With the AnimSchool Picker, animators can easily select rig controls without the clutter of NURBS curves controllers in the viewport. The AnimSchool Picker allows you to select and control components within Maya, just like the pickers they use at the big studios. World Space 2 also includes a number of other features that allow you to create simple on-the-fly rigs for props, manipulate which channels you want space switching on, in addition to tools for creating paths and copying animation. In world space, you can fine-tune an arc by translating the head or limb more precisely. In addition, utilizing World Space 2 to put part of a character, such as an arm or head, into world space is a great way to do a final polish pass on animation since controlling how an arc will look to the camera in world space is much easier than in object space. Once you’re done, you can simply bake down the animation and have complete control over your character's original controls again. In this case, you put child objects into parent space and the tool will create temporary controls for you to animate with. First off, this tool is yet another way to constrain objects to each other. World Space 2 is a set of advanced animation tools for manipulating animation and switching between world, local, and parent spaces. If you find that you have trouble tracking arcs and spacing with only your eye in Maya, bhGhost is definitely worth a download. The plug-in allows you to change line thickness, color, and even add sphere trackers to the geometry to see parts of the body as a simple bouncing ball to track spacing. Instead, it creates an outline that reads as 2D to make it look like you're tracking a simple drawing instead of a complex, 3D rig. What sets bhGhost apart, is that it doesn’t simply onion skin your entire geometry. With this plug-in, you select your character's geometry, or whatever you want to track - whether it be a hand, a foot, or the entire character - and you ghost it. ![]() bhGhost helps us bridge this gap by creating a way to transform your 3D model into a simple outline to help track spacing and timing. With this in mind, tracking arcs and spacing on a 3D character can seem complicated compared to 2D drawings, where the spacing is obvious. ![]() In this way, classic 2D hand-drawn animation isn’t very different from 3D animation. Ultimately, you are animating for the camera. One thing many 3D animators forget is that despite the fancy 3D models that can be tumbled around freely in space, 3D animated shots are viewed on flat 2D screens.
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