08 Extras- Selection Handles, Zero Swaps, Disable Self-Trace Lines | The Baked Potato Rigging Course

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This video covers a few of the things that are often overlooked when completing a rig. These things can save animators a lot of time and hassle. Usually at this stage I would draw blinks and cheeks that may not have been included in any of the turnarounds or character model sheets. But I caught those things earlier on as I rigged the potato.
Parts of this video you may find unique or interesting:
00:19- Scene Markers for Timeline Organization
01:04- Selection Handles. In-depth video: • Selection Handles and ... You can also refer to "Build the Arm" at 1 hour and 1 minute- • 03c Build the Arm | Th...
1:40- Copy Paste Special, Create New Columns to make a duplicate handle selector.
4:10- Reference to my Abbreviated Layers Group. See “Build the Eye” Explanation of abbreviated layers group: • 03d Build the Eye | Th...
12:38- Organizing the Node View by using Middle Mouse Button to drag backdrops and nodes. • 07h Mouths- Profile | ...
15:19- Drawing the Selection Handles.
16:06- Make the selection handles small so they don't distract the animators.
16:20- Create the Tongue Handle. This is a great demonstration of how the handles are actually used when animating.
17:36- An alternate way to select a masked element. Move the mask, select the element, press undo so the mask goes back to where it belongs, and then move what you need to. You have to disable Harmony 20's Undoable Selection Preference in the General tab for this workflow.
20:23- Purpose of the Master Handle. Usually helpful for keeping character scaled appropriately in reference to eachother.
22:58- Sizing registration for characters and props using the Master Handle.
30:33- Cheek touchups.
31:00- Reposition All Drawings. You need to make sure to expose all the drawings on the Timeline in order for all of them to move.
32:46- Adding an empty 0 or 0FF swap.
35:38- Black, unused columns in the XSheet View.
36:34- Use Static Transformations to keep some of the peg selector handles in front of the body.
37:44- Adding some extra Bitmap mode comps below the self-traced lines of the legs to make it easy to disable them to save computing resources. Sometimes rigs with self-traced lines will lag as you animate with them. Then you just make sure to turn them all back on when you render.

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