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It’s interesting how even in real life things pivot and rotate from an origin point, or maybe it’s a balance point IRL. Since a lot of my #3danimation in the least year or so has been focused on objects that have rigid structure (buildings, vehicles) learning to animate them convincingly is typically based around the way they move despite their lack of deformation when they move. When animating characters for instance, there are so many micro and macro skin stretches, cloth shearing and bending, even the way things are affected by surface conditions. With vehicles it seems a lot is based on finding an origin point that makes sense for the way it tilts and turns in your shots. I didn’t spend a ton of time on this helicopter scene yet, but these days we release the test renders because why not? Ok more animations from citymeta and my documetaverse coming soon😁. ❤️‍🔥 #blender #blenderart #blender3d #blendercommunity #blenderartist #cg #cgi #cgart #cgartist #cgmethod #cgartistlab #blend...
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