Final Project 10: Character Animation 2

Do an animation of outstretched handsThe animation of outstretched hands:

Reference:

2D planning:

Animate the character:

Although the details of the animation are not perfect, just make sure that the animation in the range of the camera has no problem.

Ik rig this animation:

Place the exported animation into the scene and place camera:

Final Project 9: Character Animation

Bind a mask to the character’s face:

Step1: Add slots to the bones

Step 2: add a blueprint for mask

Step 3: Add a mask to the blueprint of the character and edit the parent class and location of mask

Do character animation on bony_take off mask(half of body):

reference :[Because there is no mask, I use glasses instead]

key the animation:

modify Graph Editor:

Bake to animated sequence and do ik rig:

Add to animation sequence, set camera, and modify the f-number:

add mask blueprint and edit its location:

Do another side of view:

Final Project 7: Change Model & IK rig

Change another model to fix some problems when doing character control rig

[Because there was a problem with the binding of the model selected before, I asked the teacher in class and decided to change the model]

model resources

Check Ik rig:

[With ik rig, I can animate on bony models and export them to my animated characters]

Output ‘walk’ Animation Sequence on my character and do a shot:

[However, I still hope that the character’s foot has been injured when entering. Besides, the teacher suggested that we as animators should make more animations in class, so I will replace the animations made by myself later]