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Hash, Inc. - Animation:Master

F Curves [Spine options]


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Presently trying to edit  the F curves on an animation sequence and  having all sorts of "fun" doing so.

Can anyone kindly suggest a  broad strategy for going about the process?.

Mainly trying to stop feet going through the floor plane and smooth out  positional changes as it approaches or moves away from the keyframe.

If I  adjust one bone  until it works, it inevitably affects the position of  another. Its probably age catching up with me but, it can get very involved and confusing very quickly. I wondered if there was a fairly standard way of approaching the problem, such as starting  where in the bone heirachy, what type of interpolation to use. I appreciate this is a Chicken and egg type of question but, just wondered if anyone had a regular method or workflow they used to deal with it?

regards

simon

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  • Hash Fellow

I got the TSM2 spine that i was trying yesterday at LAT to behave.  Basically this is animation of a pelvis bone and a torso bone to get the flips going,

The interpolation of the IK spine  isn't as smooth as I hoped so i will look into other solutions.

 

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