Showcasing some different types of animations.
- Facial Animation on a Human
- A fully rigged Animal
- An animated Mechanism 
After adding bones, rigging and skinning the model, I gave value to some of the animations. 
To give an example. Opening the mouth is now a value based on the scale of 0-10.
0 means closed and 10 means fully open. The value is linked to different bones in the body, so instead of moving 8 bones to get the desired effect, you now only have to change the value.
The value is then linked to a slider, for a better overview and usability.
I only rigged skinned and did the animations. Model courtesy of iAnimate.net.
For this character, I didn't gave values to the animations. Since the character is more cartoony, or at least more bendy and squishy, you don't really need to restrict yourselfs on values. The body is also not as complicated as for instance the human. I did linked the bones to circles around its body so that they are better clickable and viewable.
This siege weapon seems like a smaller but similar version of the facial animation, since it also uses sliders that binds different animation properties. However, the siege weapon itself doesn't have bones, mostly because all of the animation are not as complicated. It's usually moving, rotation or scaling, which are very simple animation to perform. The only thing where you have to think ahead is that you need to model it as different components, not one whole model.
Animation & Rigging
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Animation & Rigging

Animation stuff

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Creative Fields