Hi all! I'm working on a shot that introduces this character... I'm trying to resist the urge to make every shot a closeup, so I zoomed out at the last minute and haven't added the body yet.
Comments and critique are welcome.
Hair Animation Again
Moderators: Víctor Paredes, Belgarath, slowtiger
Re: Hair Animation Again
I like it, but for me the lump of hair in front of her face (!) is moving too rhythmically (wow, that is a tough word to spell).
You can't have everything. Where would you put it?
Re: Hair Animation Again
That looks great Lwaxana. Just wondering, FBF, bones, or point animation? Or combo?
I set up 'windy hair' animation for a character a while back using bones. The result looked good but it was kind of a pain to animate because I had to make different 'sub-rigs' for each angle of the hair, which got really cluttered and hard to work with, even with different color codes for each setup.
If I were to do that animation today, I would use Victor's clever 'rig switching' technique described in another thread. I've since used his trick to swap out different arm rigs and other custom body part rigs in a character. (For example, switching regular jointed arms to noodle arms, or profile animal head bones for front view animal head bones.)
The rig switch trick works well but my experience with that first hair animation made me wish Moho allowed me to keyframe bone visibilty so I can hide and reveal these 'sub-rigs' in a Smart Bone Action.
I set up 'windy hair' animation for a character a while back using bones. The result looked good but it was kind of a pain to animate because I had to make different 'sub-rigs' for each angle of the hair, which got really cluttered and hard to work with, even with different color codes for each setup.
If I were to do that animation today, I would use Victor's clever 'rig switching' technique described in another thread. I've since used his trick to swap out different arm rigs and other custom body part rigs in a character. (For example, switching regular jointed arms to noodle arms, or profile animal head bones for front view animal head bones.)
The rig switch trick works well but my experience with that first hair animation made me wish Moho allowed me to keyframe bone visibilty so I can hide and reveal these 'sub-rigs' in a Smart Bone Action.
Last edited by Greenlaw on Tue Jul 04, 2017 9:51 pm, edited 2 times in total.
D.R. Greenlaw
Artist/Partner - Little Green Dog | Little Green Dog Channel on Vimeo | Greenlaw's Demo Reel 2020 Edtion
Artist/Partner - Little Green Dog | Little Green Dog Channel on Vimeo | Greenlaw's Demo Reel 2020 Edtion
Re: Hair Animation Again
Looks, good! The mass might change a bit here and there. Could you render a few more loops next time? It's all a bit quick on you tube.
- strider2000
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Re: Hair Animation Again
Very nice artwork I'm no expert, but it seems to me that the hair moves a little too much as a single mass. That would seems to me to be more like the hair under water. I expect each hair element to move a little more erratic or separately (secondary motion), if you know what I mean.
Ditto. I'd actually love it if you could re-rig on the fly, but visibility would work too.Greenlaw wrote:... wish Moho allowed me to keyframe bone visibilty