Durian Project: Nathan Demos Gravity Animation Aid

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Uploaded by on Feb 18, 2010

Nathan uses Blender's drivers to help figure out animation timing.

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Film & Animation

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Standard YouTube License

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Uploader Comments (BlenderFoundation)

  • Yeah, sorry I totally missed shooting the driver expression. Laptop's built-in iSight is hard to line up.

    --Colin

Top Comments

  • Don't say people on the internet don't matter. That hurts our feelings. :·(

  • I like it when you guys share this seemingly useless stuff! its just awesome to see all that you guys do in there.

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All Comments (27)

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  • this is all using blender right ?

  • "Weeeeee.....weeeeeeee......we­eeeeee" XD

  • What they said....basically

    Italian site BLENDER TUTORIAL

    there is the topic CAN DO ACT IN THE BONE IK related ... who is on leave of applications useful to animation! if you include not tell you to implement but would do well in this great movie ... and then make me happy if it counts

  • The jump looked like an upside down catenary curve, not natural. Catenary curve = The shape a chain assumes when it's supported at each end and acts upon it's own weight. You see it everywhere, the shape power cables assume between street posts.

    A person jumping does not take the same arch as a catenary curve. It's more elongated. You should reference Olympic long jumpers and children playing games...just a thought.

  • i would would just go in side view and draw what ever arch looked most natral, wish i had the know how to just dictate the physical continuem of the universe and apply it to whatever! man i bought this dvd yonks ago! i rarely ever physically drool when waiting for a movie!

  • that remembers me of physics class....

  • nathan is brilliant

  • ha ha! Hey colin, I was just wondering what os you guys are using? I'm thinking about hoping over to linux.

  • "it doesn't matter"

  • I don't understand.

    Blender 2.5 allows armatures to be used in the game engine.

    Can you guys not make a game for your characters? Hook it all to joysticks, and you'd have running, jumping characters that would adhere to real physics. Then you could just slide the grav setting to whatever you like.

    Or am I wrong here? You folks are the experts, but it seems a little crazy to have to write all grav routines when you already have a phys engine and gameable armatures...

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