Rig animation clarification

I have a very basic question but one that is a stickler for me.The rig has several components: body, top, bottom etc. When you animate, especially using the squash-related components, you end up with a separate set of animation curves for each of the rig components. 6 in the case of Body, Top & Bottom. How do you reconcile those different rig component animation behaviors together into the whole? I feel like I am missing something key to putting this all together.
1 love
Reply
  • Wayne Dixon replied

    Hi John,
    You have just described the technical art of 3d animation ;)

    The answer is practice. You will learn how to control all the graph editor spaghetti to make all the controls move the puppet so it does what you want.

    At first this will seem daunting because of the amount of curves for a simple character.  However, as you gain experience you will learn what you need to pay attention to and when.

    You will even start to recognise the patterns in the graph editor and know what the curves should look like in order to make the puppet move in a specific way.

    You probably think I'm joking, but I am not.  

    There's 2 things happening to your brain when taking the animation bootcamp training.

    First off, your brain is learning to see (animation), and it is also learning how to control the tool (technical proficiency).


    Just take it slow and steady and you will level up.

    1 love