If you are wondering why I’m asking so many questions about the Blender character animation process, wonder no more. I’m working on a Blender community aided Animation project and some personal company products at the same time. I am not merely interested in producing an animation setup for use a hobby project. So I’m putting my best effort into this work.
First I want to gather as many tips and guidelines for the Blender animation process. I need to lock down my knowledge of the Blender rigging process, constraint process, NLA process, IPO editing process and compositing processes for these projects. When I’m done, I will see exactly what I will need to work with and omit anything that doesn’t work for me.
So far, I’ve made good progress. Most of the info that I need is available through quick searches here. And I have been translating to the best of my ability, some other character animation info.
As I’m going along I’m wondering if I am aware of some of the basic limits of Blenders animation system. In essence when I look at other tutorials for 3d Character animation, I’m often comparing these setups with Blenders own style of rigging. Here is some new info that I ran across on CGtalk-
It is a pretty comprehensive resource on advanced 3d character rigging. It includes lot’s of pictures and videos.
One thing that really is on my mind as I look at this information is the rigs control system. Basic rigging structures such as a “reversefoot” setup seem to allow for really dynamic control. Not only is the control centered at the foot region, it also controls the roll axis of the hip joint. Whoa! That’s some control. In fact, this is the first time that I have ever seen this kind of rig setup. If you look further into the website, you will see that all of the other extremities of the characters body have similar control point “goals” or controllers.
I was thinking, what combination of rigging layout and constraint setup would give me a 10th of this kind of control in Blender? I was even wondering if it is at all possible to “combine” rigging and ik constraint methods in Blender to pull at least something like this off. I know that trial and error is not going to cut out something like this, no way.
Hopefully we can get a little topic going here so that we can figure out how to break down some techniques that will give us a clearer look into what we can really do with Blenders character animation system. I know that other Blender users like Landis are also working on their own projects that involve animated characters. I plan to release my test rig with a walk cycle and all when I get it all locked down. Any ideas that you want to add?