Hi
Kevin,
I thought the jump was really good. If i may suggest, take out some frames as he is getting up to the halfway point on the table, just to speed him up a bit as he's mounting the jump, and multiple keyframes to hold his position on landing. Ie: Move and key his '
position' on each frame as soon as he hits the floor.
Some answers maybe:
1)
Hands are definately easiest to animate in sequence mode. Make a whole lot of hand 'poses' and export them into a folder for future use with that figure.
A 'pose' meaning a 2, (or 1) framed sequence. Then its only tweaking of hands/wrists in scene mode when needed.
2)
The gizmo for rotating bones is in 2D that's bad if you rotate to any user angled perspective you will still see the gizmo in 2d meaning...you'll get puzzled about the directions of the angles...this will lead to unwanted distortions.
With practice It'll make more sense and get easier. At the end of the day, Green will rotate the X axis, Blue for the Y axis and Violet for Z. The outer ring will rotate the joint around the 'Screens' Z axis, and the Yellow arrows will rotate around the screens X and Y axis.
I find it easiest to only use green, blue and violet, and from the most sensible view to 'see' the movement on the designated axis.
Setting limits to bones movements can also be helpfull.
3) IK controllers can be positioned, and repositioned when necessary, in figure mode.
4)
Anyone should try animating a rotating wheel
That's a gimble related thing, i think, and has been dsicussed a lot in the past. You can 'force' the wheel to rotate smoothly, using the right values at the right positions... i can help with that if you're still having trouble.
5)
You can hide both the bones and the object, making the figure invisible, and leaving the path visible
6)
Solved by
Claude 7) multiple bone rotation.
Sorry, not sure if i'm understanding that one. IK is for multiple bone rotation, FK is 1 bone at a time. (?)
Happy to explain more on anything that still troubles you