This still counts as a "walk cycle" I suppose...
Unfortunately I had to shrink the size and drop the frame rate in half to get it into a GIF at a size that FA could handle. It looks a bit better on twitter: HERE
This is all key frame animated by hand except for Fey's ponytail, which is driven by a simulation.
Unfortunately I had to shrink the size and drop the frame rate in half to get it into a GIF at a size that FA could handle. It looks a bit better on twitter: HERE
This is all key frame animated by hand except for Fey's ponytail, which is driven by a simulation.
Category Artwork (Digital) / All
Species Fox (Other)
Size 853 x 480px
File Size 9.56 MB
Alright then, I love the backflip to return to the start: that’s pretty unique and adorable
Would it be possible to make a beachball/balloon Inflation animation? I’m sure Fey could do that, it’s very very rare to see characters blowing things up: Nathanounce could probably help with that
I don’t normally comment this long, but one last question: can you tell me about how you do this?
Would it be possible to make a beachball/balloon Inflation animation? I’m sure Fey could do that, it’s very very rare to see characters blowing things up: Nathanounce could probably help with that
I don’t normally comment this long, but one last question: can you tell me about how you do this?
Balloon stuff isn't really my thing, so I probably wont be featuring it in an animation.
Here's the process as best as I can summarize:
1. Modeling - creating the 3d geometry that defines the character
2. Rigging - defining how the model deforms (how the joints bend) and creating a skeleton with controls to pose the character
3. Animating - setting the pose of the character at key frames to define the animation
4. Rendering - letting the computer create the finished frames
Steps 1 and 2 only have to be done once for a given character, then you can reuse the rigged model as much as you want.
I'd highly recommend checking out the "Blender Character Creation" series by Sebastian Lague on YouTube. LINK
Here's the process as best as I can summarize:
1. Modeling - creating the 3d geometry that defines the character
2. Rigging - defining how the model deforms (how the joints bend) and creating a skeleton with controls to pose the character
3. Animating - setting the pose of the character at key frames to define the animation
4. Rendering - letting the computer create the finished frames
Steps 1 and 2 only have to be done once for a given character, then you can reuse the rigged model as much as you want.
I'd highly recommend checking out the "Blender Character Creation" series by Sebastian Lague on YouTube. LINK
Thank you, thank you very much for this clear and concise run-down, I cannot thank you enough
What I’m thinking of is modding a character over to the Oddworld games which have shifted over to using the Unity engine: it is my understanding that Blender could easily mesh well with Unity if I’m not mistaken, and afterwards, I have further plans to create a video game using this character, supposing if the modding goes to plan
What I’m thinking of is modding a character over to the Oddworld games which have shifted over to using the Unity engine: it is my understanding that Blender could easily mesh well with Unity if I’m not mistaken, and afterwards, I have further plans to create a video game using this character, supposing if the modding goes to plan
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