This is a demo of what I.K. looks like in ANIMATE using one of our "Karaokean" characters. This mode of animation is useful for arms and legs or where joints play a big part in movement. It is almost as if your 2D character were a 3D-puppet.
Intro to Inverse Kinematics
On Vimeo, Justin of CartoonSmart.com has posted some very detailed video tutorials on using a combination of "Inverse Kinematics" and "Forward Kinematics" (aka the "normal" way with Transform Tool) to animate a walk cycle. Check out the tutorials HERE and HERE.
Intro to Inverse Kinematics
On Vimeo, Justin of CartoonSmart.com has posted some very detailed video tutorials on using a combination of "Inverse Kinematics" and "Forward Kinematics" (aka the "normal" way with Transform Tool) to animate a walk cycle. Check out the tutorials HERE and HERE.
Hey guys thanks again for this blog. I have a few questions for you guys.
ReplyDelete1. Do you always convert your character's body parts to symbols? There have been some in the Animate forums that have suggested to just keep the raw artwork. Just curious to know how you guys do it.
2. From what I have been reading on the TB forums there are 4 types of Riggin techniques used by most studios and professionals such as yourselves.
Open Rig - All of the parts are independent of each other.
Advanced Open Rig - All the parts are independent of each other but a few master pegs control full members, such as the arms.
Hierarchy - All of the parts are parented and dependent on each other.
Mix - A mix of the hierarchy and the open rig techniques.
Also, curious to know if you choose one of those techniques or do you set up your characters for each technique?