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week6:Planning your walk cycle

This week we learned how to control a character’s face by adding IK joins to maintain bones and making the model more silky and flexible when moving. We must be careful to understand the hierarchy of bones; these skills are the basis for everything in the animation process.

First, we need to create six joints to control the movement of the skin, and the bones can control the chin area once they are bound and colored.
We need to be careful to understand the hierarchy of bones. For example, the jawbone controls the jaw area of the lips, which is the third joint, and the sixth joint influences the head.

I tried to modify the model given by my teacher because I thought that by modifying it to a slim old man, instead it would be easier to see where the muscles were going, help me understand the mouth animation better, and bind the character’s facial expressions with great fun!

walk cycle

reference:

This week we have animated the character walking, a very basic set of movements that we will often use in our animations. Walking can express a person’s mood, happy or sad, light or slow.

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