Forum Moderators: Wolfenshire Forum Coordinators: Anim8dtoon
Animation F.A.Q (Last Updated: 2025 Feb 09 6:34 am)
Characters, motion graphics, props, particles... everything that moves!
Enjoy , create and share :)
Remember to check the FAQ for useful information and resources.
Animation learning and resources:
11 Second Club: Monthly character animation competition.
Animation Mentor: Online school. Learn from the animation masters.
Rigging 101: Maya rigs and rigging tutorials.
AnimWatch: Showcasting the best of independent animation.
FlashKit: The best place to learn Flash.
Armaverse: Stop-motion armatures for animation.
60+ great Character Animator's sites: Get inspired.
Ok, having looked at the film, I have a suggestion: The final pose that you have him in is unnatural. The gun shouldn't end up exactly perpendicular to his shoulder line. There are several ways you can fix this, the easiest of which would be to twist his chest so that HIS right shoulder goes back a bit and his left shoulder comes foreward. that should eliminate the need to overextend his left arm, making the elbow lock up like that. you've definitely got to twist the chest, at the very least.(of course, twisting the chest is going to mean repositioning the final keyframe for the gun, so that it still points where you want it.) For something a bit more dramatic, instead of twisting the chest, twist the hip, spread the legs a bit, drag the right foot back, and lower the hip a bit to bend the knees. And make sure his head still points foreward... If you want, I'll tweak the file you uploaded, and send it back to you, so you'll see what I was talking about.
but it's not just the left arm that looks unnatural. Stand up and try the pose yourself. Nobody's going to stand like that and hold a gun straight out from the center of their chest. Especially not if the gun has any kick, or they'll most likely break their solar plexus, for starters.... The angle between the gun and shoulder line should be about 45 degrees at most. The back end of the gun sould in this case point at his right bicep, and when it kicks, it should slide past the chest on the right side. My most basic advice on planning an animation: Get up out of your chair, and do the action yourself. Several times. Try to put thought and emotion into it. Use a stopwatch to time yourself.
Message edited on: 06/02/2004 22:09
In my experiance anytime you animate a limb with IK and have the joint nearly straight you wind up with a problem in the software determining wich way to bend the joint. Is it an option to scale the gun slightly smaller ? Keeping the elbow slightly bent may help your problem. Another way is to add keyframes where the problem occurs to 'help' the software pick the solution you want.
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Attached Link: http://www.kuroyumes-developmentzone.com/appleyard/temp/_movie_00_ns_nb_avi.zip
![file_111346.jpg](https://live.cdn.renderosity.com/forum/_legacy/file_111346.jpg)
This link points to a zip file which contains a movie (at screen-display quality) and the .PZ3 file that I used to make the movie. This still is a render of frame 21 of the movie. In the movie he draws and aims and fires the raygun. The gun is parented to his chest. Both his arms are IK-on. His hands are IK-parented to the gun so that his arms follow the gun. It needs my workman and ray gun and cop-belt models.In the movie, his left arm starts out OK, but between frame 26 and frame 27 his left shoulder and forearm flip into a wrong pose. This is as a result of Poser starting to take the wrong solution in its solid-trigonometry when (converting the hand's x/y/zRotates from (relative to the gun) to (relative to the forearm)) and (adjusting the shoulder's and forearm's x/y/zRotates to match with the fixed position of the hand). Setting joint limits won't work, as the limits apply to the values BEFORE all this adjustment and messing about. I have tried this and that. (In a longer movie that I made where he puts his gun back on his belt afterwards, his left shoulder and forearm flip back to the correct pose as his left arm moves gradually back to the "at attention" pose.) Has this bug been cured in Poser 5? It seems that when rendering a movie, (converting the hand's x/y/zRotates from (relative to the gun) to (relative to the forearm)) and (adjusting the shoulder's and forearm's x/y/zRotates to match with the fixed position of the hand) should choose the solution as near as possible to the solution used when making the previous frame. I know that (solid-trigonometry equations involving arcsin and arccos and arctan and suchlike) tend to show multiple solutions.
Message edited on: 06/01/2004 11:45