From the course: Create an Animated Character in Blender 2.9
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More contact positions
From the course: Create an Animated Character in Blender 2.9
More contact positions
- All right. Let's try and do a few more of these contact positions. Let's grab this and move it forward and just when this foot hits the ground right there, it's like the weight is almost exactly between the two feet and it looks like this foot has lifted up just slightly. Now let's work on that. Let's take this and let's move it over. I don't want to stretch it out too much, really at all. I want to try and keep things within the boundaries of the character here. I'm going to press R and Z and turn that. As it looks like he's now pretty much straight on with the camera. I'll grabbed the hips and moved them over in between. And when I do that, I should be able to move this foot out just a little bit more I think. Something like this, and now let's turn that foot, RZ. Spin that foot around here. All right. That may be still a little bit too much. Let's also bring this up on the toe just a bit, or even, well, let me…
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Contents
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Setting up the interface for animation8m 57s
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Beginning the contact poses13m 33s
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Continuing the contact positions11m 3s
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More contact positions11m 44s
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Ups, downs, and planting the feet13m 22s
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Working on the feet11m 27s
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Arms, fingers, shoulders, and head14m 42s
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Animating the wave14m 5s
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Creating a FaceCam and eye blinks10m 11s
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Beginning the lip-sync animation12m 49s
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Continuing with lip-sync animation13m 12s
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Creating a test render13m 23s
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Making final adjustments9m 13s
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Using the graph editor7m 31s
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Fixing the weights of the shorts4m 50s
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Adding music and sound FX6m 46s
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Rendering the final animation12m 11s
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Conclusion35s
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