Before I made the center of gravity shift, I broke down the center of gravity changes in the steps and drew the following decomposition steps. The drawing is a little rough, but it clearly shows the rotation and transition of the center of gravity

Before I made the center of gravity shift, I broke down the center of gravity changes in the steps and drew the following decomposition steps. The drawing is a little rough, but it clearly shows the rotation and transition of the center of gravity
In 3D animation, the ball with the tail can be said to be a difficult problem.
Pellets tend to have very exaggerated squeezes and stretches. In class, the teacher shared the case of the ball with the tail for us, and used the real reference of the squirrel’s tail.
In the animation process, the correct and flexible use of anticipation and following is very important, especially in the typical tail ball movement.
We must also remember that in the process of buffering, the motion trajectory of the tail tip is curved, and in the process of buffering, it is necessary to keep the dynamic match and follow the previous frame, and keep the tail always in the shape of S, which can make the animation more flexible and vivid.
It is worth noting that the ball will produce a lag or inertia in the tail tip during the preparation process of bouncing. At the highest point, the tail will naturally drift along with the motion trajectory to form a soft feeling
This class we used a method control rig to get the cortol system in UE. Created our skeleton ctrl and rig nodes, even IK crtl. Finally put the skelton mesh in the sequence made a simple animation.
There is class notes.
in this class we learned UE simulate physics, whic is very intersting, we can put some phsics in our level, to add more vivied elements and animations, it’s really a easy way to get it.
there is the key note in class
Motion trail in Maya are very helpful for us to do animation. When we select the controller and click on the motion track, it will generate a curve. These curves are marked with frames, which can easily check whether the trajectory of the movement is what we want
At the same time, you can also click the point on the motion trajectory to move to reverse control the motion of the controller