I’m working on this project mostly to improve on my rigging and animating, here’s how its going so far.
hi, looks good but he animation still looks a little smooth. In the doopsheet you could try SHIFT+T and change to constant instead of bezier and you will get a better mechanical movement.
Nice work.
Thanks speaker_mute. I wanted him to seem jerky at the beginning, but after waking up I was hoping for a smoother character animation.
Here’s the update-
how did you do the rig? like an arm rig? like in macandy??
I tried IK constraints, but they just weren’t giving me the motion I was looking for. Each bone in the arm has a limit rotation constraint, and is locked to it’s appropriate axis. The “head” has no constraints, and there is a bone between the "grabbers’ (I guess you could call them) that has a limit scale constraint. The “grabbers” have bones that have a scale-to-rotation transformation constraint locked to the bone in the middle of the “grabbers”. That way I only need to scale that middle bone and the “grabbers” open up together. It’s not a terribly complex rig, but then again, its not a terribly complex model.
Hopefully that answered your question - if not, let me know and I can be more specific.
Looks great so far!
Seems like you’re getting a lot of good practice with animation!
Thanks MD1032, that’s the plan!