This
rotation problem we are going
to solve in Track View. Open
it.
When
Track View opens to make thing
easier right click on first
button and select Animated
Tracks Only. This means that
only animated object's tracks
will appear. Now right click
on World and select Expand
Tracks. If the Main bone is
selected its name will apart
bordered with yellow. Find
its rotation line. Keys are
those eggs like dots. Selected
key is white. Use move tool
and select and move rotation
key from the frame 0 to the
frame 78. Now the rotation
will start at frame 78 and
will and at 90. Turn of Track
View and play animation. See?,
already better.
So
far we have main movement.
Its time to add small tail
and head movements to add
realism. Only bones we are
going to animate are: Main
bone, Pre-tail bone and Tail
bone. Lets start with the
tail animation. So how many
times should tail move form
left to right? Lets say that
one movement is 2/3 of a second.
We have 100 frames of a little
bit more then 3 seconds. That
means that movement will last
20 frames.
So
go to the frame 20. Turn on
Animation button. Select Pre-tail
bone. Use rotating tool and
rotate it so it look like
a picture on the left. Rotate
the bone in Local coordinates
and looking it from the top.
Now
do the same with the Tail
bone. See how the mash is
not smooth at the place where
the bones rotate. This is
not a big deformation and
will not affect how animation
looks so will leave it for
another time. But if you have
to do something under Skin
modifier/Gizmos you can use
Join Angle Deformer. This
sort of envelope will deform
skin (mesh) as you wont.
Note:
Try not to animate Main bone for
now. You will do this bone at the
end. Try to do the tail all the
way and then play animation to see
how it looks. Then add a Main bone
animation and see how it look then..
You will see the big difference
in shark movement. Movement is more
convincing.
Go
to the frame 40, turn on Animation
button and rotate Pre-tail
bone and tail bone like at
frame 20 but on other side..
and do like this two more
times (frame 80). After frame
80 do same tail movements
but on every 10th frame because
we want to shark go faster
when its going away from the
camera like it angry or something.
And
at the end I added a Target
Direction light with Noise
as a Projector map. Look like
under water. Background is
white and Animation is rendred
with Brazil r/s. Click on
image below to see the animation...
done in divx.
3DTotal
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