New PDF release: LightWave 3D 8 character animation

By Timothy Albee

ISBN-10: 1556220995

ISBN-13: 9781556220999

Updating what has been referred to as the best books on animation by way of most sensible Disney animators, this new ebook comprises much more pre-rigged versions, dialogue of the recent animation instruments present in LightWave 3D eight, and the quickest strategy to do discussion and facial functionality.

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Additional resources for LightWave 3D 8 character animation

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This is when things just flow. Whether you’re animating or modeling, everything just falls right into place, time seems to drop away, and you achieve a close to Zen-like state. The problem is that this is usually the time when the computer crashes, the network freezes, or any number of other problems trash what you did since your last save. When you’re in that Zen-like state, saving your work seems to be last on the list of important things to do. If you’ve lost your best work of the day in a crash of some sort, producers seem to think that since you did it once, it would be easier the second time.

Pull the points of the pant cuff and shoe to make the bend of this area look believable. 49 Chapter 3: Prepping Your Character for Setup 4. Check the alignment and position the hands. Make sure they look natural within the shirt cuffs and the fingers point straight forward. 9. Make sure the hands look right. Note: You may have noticed that “ThinGuy” only has four fingers. There’s a convention in character design that says human characters have five fingers, animal characters have four. I break this convention in CG when I’m working with a cartoon human.

Even the best IK solvers still have issues when things get really complicated. 28 The biggest problem with even the best IK is flipping, where a joint will spin 180° over the course of one frame. Foresight and planning in both your rigging and animation, coupled with a strong IK solver such as LightWave’s, will usually keep flipping to a minimum. I find that I can avoid most flipping by: 4 Keeping the goal object at a distance of at least one-third the length of the bicep or thigh away from the bicep or thigh’s point of rotation (the shoulder or hip, respectively).

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LightWave 3D 8 character animation by Timothy Albee

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