now depending on the engine and export type, you'll need to counter animate the world control of the character to rotate the opposite way of the turn. now you should have a character turning in place, which is starting facing one direction and ending facing another on the last frame of your turn animation you can parent constraint (without offset) the control to the locator to snap it to the right place, then delete the constraint now you know where your controls need to end up when you do your turn animation ![]() group all the locators and rotate that ground the amount of the turn, ie rotate y = 45 this should align the locator to the position and rotation of the control ![]() ![]() parentconstraint each locator to the control, be sure to uncheck 'maintain offset', then delete the constraint. at frame 0, create a locator for each of your main controls (body, chest, hips, head, pole vectors and ik/fk) Hey FX01, turns and end poses are always a bit tricky.
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