3d:animating

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3d:animating [2025/03/30 15:43] – [Forward vs Invert Kinematics] mh3d:animating [2025/04/10 22:51] (current) – [Animations] mh
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 Same works for **''SHIFT'' + ''D''** to duplicate keyframes and **''SHIFT'' + ''S''** to scale a selection of keyframes. The **'';''** key changes the pivot point just as it does in the layout views. Same works for **''SHIFT'' + ''D''** to duplicate keyframes and **''SHIFT'' + ''S''** to scale a selection of keyframes. The **'';''** key changes the pivot point just as it does in the layout views.
 +
 +When scaling down a set of keyframes, be aware that the spacing between the keyframes might change. Once that's set, scaling them back up will conserve the new spacing and not revert automatically back to the old one. For this reason, it's best to scale up/down to a multiple of the original duration (eg. 24frames with keyframes every 3 frames scales well down to 16 but not to 12)
  
 **Children** inherit the animations of their **parents** but can have animations of their own. **Children** inherit the animations of their **parents** but can have animations of their own.
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-==== Forward vs Inverse Kinematics ====+==== Inverse Kinematics ====
  
 In **Forward Kinematics** only the top bone can move and all the others just rotate around their respective joints. You have to move down the hierarchy to animate the rig. In **Forward Kinematics** only the top bone can move and all the others just rotate around their respective joints. You have to move down the hierarchy to animate the rig.
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 This is where it's better to use **Inverse Kinematic** rig comes in handy. This is where it's better to use **Inverse Kinematic** rig comes in handy.
 +
 +=== Controller ===
  
 To set it up, in Edit mode add a bone as a controller somewhere in the chain to control the rest of the rig and **clear it's parenting**. To set it up, in Edit mode add a bone as a controller somewhere in the chain to control the rest of the rig and **clear it's parenting**.
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 Select the **Armature** as the **Target** and the **Controller bone** as the **Bone**. Select the **Armature** as the **Target** and the **Controller bone** as the **Bone**.
 +
 +=== Pole ===
  
 Then set a pole to control where the rig is pointing at. Then set a pole to control where the rig is pointing at.
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 Then using the same bone with the bone constraint select the **Armature** as **Pole**  and the **Pole bone** as **Bone**. Then using the same bone with the bone constraint select the **Armature** as **Pole**  and the **Pole bone** as **Bone**.
 +
 +For a leg, the pole would typically be in front of the knee (facing the leg) while for an arm, the pole would typically be behind the elbow. 
 +
 +=== Copy Location ====
 +
 +In the example of the leg, you might need to disconnect the foot from the lower leg part, but still have the foot copy the location of the leg when it moves.
 +
 +In this case, clear the parenting of the foot to the rest of the chain and select the first foot bone and copy the location of the lower leg bone.
 +
 +Same as above, set the **Aramture** as **Target** and the **Lower leg bone** as **Bone**.
 +
 +Use the **Head/Tail** slider to select where on the bone it should be attached.
 +
 +For an arm, the hand would usually stand in line with the forearm so disconnecting the hand might not be a good idea.
 +
 +=== Constraining axes ===
 +
 +In some cases, it can be useful to constrain the rotation of the IK rig to rotate on only one axis.
 +
 +This can be done by selecting the bone with the IK modifier and under the **Bone properties > Inverse Kinematic** constrain to the desired axes.
  
 ----  ---- 
  
 +==== Animating Loops ====
 +
 +When animating loops, put the first keyframe on frame 0 not on frame 1, because when the loop occurs on the last frame it will jump back to frame 1 and not repeat the same keyframe.
 +
 +When animating symetric rigs on loops, it can be handy to get a first keyframe in, copy it to the end, and halfway through copy a flipped keyframe pose with **''SHIFT'' + ''CTRL'' + ''V''**.
  
  • 3d/animating.1743342232.txt.gz
  • Last modified: 2025/03/30 15:43
  • by mh