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Getting started with Animation

 Facial Animation
Introducing the Puppeteering Panel


  • Full Face Control Puppeteering
  • Solo Feature Selection Puppeteering
  • Recording Blinking
  • Creating Custom Puppet Profiles


1. Puppet Profile
Select one of the built-in profiles with different personality from the list. Each
profile contains various expressions.
2. Full Face Control
Select one of the expressions with pre-defined weight settings for various facial
features.
3. Preview
Click this button and then press the Space bar to preview the expressions
triggered by your input device (Mouse by default).
4. Record
Click this button and then press Space bar to start recording a motion clip. The
recording will be added into the Avatar/Face/Expression Track in Timeline.
5. Head Orientation Select this to change the rotation of the head.
6. Head Tilting Select this to change the tilting of the head.
7. Open Profile Click this button to load profiles.
8. Save Profile Click this button to save profiles
9. Setting Click this button to invoke the Puppeteering Settings panel.
10. Solo Feature
Selection
Select to highlight any desired features to change. The changes will be
converted into Avatar/Face/Expression Track in Timeline.
11. Clear Selection Deselect any highlighted features.
12. Edit Property
Adjust the weight of a feature in detail when your input device moves (Mouse
by default).

Animation – Character Motion Editing

The MixMoves (motion graph) system consists of hundreds of well-calculated, daily motions for top
mocap quality. The system automatically generates natural transitions between previously selected
motions for male or female actors. Its motion graph technology presents a general framework for human
motion states to blend together, seamlessly. Storytellers simply need to select target motions under
different states such as standing idle, sitting, kneeling or lying down. The system then automatically
sequences motions and blends them together in a natural, believable manner.
Pick the character, go to the Animation >> Motion, and click
the MixMoves button in the Modify panel

Select one of the motion categories from the left tree view. The right pane auto-refreshes as well.

Using the Motion Puppet Panel

You may use a mouse or any other handheld device to create an unlimited number of motion variations
to reflect your character's personality. You may select body parts and add puppet behaviors, while they
control their animations during playback or real-time recording. You may also manually control the
puppeteering speed and direction, or let the animation loop with slider alterations. You are also able to
create frequent male and female motion alternatives with various puppet profiles found in 4 categories.

Getting Ready to Start Recording

Once you are familiar with the motion pattern, you are then ready to start recording the motion.
Click the Record button and press the Space Bar to start recording (Shortcut:
Alt + Space bar).

Horizontal Movement and Vertical Movement

The Horizontal Movement is suitable for puppeteering body parts along the horizontal plane, such as a
table; while the Vertical Movement is for body parts to move along the vertical plane, such as a wall.
When you want to use these two modes for wiping on a surface, remember to activate the Lock
Rotate of the hand so that it does not rotate, as this auto-triggered by the forearm bones.


Using the Reach Target Panel

In stead of setting several Motion Layer keys to reach a character's head, hands or feet or a target
object, you may use a Reach Target key to easily accomplish this animation.

Setting Reach
Apply a character and a target object (mostly a prop).
 Move to another time frame where you wish the character to point at the target object
Pick the character, go to the Animation >> Motion, and click the Edit Motion
Layer button in the Modify panel. Switch to the Reach Target tab.
Select the right hand effector point from the left dummy pane.
Click the Pick Target button, and then pick any object on the 3D preview window to specify
the target. The right hand effector point will turn from to ; which indicates that the
corresponding body part is pointing at an object.

Character Contacting with Targets

In the Using the Reach Target Panel section, you learned how to have the character point at a certain
target. In addition to this, the Reach Target feature also allows you to have the character contact with
the target.

Reach Mode - Reach Object
1. Apply a character and a target object, in this case the coffee cup.

2. Have the character's right hand point at the coffee cup. Please refer to the Using the Reach Target

Because the bones of a character are all connected, when a body part is forced to contact with an object
then the others will also be driven to move, which can destroy the original pose or motions that you
created. IClone provides the Lock to Original feature to pin body parts in order to maintain their
original poses or motions.


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