Made an animation for a single step, focusing on which foot weight was being put down onto and following a reference video the tutorials creator made. Then copied over the keys for the step and, using the move ctrls (feet and COG), moved the body to the right spot for each step. Next will be editing keys and making adjustments to smooth the animation out.
Category: Uncategorized
4/8/19 The Thingy
Yeah… IDK what I expected to make but this is a thing now.




Low quality and probably higher poly than required, I basically wanted to try making a block with legs to rig later on. Legs failed so I decided to try making a very sad face. I may redo the legs tomorrow but most likely I’ll just see if I can rig this thing period. If needed I’ll use blend shapes for some faces.
PlanNExecuteAnimation 4/8/19
While it is still unnatural and short, I have started animating the Arty character. Not enough of an animation is done yet to upload so here are the different key points. Used the knee pointer, cog control, and the left foot control.




Rigid Body 4/8/19
I forgot to upload or save an animation for a ball rolling into a block wall. I finished one quickly but, since the playback was lagging, I didn’t see that I didn’t add gravity to the blocks until after I playblasted it. Still looks decent anyways, so I think its fine. Used Fields/Solvers Passive and Active Rigid bodies.
PlanNExecuteAnimation 4/5/19
Finished the keying, and learned a bit about creating a shelf and getting a reference video for action analysis.



PlanNExecuteAnimation 4/4/19
I lost multiple saves, but found them saved in a Q drive folder and managed to get them back, so yay. Anyways I’ve started animating by keying a box instead of the actual body yet.
Starting Point:

Ending Point (so far):



PlanNExecuteAnimation 4/2/19
I’ve set some more keys with the blend shapes, and learned how to use a lattice to edit a blend shape without completely breaking everything.





PlanNExecuteAnimation 3/29/19
I’ve just learned how to create, or at least start creating, cluster controls through a lattice and a NURBS curve, which took forever due to me not remembering to make shapes visible in the outliner. Overall, seems like an extremely useful thing to learn about when using a lattice or making a rig.



PlanNExecuteAnimation 3/28/19
I’ve worked on the leg follicle locations with driven keys in order to use the same rig for both the Robot legs and the other legs, which I previously rigged. I also, through this, learned an easier way to bind the skin of mechanical rigs by binding each joint to a different mechanical part, rather than binding the entire object group to the entire rig and then weight painting.




PlanNExecuteAnimation 3/27/19
Learned a bit about how to weight paint a non-mechanical rig, aka I weigh painted skin. Also learned how to copy the skin over to another object with the same UV, giving it the same weights.


