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Jeff's Dec. 17 tutorial, 5 Advanced Character Tips, was very helpful and included a tip of putting a Face behavior on a Body part. This got me thinking about weighting the major meshes in terms of movement and stretching. There could be a default setting of giving the body the most flexibility; and then change the weighting by keframing so that an arm could have the most flexibility and priority. So the character could be talking normally, and then someone pulls on his arm which stretches the arm and then the rest of the meshes snap to follow the character to the side or off screen. Also, one mesh could be set to follow another mesh in terms of priority, and that could also be animated by percentage.
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