View Full Version : Character animtion question...
CgEye 08-12-2002, 08:31 PM Hi there good people,
I rigged a character and used IK for the legs and arms.
I animated a walk cycle with it and now i want to make the character turn during the walk.
ofcourse if i rotate the rootjoint, the IK handles will stay in there place making the feet "glued" to the ground.
how do i turn the hole body during the animation?
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Ibanezhead
08-12-2002, 09:49 PM
I usually create a Master that is the parent of everything...
Nahaz
08-12-2002, 10:04 PM
You could parent the root and the feet to something, then rotate that.
usually, I group all my kinematics ... then you can animate the group ( very cool way to animate cycle ... )
CgEye
08-13-2002, 04:36 PM
actually, parenting the IK's and the rootJoint caused trouble.
the character allready had been animated so after parenting it all got screwed up. I don't get it yet...
and Derzen:
Can u explain to me why u group the IK's? i don't get that eather...
thanx
Well aren't the IK already parented to the rootJoint? If so, then you get double transformation if you parent both of 'em, I'd say just parent the rootJoint, that sounds the most logical way.
Ibanezhead
08-13-2002, 07:42 PM
Parent the root of the skeleton and the Foot controllers that your IK should be linked to, to a Master Controller...
CgEye
08-13-2002, 09:40 PM
-wT- - you are right about the double transformation. but you sollution isn't. 'cause if i only parent the rootJoint that meens i could have just rotated it in the first place. but the problem is that the feet stay in there original rotation.
Ibanezhead - That's exactly what i did. and it caused the double transformation and the feet went wild.
After much experementing, I decided to start the walk cycle over after grouping the feet and the root joint to themselves, and making the root a point and orient constraint to the center of the feet, so it stays in the center of them while moving only the feet. i can still use the rootJoint to offset the pelvis.
What do you guys think? Is that a good way to go?
CgEye
08-14-2002, 10:10 AM
HellRender, does that have anything to do with this discution?
I'm talking about the joint parenting and rigging. i'm after the binding stage, and it's better to work with a low polygon mesh of a subdivision object and then switching between them before render.
but thanx anyway and good luck with your animation.
still, i need to know how others prepair their joints and IK's for a walkcycle animation...
bye
Originally posted by CgEye
-wT- - you are right about the double transformation. but you sollution isn't. 'cause if i only parent the rootJoint that meens i could have just rotated it in the first place. but the problem is that the feet stay in there original rotation.
...
Yeah ok, I really haven't done any serious animating at all, so I'm somewhat new to this myself, I hope you get it to work
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