I have almost finished my character rigging and want to ask a few questions before I get stuck into the animation...
How should I organise the animations? I've not really done much animation, so help would be appreciated. You have one animation timeline of frames for the model so would you organise the animations something like: -
Frames 0 - 49: Idle animation.
Frames 50 - 99: Walking animation.
etc...
Also, I was playing "Zelda: Ocarina of Time" last night and you know the bit where the zombie creatures pop out of the ground when it gets dark and you can chop their heads off, I'd like to do something like that. The easiest way would be to have two seperate meshes (body and head) and parent one to the other and then reference the head seperately when you want it to "come off". However, I've already made the model as one file. The head is seperate (and named) but its all grouped together as one model. Is there some way to reference the "head" part of the model from within B3D and move it around as a seperate entity or something like that?
Thanks for any info.
How should I organise the animations? I've not really done much animation, so help would be appreciated. You have one animation timeline of frames for the model so would you organise the animations something like: -
Frames 0 - 49: Idle animation.
Frames 50 - 99: Walking animation.
etc...
Also, I was playing "Zelda: Ocarina of Time" last night and you know the bit where the zombie creatures pop out of the ground when it gets dark and you can chop their heads off, I'd like to do something like that. The easiest way would be to have two seperate meshes (body and head) and parent one to the other and then reference the head seperately when you want it to "come off". However, I've already made the model as one file. The head is seperate (and named) but its all grouped together as one model. Is there some way to reference the "head" part of the model from within B3D and move it around as a seperate entity or something like that?
Thanks for any info.