Ball
Toss - Part 3: Create a Motion in
MikuMikuDance to Toss the Ball Accessory that we made using Google
SketchUp and the 3D-RAD Plugin.
These
next steps position the model as she gently tosses the ball up and down.
Before starting ... you
should have the PREVIOUS
steps completed to the point where your
animation has the ball's motion saved ... and when you click Play you
see:
Here we go:
We will be chasing the ball's Dummy Bone ... placing our hand around
the ball at each of the ball's registered frames.
Move to Frame Zero and spend some time getting the model's grip on the
ball exactly where you want it. You may find that you will want to move
the
model's right shoulder, arm, elbow, wrist and the fingers to get it
"just
right".
Here are two views of my Frame Zero position:
Advance the Frame Counter to the next frame where the ball's Dummy Bone
is registered ... FRAME 3 ... and adjust arm, elbow, and wrist as
necessary to stay with the ball.
Now advance the Frame Counter to FRAME 6 and, again, adjust the model
as necessary. You may find that moving the Upper Body will give you
some
added arm length.
In FRAME 9 ... the ball should be airborne.:
In FRAME 15 you catch the ball. Move the hand into position to be under
the ball:
FRAME 17 ... stay with the ball:
FRAME 22 is the end of the motion. See if you can copy the Frame Zero
data into this Frame 20 so that this frame is exactly the same as Frame
Zero.
NOW ... when you click PLAY ... you should see this:
In the Next Step we will
be tossing the ball at Miku!
Here
we will create this motion:
But First, you
will need to have completed the animation as shown in
the previous lesson.
This exercise
is fun. We get to adjust the model as we chase the ball's motion
I spent some time
getting the model to hold the ball realistically. Position the arm,
elbow, wrist, and fingers as necessary. I used one of my standard hand
pose
files, RH_RelaxOpenRD, to give me a head start on the hand's position.
You
can download all
of my hand poses
HERE.
When
you are happy with your FRAME ZERO, we are ready to move on.
Advance
to
FRAME 3 and move the arm and elbow to place the hand on the ball. Move
the
wrist if necessary ... and you can also move the Upper Body to
add/subtract
length/reach of the arms.
The
next hard
point is FRAME 6 ... make it look good.
Now
we wait
while the ball flies high ... and we move on to FRAME 15 to position
the
hand for the "catch".
FRAME
17 ...
stay with the ball.
FRAME
22 is
the end of the motion. I wanted to make Frame 22 be in the
same position
as Frame Zero so that a Repeated play has a smooth transition from
Frame
22 to Frame Zero. So ... move the Frame Counter to Frame Zero. Click
any
diamond to make it red ... and click V-Sel (Vertical Select) to make
the
whole column red. Click COPY. Advance the Frame Counter to Frame 22 and
click
PASTE to put that data into Frame 22.
Click
PLAY
and you should have this nice motion:
In the next page we will set up a
complete animation that tosses the ball
at Miku!