A welcome back to everyone.
Today we’re going to talk about Character Animation.
I realized, rereading the previous posts, that I had talked about animations, but I never went into detail about the procedure I use in these technicalities, so here I am to expose my experiences.
I’m going to use Teresa’s character as a representative model, to explain how the skeleton works on 3D characters and their animations.
What is the skeleton of a character?
After modelling one of your characters, you will need to animate it, (walk, run, crouch and many other animations. Creating a skeleton or rig in more common terms, means giving your three-dimensional model a structure with which to move it).
I used this method to make all the animations of the characters, surely there are other methods; however, I got the effect I was looking for, and above all, I managed to make them work on the engine, which was the doubt that worried me the most.
So… let’s cut to the chase, here’s how it works in my case:
After having modeled a character on your favorite program (3Dstudio; Maya, Blender, Cinema 4D, etc.. etc..) you will have in phase of modeling, to position it with a defined pose, it deals with two types of ‘pose’: A-Pose … or … T-Pose (the difference consists mainly in the position of the arms of the man, if their position is inclined towards the bottom, we speak of A-Pose, otherwise if the position of the arms is parallel to the ground, it is T-Pose).