logic to setting up timeline layers? waz the best way?
trying to logically organize this in my head before keyframing my lil heart out.
so, my character is moving about - one layer? - rotating it's joints
layer for translating? - maybe parent figure to a null and move the null about?
breathing - 2nd layer?
blinking - # layer?
eye movment - # layer?
extra morphs working - #layer?
do see each element has it's own timeline.
i don't know how many layers a timeline can have for a single element?
can i even separate the breathing and blinking into it's own layer for a character?
i need to animate biguana, dragon, gn1, michael6,
flying vehicles that don't do a lil speed bump skip before takeoff,
choppy water plane, big clouds and lightning
animate the lights. lightning flashes
watched the tutorial on animating with 2 cameras :)
animate a displacement map to show wounds healing. i was thinking that geo clone thing to put a layer under gn1 skin for horror bits.
and then while it's rendering, beer!
Comments
who knew there was an animation forum? :lol:
having fun with this link --- :) -- Film Language Glossary
http://ccnmtl.columbia.edu/projects/filmglossary/web/terms/establishing_shot.html
A walk could be done by doing the leg action on one layer.
You could use the same walk in several scenes then.
Each with another upper body motion.
The arm gestures, on a separate layer.
You can finetune it, change the timing, without affecting the
timing on the other levels.
Lipsync and connected facials on a third layer.
Once that works, you do not want to destroy it by making changes
in timing in other body parts.
Best use logical units for your layers.
That's a pretty good site, thanks.