Skinning makes a very natural movement, place the rotation deformers where the bones would be in the tail and it makes it very realistic, just make sure the mesh is fine enough or the pieces will split weird
I recommend just using physics and only animate the base of the tail. it makes the movement much more natural. EDIT - Also, use skinning/rotation deformers. with path deform it's easy to accidentally stretch the tail and make it longer than it really is.
Base moves first, the tip of the tail follows along after. If you look up some animation principles it might help out
Skinning makes a very natural movement, place the rotation deformers where the bones would be in the tail and it makes it very realistic, just make sure the mesh is fine enough or the pieces will split weird
Nice, but not a how to. I didn’t learn anything :c
It isn’t meant to be? It’s just a how not a how to
I recommend just using physics and only animate the base of the tail. it makes the movement much more natural.
EDIT - Also, use skinning/rotation deformers. with path deform it's easy to accidentally stretch the tail and make it longer than it really is.
@@remirusaikialways some kissass
@@remirusaikialways some kissass
just use skinning
I've been through this. It's hard, the tail that I made deformed into weird shape.
class
Cool! ❤
nice
this is how i animated the tail!! ewww thats sucks!! *something happen* yay that looks better now!
Thanks god skinning exists💀
Hello Kitty
Im worried because the model im working on has a tail and im completely lost on how to animate kemonomimi characters 😬
What parameter did you animate on?
Pretty sure live 2d I think
@@chikenn00dles34 yup its live 2d