
Here is the alterd inbetweens for the keyframes and as you can see in the image above the knee is back facing the correct way, and the keyframes in the graph editor are on a much more even setting.

The next step I took in fixing this 'Rotating leg problem' was to select the keyframes before the steep incline and bring them up so that they were on an even level to the other keyframes as shown in the above image. This would stop the drastic change in movement in the knee rotation and keep the knee in the correct outward facing position through the animation.Problems like this can occur when during the keying of the major poses you accidentially rotate a limb passed its rotation point, and maya being based on mathmatics will always try to find the shortest route possible between one keyframe and the next, So when that happens the quickest way can sometimes be for the limb to rotate in odd ways. This is the reason why even though maya can calculate an animations inbetweens the animator still has to go in and apply the principles of animation (Rules in which animation is done by) to insure that no mistakes like this one occurs.

In this above image you can see a closer picture of the graph editor and the green line represents the movement of the left foot on the rotate Y axis.As you can see the direction of the curve is quite steep between the keyframes were the leg was rotating oddly indicating that this is the reason why.

In the scene im currently working on the heros left knee kept on rotating backwards when I played through the keyed animation. On the key poses themselves the leg was in the right location, but in the inbetweens the leg would swivel around like in the image above. I opened up the graph editor which can be seen in the above image, which allows you to see your keyframes in a graph and lets you manipulate the frames easier.It also allows you to locate any problems quicker because of the odd looking curves which would be present in most cases.
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