Highlights from Kyle Balda's 3D Animation Masterclass: Dialog Acting Tutorial, which appeared in the June 2009 issue of 3D World Magazine. This ten minute clip covers highlights from the 20 hours of video capture in 3DWorld to show one possible workflow of approaching 3D Character Animation with multiple characters.
Kyle, hey, I love your stuff man. I have a quick question, how do you get your animation out of the blocking (stepped/flat tangents) stage? I have a simple walk cycle but when I spline it it is....not so good.
Actually I never use stepped curves so this is not a problem for me. Especially in the creation of something highly physical like a walk, dance or other action where the performance is more dependent on MOTION then a POSE. In a walk, I would first create the movement of the root and then build out from there instead of making a complete contact pose. I'm not a fan of stepped but think if they are used, it should be for POSE based acting rather then MOTION based physicality. Hope that helps!
My preference is FK unless the hand is resting on a table or the floor and doesn't need to move. I think IK is a great tool to make something stay still. But FK is based off of rotations which is the natural way bone joints move and guarantees the motion looks like it is motivated from the core of the body rather then the extremities. But some do fantastic work with IK and if you can hide the linear trajectories of arm movements, then it really doesn't matter for the end result.
The entire animation took 20 hours.
3dmasterclass 10 months ago 15
Kyle, hey, I love your stuff man. I have a quick question, how do you get your animation out of the blocking (stepped/flat tangents) stage? I have a simple walk cycle but when I spline it it is....not so good.
I'm not so sure how to go about the next parts.
Biohazard931 1 year ago
Actually I never use stepped curves so this is not a problem for me. Especially in the creation of something highly physical like a walk, dance or other action where the performance is more dependent on MOTION then a POSE. In a walk, I would first create the movement of the root and then build out from there instead of making a complete contact pose. I'm not a fan of stepped but think if they are used, it should be for POSE based acting rather then MOTION based physicality. Hope that helps!
3dmasterclass 1 year ago 4
which one is better fk handle or ik handle..and y have u used fk handle in this video any special reason?
joe5178 1 year ago 3
My preference is FK unless the hand is resting on a table or the floor and doesn't need to move. I think IK is a great tool to make something stay still. But FK is based off of rotations which is the natural way bone joints move and guarantees the motion looks like it is motivated from the core of the body rather then the extremities. But some do fantastic work with IK and if you can hide the linear trajectories of arm movements, then it really doesn't matter for the end result.
3dmasterclass 1 year ago
motion capture ???????? (first animation)
joe5178 1 year ago
Nope....this is 100% pure keyframe animation
3dmasterclass 1 year ago 2