The True Acrobat ;D

I finally finished my animation and render it. I wish to be better with camera animation…
However i am satisfied with the end result after adding some sound to make it more living.
Have to say, this section was full of new and useful informations so thank you Michael and Ben.

Well, here is my hyperactive lamp :smiley: .

https://community.gamedev.tv/uploads/short-url/3rvVCBZb3SI9d5R9JoVSq08Pprk.mp4

Hope you like it…

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I am sorry. I thought that uploading a video will make it playable from a browser. :frowning:

…so, here is my video on the YouTube.

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Wow! also :1st_place_medal:
I like your lamp piston structure. The motion feels natural. With a nice tick, tack noise. Luv the colors.
Well done.

Thanks…

I made target and set IK for better control over the lamp.

About those pistons…it was really pain to set up IK for them. I dont know why, but there was some glitches occuring while render as animation so i needed to rendrer each frame manually… 4 HOURS!!! :smiley:

After a well-spend afternoon i find out how to fix it. I added extra bones and constrain them to have only one role in the rig: to be targets for ik otherwise solver returns glitches in render like at this picture.

I dont know if you can understand my “academic” describtion :sweat_smile: so i rather enclose blender file, if you want to take a look, with fixed pistons (free to use :wink: ). IK bones for pistons are in the second layer if you cant find them.

AnimatedLamp.blend (1.5 MB)

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I fully recognize your bones, constrains problem. I had also similar problems ( never solved :frowning: ). I created a special construct for the lampshade and upper-arm. With a couple of constrains, which didn’t work that well.

When doing things for a first time (or trying something more complex), I get mostly distracted by the end result (in my mind). Forgetting that the path to that end, is paved with a lot of experience… :wink:

Happy rendering.
Pete

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Exactly the same happens to me too, oh too often :rofl:

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