Source Filmmaker

Source Filmmaker

guhhh Aug 1, 2017 @ 9:09am
Fingers.
I have recently just started working with fingers, and I just can't get them to look natural, or decent. They instead look broken, and unnatural, any help, suggestions, or tips? Maybe videos?
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Showing 1-6 of 6 comments
Davrozz Aug 1, 2017 @ 9:25am 
I don't think there really are tools to make fingers look more natural, but if you rotate them it looks pretty natural to me.
I made a quick video to show what i mean and how the fingers look:

https://youtu.be/MIyWEUydk-M

hope this helps
dooragjockey Aug 1, 2017 @ 9:27am 
Ya fingers are something i dread alot when animating. What my only tip (heh) is, is to start on one finger wrapping around spys revolver. start with the base of the finger moving a little, and work your way to the top. and start on the next finger. Make sure that the revolver is nicely fitted into the hand so the fingers can wrap nicely. https://www.youtube.com/watch?v=u5CUNfNSGdU heres a better video by a cool guy name zach. (I havent watched it but im sure it might be helpful)
Davrozz Aug 1, 2017 @ 9:32am 
Originally posted by BlanketMonster:
Ya fingers are something i dread alot when animating. What my only tip (heh) is, is to start on one finger wrapping around spys revolver. start with the base of the finger moving a little, and work your way to the top. and start on the next finger. Make sure that the revolver is nicely fitted into the hand so the fingers can wrap nicely. https://www.youtube.com/watch?v=u5CUNfNSGdU heres a better video by a cool guy name zach. (I havent watched it but im sure it might be helpful)
yeah thats probably better
Pte Jack Aug 1, 2017 @ 9:42am 
That's the way I rotate my fingers. Select the bones in a FK solution, Open the rotate modulator , change the rotation mode to local, and rotate. If things look a little wonky, adjust the wonkiness before committing the rmovement. I usually do mine using the motion editor then adjust the speed of the animation by using the graph editor and keyframes. (Or you can do that straight in the graph editor, it's your preference.)
R234 Aug 1, 2017 @ 5:00pm 
Make sure you only ever freely rotate the first bone of each finger (you can get away doing so with the second bone for the thumb). For all other bones, only rotate them in the one axis that's aligned forwards (depends on the model which one it is). Finger joints don't twist nor bend sideways, at least not perceptively.
guhhh Aug 1, 2017 @ 5:59pm 
Thank you guys!
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Date Posted: Aug 1, 2017 @ 9:09am
Posts: 6