FMP15-Animation_crouch

Introduction

Process

I originally wanted to perform the squat animation myself, but my leg that had undergone surgery did not allow me to do so, so I had to go to mixomo to find a more suitable animation as a reference.
https://www.mixamo.com/#/?page=1&query=crouch

By observing I can see that the foot with the center of gravity can not move, the other leg will move slightly, and the arm has obvious overlap

I went to watch how the squat animation is implemented in the game engine. I found that I only need to make the squat from standing to squat, and then let the engine work.
https://www.bilibili.com/video/BV1Ly4y1q7UG?p=13

I have a small question. I hope that the teachers and classmates who read my blog can give me an answer. When I opened Maya, it told me that I lost color management, but I never opened it! Then my model became like this, I didn’t turn on the light, and logically speaking, I couldn’t see the material. At the same time, the default material is green, and I don’t have a screenshot.

First of all, I still adjust the hips controller first, and directly turn on the motion tail to observe whether the animation curve is smooth. In the beginning, the tail was two straight lines, which I adjusted into an arc.

In the leg controller, I only adjusted the translate on the left and increased the roll value to make him stand on tiptoe slightly, but the whole leg still looks strange and the posture is unnatural.

I think I still need a reference. Although I can’t squat down myself, I asked my mother for help, but because she was wearing pajamas, I stopped posting. By observing my mother’s movements, I think Xin can not squat completely in this position, because I don’t have an animation of squatting and walking.

Then I adjusted the spine controllers and observed the motion tail of the head, which looked pretty good! I still try to keep Xin’s eyes looking forward.

Then I checked PoleLeg and spine separately to make their motion tail smoother. In fact, I was trying to avoid pops.

3F is my extreme frame, but when I moved Xin’s body as close as possible to a straight line, the pop was too serious, so I kept it as it was.

You can see that the palm pops between 23F and 24F! But I checked all the controllers and couldn’t find the problem. Except that the controller of the arm automatically adjusted the value without the key frame, which is so strange!

After adjustments, it now looks much better!

Then I added an animation of fingers and hair, which looks more natural!

After saving the file, I also added the scabbard and sword animations. So far, Xin’s crouch animation is complete!

Conclusion

Crouch animation is also relatively simple, mainly because I have mastered the skills of making game animations! Overlapping will be more obvious this time, mainly because the hand animation key is good! Next, I will make more troublesome walking and running animations! Wish me luck!

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