* The left and right rotation horizontally - (RotateZ in Max) � (RotateY in Maya).
Both this case and the previous one, the spine has to be adjusted "by parts". What I mean is that the chest zone rotates more than the lower part. So it's usual to have different values depending on which part you are animating (low-middle-high).
An important side note is that the rotation is always done towards the feet that is ahead.
The head should be animated as a spine extension, and therefore animated almost the same way.
Generally the head has less movement than the spine. It's a common mistake to overanimate the head, and that will give a "crazy" look to the head... having too many movement.
Again we have to try to look the inertia and fit the head movement to the body movement. In a simple run and walk cycles, (standard, without an actitude), the head usually looks ahead.
Just like in the spine, the head, we animate all the rotation axes (RX, RY, RZ).
* Up and down rotation- (RotateX in Max and Maya).
It's a better choice to begin posing the head straight, looking ahead, in the main frames (0-5-10-15-20).
* Left and right rotation - (RotateY in Max) � (RotateZ in Maya).
* Left and right rotation - (RotateZ in Max) � (RotateY in Maya).
In the previous steps we are trying to achieve that the head remains straight but not rigid.
The most simple, but also a very handy thing to do, is to key the frames at 0 � 10 � 20 (High Pose) so that the head looks ahead. Ideally, with time and practice, it's a matter of playing with the head animation curves and seeing the different results you get with several values.
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Author:Theremina Submitted: 2006-11-20 09:35:20 UTC Tags: Software: Maya Views: 215,868