Thursday, July 3, 2008

Rig design process Part 5 Follow through and Overlapping


The overlapping on the nose and head and the broken joint


Parts of characters does not move all at once, but instead it stretch, catches up, twists, turns, and contracts as the forms work against each other,. As one part arrives at the stopping point, others may still be in movement. The loose flesh on a figure, such as cheeks, will move art a slower speed than the skeletal parts. The most obvious example of overlapping action is the “broken joints”, to get some flexibility in limbs swing; we will break or bend the elbow or knee joint. It looks more natural even though it is against the anatomical limitation. The lack of control when we animate with inverse kinematics may make it more difficult to get it into the exact position you want. It is significant if we can switch between IK and FK to animate according to situation of the characters.

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