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kelgy
07-23-2010, 02:56 AM
What is the best workflow method of animating a figure on a sloping surface(as in rocky) from mo cap walk cycle data?


I am not sure whether to use the reference node locator to raise the figure to the slope----then animate the floor planes that I have for the feet-and then animate the hips...then refine the feet themselves..

Because when I try doing it with the feet first--then the hips--the floor planes seem to peak at a high level-even if I place a zero key at the origin height..

kelgy
07-23-2010, 07:32 PM
Just thinking what else I could add.

kelgy
07-24-2010, 06:42 PM
I just changed the subject title so I deleted the original questions.

I will try animating the reference node locator first
then the floor planes...

then the feet,
then the hips...

all on different layers...

aforetaste
07-26-2010, 01:42 PM
Best of luck on that.
I'm interested to find a working solution as well.

bclark
07-26-2010, 04:06 PM
I would not animate the reference, just the hips, turn pinning off while you move the character so you have locked worldspace keys for the rig.

Then animate the floor planes *rotation works also.

kelgy
08-01-2010, 05:50 AM
Yeah that's what I did(after finding out in practice moving the reference node wasnt such a good idea)


My workflow was to:

animate the hips--turning off the TR on the ankles when necessary(I made sure the hips were dipping along the slope so I didnt have the foot pulling the hips down too much-was getting weird hip curving)

I moved the floor planes along with it-and then adjust the feet to plant..I need to check the curves--was getting some sliding, foot rotation etc--but so far it looks pretty decent as its a very uneven surface.

I redid it a couple of times to reduce the amount of key frames I used-and I need to have a bunch of characters moving along the ridge at different points so I will experiment more with it.

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