Good idea!, that would've made it funnier. I had to key the bicep/forearm/hands on every frames when they're supposed to be holding onto something so it's seems very complicated to change poses. If I move the torso, the hands will change their position. I could export the present chor action into action and add new animation to it in a new chor. I didn't have much luck combining the action and new chor for this project though. I'm sure I could do that with older AM. Maybe it's just this project file being weird or me.
Hey thanks!
Oh yeah? I wanted a clank sound too. I banged my pots and pans but I couldn't make them sound good (maybe it's because he fell on a wooden bench so it didn't really fit). So I settled with wood thunk and added some reverb in Vegas.
Here it comes...
You got that right, Robert. I noticed that one too. Here's the long story. I didn't animate the knight anticipation before he jumped, thinking that I could do that later. I was concern about animating the crawling and turning. The original plan was the knight would place one of his foot on the window, look around, then jump. As I animated, I created alot of keys just to keep the hands in place (FK). When I tried to shift the timing and add the anticipation animation, everything just fell apart. I suspected it could be caused by a model bone or some other bones I wasn't aware of. So without the anticipation, the knight just zipped through and the audience would miss the fall. So I had to settle with the little hold as he fell. I could only think of making a new chor for the anticipation and stitch two renders in post.
Hm, but he's pushing himself backward though. I think yours is when you're pushing yourself forward or staying in place, right? Originally, I had the knight also slided his right foot backward as he put his hands on his waist but it didn't look good to me. I think it's because his legs looked thin from that particular view.