Toss - Part 3: Create a Motion in
MikuMikuDance to Toss the Ball Accessory that we made using Google
SketchUp and the 3D-RAD Plugin.
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
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
model's right shoulder, arm, elbow, wrist and the fingers to get it
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
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
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
NOW ... when you click PLAY ... you should see this:
In the Next Step we will
be tossing the ball at Miku!
we will create this motion:
But First, you
will need to have completed the animation as shown in
the previous lesson.
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
files, RH_RelaxOpenRD, to give me a head start on the hand's position.
can download all
of my hand poses
you are happy with your FRAME ZERO, we are ready to move on.
FRAME 3 and move the arm and elbow to place the hand on the ball. Move
wrist if necessary ... and you can also move the Upper Body to
length/reach of the arms.
point is FRAME 6 ... make it look good.
while the ball flies high ... and we move on to FRAME 15 to position
hand for the "catch".
stay with the ball.
the end of the motion. I wanted to make Frame 22 be in the
as Frame Zero so that a Repeated play has a smooth transition from
22 to Frame Zero. So ... move the Frame Counter to Frame Zero. Click
diamond to make it red ... and click V-Sel (Vertical Select) to make
whole column red. Click COPY. Advance the Frame Counter to Frame 22 and
PASTE to put that data into Frame 22.
and you should have this nice motion:
In the next page we will set up a
complete animation that tosses the ball
See you there!
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