Thanks. I have seen these. What I meant was a tutorial which shows the Curve editor actually being used to clean up or enhance animations on the bones of avatars. These all concentrate on props ...bouncing balls, cars, spaceships, etc. The one you highlighted has a character which runs a gauntlet of swinging axes and other threatening props. It shows how to animate the props with the curve editor, but the character himself is edited using regular keyframing and the motion layer editor.
Another tutorial features an avatar, but concentrates only on the use of reach effects to do pullups. It fast-forwards through the process of how to clean up the animation with the curve editor. That's exactly the part I want to see.
There is a new video on Iclone 8 showing a demonstration of an effective way to exaggerate a motion of an avatar using the curve editor, but it's just a brief glimpse, not the kind of step-by-step tutorial I need. This video is what gave me the idea to ask for a more in-depth look at this:
Anyone can animate A step-by-step look at how they created the arc movement of the avatar in this video would be a great start to helping to figure things out.
I understand some of the basic principles of the curve editor, but I have trouble applying this to the complexity of the bones of the avatar. Something that specifically focuses on this would really be helpful.
