And then we can create a second dial to add up and down head tilts as well. We can triangulate a vector mesh in link our vectors to it, which will then allow us to implement a smart bone to create a left head-turn as well as a right head-turn. We can control our eyebrows with a dial, as well as create a blink using a smart bone and building an intercalated mouth using switch layers. This will include being able to adjust the dials with a bone. Then we can jump over to adding some face controls. So that way we can help rein everything in. In addition to going in and creating smart bones to correct all of these errors, will also be implementing anchor bones as well as constraints. And we can create what are called smart bones to correct actions caused by these new bones. Just because we bound our layers in our points to bones doesn't mean it's all going to work automatically. And we'll go through and bind all of this, including the arms and legs, shirt, hair, and coat. So that way we can create bends appropriately for our limbs, torso and more. And then point binding, which requires us to go in and select certain bones and bind points to it. This will involve layer binding, which is probably the easiest. Then we'll draw up the main bones and organize all of those, and then jump over to binding the character to these bones. Again, this character was created in a previous course, but you don't need to view that course in order to jump into all of this. We will first overview the character design so that way everyone is up to speed. However, if you're looking to rig up an animate vector-based characters designed in MOHO Illustrator or other vector-based software. And I'll leave a link to that in this lecture just in case that's what you're looking for. You may want to jump over to that course and check that one out instead. So if you're looking to take image-based characters, such as characters designed in Photoshop. It's different compared to rigging in animating image-based characters, which is another course I touched on in. However, there are certain things we need to keep in mind as we go this route. And these can easily be animated and morphed in a variety of ways. By default, when you go in and start designing in MOHO, you can create vector shapes and points. And you are watching how to rig and animate vector-based characters inside of MOHO Pro.
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