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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Scarecrow of Oz > SO:Animating
KenH
I made a start on this, but I just don't know what Pon sees in Gloria. biggrin.gif

Seriously though, the front of the face is part assigned to the head proxy bone. Does anyone know of a quick way to fix that? It's a pain to animate. I think it's the squetch rig. Thanks.
Jeetman
LOL Now THAT's a looker tongue.gif
KenH
Indeed. smile.gif

This thread should be called 2_14_04. Could a moderator change it. Sorry, I'll pay more attention next time!
HomeSlice
QUOTE
Seriously though, the front of the face is part assigned to the head proxy bone. Does anyone know of a quick way to fix that? It's a pain to animate. I think it's the squetch rig. Thanks.

Yeah, that's a problem. You can't translate her head bone very much or her face distorts. I couldn't figure out which head bone to use as the parent of the face bones. If someone can figure it out, please make a copy of the Gloria model because at least one scene has already been animated with her.
KenH
Well, I managed to work around it. I don't think changing the bone assignment would effect the animation anyway, but she's not in it enough to worry about it. Here's an almost finished version. I started out blocking the witch movement so she looked like she was floating. I liked it so much I kept it in. Gloria doesn't get hit in the back either. I came up with a more magical way to get her in to the cottage. smile.gif It's probably a little rushed for my liking, but changing the timing would mean too much work as there are so many characters involved. It'll do as they say. But let me know about any other clangers.

Love Potion
HomeSlice
Creative solution! I like creative solutions.
I can definitely tell that Gloria is rising as a result of the witch moving her finger.
The guard should probably be holding on to Gloria from the beginning. She actually says "Let" before the guard touches her.
Her legs should be doing something, not sure what, they look really stiff.
The witch didn't look like she was really floating. I guess because she is too close to the floor and the bottom of her um, carapace, doesn't move like a dress that is worn by someone who is floating. It just looks like you haven't animated her walk yet ...
itsjustme
I'm not sure, but it sounds like you may have fixed the problem? In case it hasn't been repaired, I'll list a couple of things.

The "HeadProxy" bone shouldn't have any geometry assigned to it and should be a child of the "head_geom_front" bone. As a child of the "head_geom_front" bone, it should translate and rotate with that bone as it is positioned using the "head_FK_control", "head_IK_control" or "head_IK_neck_SQUETCH_control" (depending on the head/neck setting).

Hope that helps.
KenH
I don't think she has to be physically held for her to shout "let me go". The fact that she's tied up should be enough. But I'll look into making her do something in the air. I thought she could have been frozen by the witch, but was waiting for someone to spot it. And I'll see what I can do about the witch floating. I can't do anything about her dress....I hope it'll have dynamic movement.

So, David, is there a way in a text editor to switch the bones? The proxy has percentage weighting applied to it too. Thanks.
itsjustme
QUOTE(KenH @ Jan 25 2010, 06:28 AM) *
So, David, is there a way in a text editor to switch the bones? The proxy has percentage weighting applied to it too. Thanks.


I haven't done any weighting with a text editor, but I'm sure it's possible. What I would do is just select each CP and then apply the weights to a different bone...most likely, the "head_geom_front" bone, it would be the base bone for the entire face. If you run into any problems, throw it at me.
HomeSlice
QUOTE
I can't do anything about her dress....I hope it'll have dynamic movement.

Ken, if the dress isn't already rigged for dynamics, then it probably isn't going to have any ... unless you do it.
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