sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

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Posted

OK. Here is one of the models on am working on for a project. Yes. He is all geometry and I am still working out al lot of the details. But, I thought I would give a sneek peek.

post-7-1113685004.jpg

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Posted
:o He looks extremely scary. Did you do him with a rotoscope? I couldn't image trying to do that off the top of my head.
Posted

Very nice.

 

Question: How will you setup the forearms when/if you animate it? The reason I ask I'm sure is obvious to you. When a person rotates their forearm the radius and ulna flip over each other then back to "open." Normally people don't notice this because the skin is pretty full there--but your zombie doesn't have this luxury. Just wondering what you think your solution will look like.

 

J

Posted
The reason I ask I'm sure is obvious to you.
Obviously... of course... Ahuh... Now that you mention it, I actually noticed it. Because that's the way we animators are, I guess, both Pro's and amatures.
Posted

Ah, forarms. I am glad you asked. I usally model with my forarms already twisted. LIke your hads to your side. Then when you rotate the wrist, it will open up again. I like putting in these little details into my models.

 

I quickly put together this guys forarms, but when I have the rig done I will post it.

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