The shape of the spline will rarely look like your object's path of action.
Point tangent handles in the direction of their neighboring key frames to smooth out the spline.
Flatter tangents = slower
Steeper tangents = faster
Avoid symmetrical timing. You can break tangents and adjust one side for eases and variation.
When something splines, work from the root of the character out.
Scaling instead of translating will preserve the shape of the spline and maintain the relative difference between the keys.
For a more indepth look into spline editing, I recommend checking out Victor Navone's blog:
Tutorial_Splines1
Tutorial_Splines2
This week's work was animating Tailor, oye! It was mentioned, several times, by several different people, that this would be one of the toughest assignments... they were right. Tailor was tough! I lost a lot of sleep but learned a lot and am finally happy with my outcome! :)
Here is my Tailor animation.






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