PDA

View Full Version : Side-jump animation


mmurakami
08-01-2007, 08:23 AM
HI,
I try to make a side-jump animation. The whole body is facing to a front camera and jump to a side with both legs together. This is a pretty basic, but when a human jumps, the heel releases from a ground at first, secondly the tip of a toe releases from the ground, and a whole body is in the air at the last. How can I process this animation (using IK)?

I think this difficulty happens to create a walk-animation, too. If his tip of toe and ankle move as a one, it’s so easy to make such an animation, but the toe is obviously digging ground, looks like sliding/unfixing on a ground during walking, or the pivot of foot is the tip of foot.

Please give me tips or I really appreciate if you can send me a file of sample-animation (vel7.5 or older Version). I usually use Maya, and I thought Motion builder would be easier to solve this problem than Maya..

bclark
08-01-2007, 08:34 PM
HI,
I try to make a side-jump animation. The whole body is facing to a front camera and jump to a side with both legs together. This is a pretty basic, but when a human jumps, the heel releases from a ground at first, secondly the tip of a toe releases from the ground, and a whole body is in the air at the last. How can I process this animation (using IK)?

I think this difficulty happens to create a walk-animation, too. If his tip of toe and ankle move as a one, it’s so easy to make such an animation, but the toe is obviously digging ground, looks like sliding/unfixing on a ground during walking, or the pivot of foot is the tip of foot.


first to pimp the class.. http://www.autodesk.com/mini-sites/siggraph2007/classes.html#mc8

I cover setting up a reverse foot system that works fully witht he rig and poses and cover a few other methods for the foot rig...

but to help you out here for the jump.. a fast way to take care of this is make the ankle IK a child of the toe IK and set its reach to 0, add a aux pivot to the toe contorl and place it at the tip of the toe. set pvt reach to 100 and toe to 00, now you shoudl be able to animate the foot for the jump or walk with less problem.

Walk will need a bit more work but check out the IK/FK keyframe button to help manage the reach and setup your aux pivots and handles to help.

Smapdi
08-01-2007, 10:07 PM
For the jump, you may be able to get around these obstacles with clever pinning when you are posing. If you simply pin the T and R of the toe effector, it will not move with the ankle when you move or rotate the ankle.

mmurakami
08-03-2007, 08:53 PM
Thank you , guys.

I am going to take just simple way, pinning on/off manually. It's tiring a lttle, It's OK.


Other questions are:
1
When I move arms or legs to create animatons, it’s fine. But when I see playing their animation, knees and elbows positions are sometimes screwed up between keyframes. It seems they are twisting over 360 degree. (This problem often occurs when I add/insert more-keyframes into timeline which I already made some animations.) I guess I need a sort of Maya’s pole vector.
Do we have the one in MB?

2
Because of the above problem, I need to remake animations so much. Then, I try to delete keyframes from FCurve window, but some keyframe animation are still left that I can see a character moving in the view window. And I notice that they are strange keyframe marks in Transport controls. What’s these keyframes? Where are these from?
What’s the correct way to fix animations in conclusion??

I am sorry to ask too many, but MB help doesn’t help me very much. That’s why…
Thanks!
http://i89.photobucket.com/albums/k223/mmurakami/mb01.jpg

mmurakami
08-15-2007, 10:14 PM
I used a setting, ”degrees of freedom”, to solve the above freaky problem, but I found new problem: when I translate an IK WristEffector, the value of each rotation also change even though I don’t animate the wrist to bend or twist . I think the rotations respect to absolute axis. Can you change to respect to relative axis, which means respects to the arm-born like Maya’s rotation way. In this way, the wrist rotation-value (of WristEffector) will never changes even though I translate arm (WristEffector) wherever.

Thanks

CGTalk Moderation
08-15-2007, 10:14 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.