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This is a short animation, to show what I mean. I didn't model the face, I
just downloaded it. But I made 2 variants: A relaxed, and a smiling face.
This was done in Wings3D. The amount of vertices are the same, and the
triangles are connected in the same way in the two facial expressions. The
interpolation are therefore easily done in POV.
I probably can't expand this to a whole character, walking and talking.. I'm
bad at higher mathematics. But the principle is clear. Rune has lots more
experience and skill in character animation.
Btw, did I mention that Jide's modelling of a face is impressive? .. I think
it is.. good work.
-Hugo
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Attachments:
Download 'POV face anim.mpg' (38 KB)
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Hugo Asm wrote:
> This is a short animation, to show what I mean. I didn't model the face, I
> just downloaded it. But I made 2 variants: A relaxed, and a smiling face.
> This was done in Wings3D. The amount of vertices are the same, and the
> triangles are connected in the same way in the two facial expressions. The
> interpolation are therefore easily done in POV.
Looks like linear interpolation, right?
Character animation really needs non-linear interpolation.
I'll do it in blender when I get the time and if the export script works ok.
> Btw, did I mention that Jide's modelling of a face is impressive? .. I
think
> it is.. good work.
>
Thanks.
--
-Jide
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