Richard Lico is an award winning animator, working on the likes of projects such as Destiny, Halo, and many more. Here, Richard shows his technique for creating secondary animation by animating with aim constraints. The process doesn’t make sense without an example. So Richard shows how you can animate the ears of a character by animating Aim constraints. You know it’s going to be good and old-school, when he busts out the hypergraph!

animate the ears of a mouse character using aim constraints…

It really is a workflow hack. Instead of traditionally animating the many FK controls for the long ears of a rabbit character, Richard shows his extremely clever way to basically automatically animate the secondary motion. Adding some locators into the hierarchy, and baking out their motion, adding constraints and then offsetting the animation curves in the graph editor offers a really fast way to animate secondaries like this. Pretty amazing.

 

 

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