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A forum post by BrantleyIV

'@TAPGiles @CLOUD1985

Thank you for your advice!

@TAPGiles , I tried, but not sure if I did it correctly. Basically, I put the starting position whip in the character's hand and added a keyframe to the scene. I started recording with the keyframe, simply clicked the whip to select it and pressed stop recording. This was my starting point keyframe. I then moved the first whip out of his hand and moved the second whip into his hand and repeated the process with the keyframes. I did it one more time with a third sculpt and then added all the keyframes in a timeline on the same line and when I ran them together, it didnt do anything. I tried different methods weith the keyframe and never got the result I wanted.





@CLOUD1985 Thanks for all the suggestions! Originally I wanted to use the animate gadget, but I realized I can't actually manipulate the whip itself. Once it's sculpted in the L1+Square edit mode during sculpting, I can't bend my curve shape anymore. During the animation, I can only rotate and move it about.

Also, I am not sure how to animate 3 whip positions on the same timeline. I imagine I would run into the same problem I had with the keyframes.

I have 3 different sculpts right now and tried to animate frame by frame with the keyframe but it wasn't working. Is there another way to do this?


Here is the optimal thing I thing. I'm wondering if I can somehow add physics to the rope part of the whip itself? Then I can create an attack animation by literally whipping the whip. And when it's not in use, it will look way more realistic because it's flailing about. I see people do this physics effect with hair and clothes, and even the little cone girl for the tutorials (her arms are manipulated by momentum and velocity.)

How would I make a sculpture piece (or painting) obey physics and movement?

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