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Posts tagged ‘transform’

Re: Owning Keys

February 13, 2011

Charles

Maybe I was a little hasty. Crucially when it comes to keys, animators need to know the reference a value exists in – and that, it shouldn’t change.  For example if I animate a guy jumping from one platform to another – the curves of the jumping, moving from and to the platforms shouldn’t pop erratically to allow its reference space to change. More over the the space the values are relative to should be transformed.

Offsets

The offset is a great mechanism for retaining space – it wouldn’t be a good mechanism for FK/IK systems because your trying to force the IK/FK into its opposite – i.e you want its value to change. Can we form a rule here?  When you want the value to change directly transform the object, when you want to retain the value transform the objects parent space.

But..

You still need to allow this approach to be understood by the animator. The offset needs to be understandable, accessible and crucially clean-able!. Any system  that transforms an object by an offset will encounter pops and hitches if the keys of the offset change, get moved or deleted. (Another reason to place them in there own area – attributes etc)

Is orthogonality found in nature?

October 12, 2009

Charles

I wonder whether orthogonality is found in nature? We can dictate a direction with an axis and its spin about that axis with a second axis – the third axis is really a product for keeping the second orthogonal to the first.  I wonder whether this is needed in nature or whether it copes quite well with skew? Skew itself seems quite common in nature and the very fact that skin, muscles, etc skew is important for flexibility, movement and kinesis.

I wonder if allowing a transform to skew, without affect its scale has benefits to rigging. Tensegrity and its biological form certainly allow for skew against multiple planes, and the fact that they work under tension allows them to always find a resolution.