View Full Version : Animating Walk Cycle
miketche 03-17-2003, 11:35 PM Ok, here is my question. I understand pretty well how to animate something. But how do I keep my two legged character's feet from slipping all around when I do a walk cycle?:hmm:
Tuts, help, info would be nice.
Thanks
PS. I'm still using 7.3
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LucentDreams
03-18-2003, 02:41 AM
Using 7.3 its going to be little more difficult to set up a good rig that will do this. Would be nice if C4D had pinning, since we don't even in R8, you have to be a little careful.
What you iwll need to do is make IK targets for the toe, the shin and the ankle, and group them in a null called foot. whereever you put thatfoot null, the foot should stay above, to make sure it doesn't go thru the ground
crgowo
03-18-2003, 04:06 AM
to be honest i dont have c4d but im looking to buy and i saw your post. anyhow if your feet are doing what im thinking then all you need to do is fix the tangency of the animationcurve. they maybe sloped when you want them to be horizontal. causing them to move in and axis when they are not supposed.
example say you set a key at frame 0 x = 5 then another at frame 10 at x= 10 then at frame 15 x = 10 you wold think at frame 10-15 it would be at 10 but if your tangency for the keyframes are not horizontal your curve will arc at frames 11-14 causeing you foot to move slightly. Again this might not even be your problem :)
miketche
03-18-2003, 06:26 AM
I've heard of using IK targets in null to help stick feet. But I'm not sure of how to go about setting it up. Could someone illustrate that for me?:wavey:
CosmicBear
03-18-2003, 08:37 AM
IK-SetUp in R7 (http://www.xs4all.nl/~naam/techniques.html)
check this link out. there's a file that you can download, which explains the whole thing (basic ik-setup)
hope it helps
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