Principles of Animation in Max – Part 11

If you are Following this Series, you are now in 12th Part of Whole

This tutorial refers with the principles of animation. If you are following this series, you are now in 12th part of whole. This part describes about squash and stretch application in body movement.

The character needs this kind of application to perform daily activity of life. This squash and stretch are not about volume of the object but it shows gesture of sitting and standing position.

When the character bows or sits, it needs to squash itself. On the contrary, the character stretches itself when it is going to stand, jump and catch etc. Once we have applied these affect onto this character, then it can be seen by moving time slider and character will squash and stretch.

principle_of_animation_11In this way the eye control and gravity control are two main features that make the character ease to make stretch and squash. In the whole pose animation, though the character will show as perfect but still there are some loose steps which are making the character unreal and rough, for example, the elbow setting, backbone.

It can be controlled by using curve editor where all three axes are denoted with curves with different color setting. It helps you to pick such curve for setting which is creating problem in your scene setting.

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