URCHN Arkipelago Walkcycles

Walkcycles

From URCHN Arkipelago
Revision as of 13:39, 10 August 2012 by Bassam (talk | contribs) (Created page with "# Plan your cycle from contacts; # after you make your first contact, post a still image (or two ) of the side ( and optionally front) of your contact position. Contact positi...")
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  1. Plan your cycle from contacts;
  2. after you make your first contact, post a still image (or two ) of the side ( and optionally front) of your contact position. Contact positions determine the gait/speed of the walk pretty well: the main element of feedback is to determine whether the gait is wide/narrow enough to hit the speed of the walk. too short a stride means the character will be walking slowly, a long will be a fast walk (of course, it's possible to animate funny walks with fast short steps or long sneaky strides that are slow, but we will be doing fairly normal walks for the crowd.)
  3. from there you can build in stepped contact - reverse contact - contact:
  4. copy the first contact on all animated controls in the header.
  5. scrub to the second contact and paste mirrored key it.
  6. select the IK feet and torso and open a graph editor
  7. move the forward translation keys for all 3 controls *together* on the second contact so that the curve of the static foot becomes roughly flat (no foot skating)
  8. reselect all your controls
  9. scrub forward to the final contact
  10. paste the pose in the 3d view and key it.
  11. again, select the IK feet and torso
  12. again, on the final pose, move those keyframes on the forward translation up/down in the graph editor *together* so we get a flat line for the static foot.
  13. at this point you should be able to add cycles to all curves, and cycles with offset just to the forward translation curves for those three controls.
  14. now you can go in and build in your pass positions.