

Animate the tennis ball using booleans, spline deformer combined with rotational morphs. We animate the reveal on the golfball, using random and plain effectors manipulating weight to create a more organic wipe. Using PolyFX, Fracture Object and various effectors to block out the basic animation.Ĭreating a Sport ID. Working with multiple cameras and the stage object. We create the foundation for our ID by building the animatic. Exploring various modeling tools and some less common methods of selection components.Ĭreating a Sport ID. We model a golf ball, tennis ball, football and basketball. We add some materials to our extrudes and then set up the scene for rendering using a combination of layers with parent/child render settings and the Take System.Ĭreating a Sport ID. We create animated extrude objects with labels, and automate the process using Xpresso.Ĭlass 6: Creating an animated infographicĬreating an animated infographic. We explore sketch and toon building a blueprint type style of rendering. The last 24 minutes of this lesson are a bonus showing how to incorporate the page turn rig into the book rig using hierarchical absolute morph targets.Ĭlass 5: Creating an animated infographicĬreating an animated infographic. We explore more rigging with joints and skin deformer, along with Pose Morph and Xpresso. We build the book cover and some blocks to represent pages. Binding the joints to the mesh and adjusting the influence by using the weight tool and the weight manager.īuilding a book rig. Rigging the page turn with joints and the skin deformer. We also look at working with Vertex Maps and combining this with Cloth and Hair for added control.īuilding a book rig.

We look at working with Cloth to create a reveal by peeling back the cloth surface, we explore jiggle deformer for an alternative approach to soft bodies. Finally we add some dynamic behaviour to the spline so that we have the opportunity to keyframe the spline and at the same time secondary dynamic motion will be automatically created. First we look at how we can control the spline points by attaching them to null objects, we then link the ends of the spline to objects, ensuring the cable always remains perpendicular to the object surface. We will build a flexible rig for controlling splines. Class 1: We will build a flexible rig for controlling splin
