Thanks for the ideas and links Orinoco.
I did the BSOD tutorial a month or so ago…but it does not seem to get the walk cycle to move around…it just walks in place…and I think there are updated techniques in Blender now to get the character to move around nicely…(not stride bone)…I think it may be called something like an offset bone? I’m still getting familiar with these things. I need to get the Tony Mullen book soon. Also thanks for the idea to check for latest mancandy rig.
Well, I’m just looking for the best ways to get groups of bones to do things as I wish for them to do…I guess that’s basically what rigging is all about…so we don’t have to move each bone individually for the whole animation. so I’m just curious what the very experienced character animators in Blender are using as their common techniques to move groups of bones around in easy, efficient, and creative ways? Is everybody using constraints all the time…and bones floating around that are used to control other groups of bones, etc? And mostly using IK chains? And also, what are some of the common problems character animators run into in Blender? and what are their solutions and/or workarounds?
I’d love this thread to turn into discussion about all kinds of character animation ideas, tricks, tips, techniques, etc. relating especially to the most current rigging and character animation techniques in Blender.
I’d love right now a really good tutorial all about Blender’s most current character animation techniques, and how to get them to work well for us, so I don’t have to hack away at so much trying this and that, not really knowing what I’m doing.
As it is now, I’m just experimenting with trying to get certain bones to control other groups of bones in creative yet predictable ways, by using IK chains, constraints, control bones that I create in order to move groups of bones, limiting certain rotations of certain bones, etc…is that basically what everybody else is doing too? Or is there some common character animation concept or technique that I am overlooking?
Its’ all kind of tedious work actually, but I guess that’s what it takes to get characters to do interesting things well. Everybody’s just going through all the work of rigging and then getting groups of bones to move in ways we want them to move, right?
Thanks for any other ideas about this.
frew