K animation
Entity animation
This process is to use modeled objects to form key frame animations
The first is the animation of the entity (rigid body)
The first step in this part is to first estimate the trajectory of the object
Then look at the position of the object and the change in the rotation angle during the entire trajectory movement, etc.
Key frame setting
Character animation
The key to character animation is the binding of bones
Because it is different from the previous rigid body animation
The requirements of the characters are more about the movement of the joints and bones, etc.
Bind the bones
and find the skeleton menu in the animation module
Click the skeleton menu to find the joint tool command in its sub-menu
Use the joint tool command to create a set of bones in the front view
After the skeleton is created, find the IK handle tool command in the skeleton menu to create an IK control for the skeleton
Select the IK handle tool command to create an IK control for the bone
Then find the skin menu in the menu
Click the skin menu and find the bind skin option in its sub-menu
Click the bind skin option and find the smooth bind option in the drop-down menu
After clicking the smooth bind option, we will bind the bones
Click the edit smooth skin option, and find the paint skin weights tool option in the drop-down menu. After selecting this option, adjust the weight value for each section of the bone
IK: reverse movement
FK: forward movement
difficulty
Bone binding is definitely a difficult point
Because it is necessary to ensure the smoothness of skeletal joint movement and conform to the physiological structure as much as possible
Ensure smoothness at the transition of joints