and Y)
Grabbing frame 20 we moved its curve line/rotation point up to 20 on the scale within the curve editor, this is to make the bones flap, we then did the same again but on frame 60 and dropped its curve line down to -20 on the scale within the curve editor, resulting in the flap to the left then right.
(Example of animation curve lines)
Choosing bone 2, the second bone from the left on our snake like animation cubes, we then moved all the curve points within the curve editor for that one animation block, one frame across, (20 to 21) then again by choosing the 3rd bone moving all the curve points two frames across, and again for the 4th one three frames across and so on through the bones, this is to get a over lapping animation with a more natural looking animation with a force feel behind it the flaps.
I had a little play around with my curve points making some flap harder or higher to get a different animation result
(Example of all moving and moved curve line in each bone of object)
Once we were happy with our animation we then rendered (Video Below)
Floppy The Rabbit Animation
(Example of control boxes and animation object)
With all the control boxes, we were asked to play around with them and get use to how they work. The video below shows my experimental process I went through.
Outcome: From this lesson I feel I gained a much better understanding and skill within creating realistic movements and animation within the curve editor to make my performance much better and somewhat life like. Knowing the difference between IK and FK helps me to understand the types of techniques that I can use to help make an animation work for me, I personally prefer FK. Using overlapping actions within my snake tail animation and Floppy the Rabbits control boxes, made me felt like today has been one big learning curve in understanding the many ways to animate and conduct such different methods within making an animation work to my needs.
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