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

It's probably a simple thing for a lot of ppl on here lol,but to rig it so that it moves ok and to animate it ,is hard for me lol ,any advice ,comments very welcome

 

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Posted

Hi Steve,

 

If the problem is how to rig it to make a more wormlike crawl, here's my stab at it. I just did this with a simple tube, but you get the idea...

 

Basically he's rigged like a single leg taken off a biped and turned horizontal . The "head" bone is like the hip and the "tail" bone is like a foot and the knee makes up the middle section of the worm. An aim target keeps the hump of the worm always pointing up.

 

This makes it so all you have to do is alternately move the head and tail and the rest of the worm takes care of itself.

 

You can see it in this prj file in the "Crawl" action. I've set all the motion graph CPs to "zero slope" so the head and tail don't slide around between moves.

 

I hid all the bones you don't need to animate, but you can unhide them to look at the constraints in the relationship ("Pose 1").

 

hope this helps!

crawler10b.prj

Posted

Thank's a lot Robcat, that is a sweet way of doing it ,Will try this out ,cheers

Hey that is a nice way to do it and it works very well .can you tell or explain where and how to 0 slope the cp's please,I can't seem to find that ,using 10.5

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