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By: Collin Monda 2007
Unicycle Tutorial :
Keyframed motion after a motion path In order to allow an object or character a life after a motion path, I had to "Blend" between keyframe animation and path animation. In order to do this you simply set a key frame, after your motion path is through, keying the object at the point where it stopped making sure to key it with the same translation rotation etc. The channel box attributes that correspond to the path animation with turn green now and if you slide back and fourth on the time slider you will see that your path motion doesn't work properly anymore. But there are two attributes added into the objects channel box called "add double linear" and "blend motion path." These both operate on a scale of 0 - 1. A value of zero in both at a given time will only allow for the animation done off the path. A One in both will yield only the path animation. Since these are both key-able, I set a key of One in both boxes at the end of my path animation, then the very next frame, I keyed a value of Zero. This is when I begin my off-path animation free of the curve. In my case, I made my unicycle tumble back down the hill, which wouldn't have worked as easily with a path. Download Maya binary example of the above technique [HERE]
A full explanation of this process can be found in the Maya Help Files under "Getting Started with Maya > Animation > Lesson 3: Path Animation > Blending keyframe and motion path animation" Skinning and Rigging Tutorials:Skeleton Tutorial Skining Tutorial Skeleton Control Tutorial IK to FK switching
Animation and Character Rigging Resources
Text is on Ereserves [LINK HERE]
One text that is not on Ereserves - "Setting up a Human Model" [LINK HERE]
Support and sample files for the readings [3d
Human Modeling] [Character Rigging & Animation]
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