XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Simple Walkcycle

11-08-2005, 10:53 PM

can you give me some hints on optimizing the walkcycle. It looks so robotic up to now. Thx for every help.




11-09-2005, 12:40 AM
ok i am by no means a master but here are some things that leap out immediately.

- the hips dont move....in fact the whole core of the body doesnt move, walk around your room and feel the way your body moves. when the character is at his highest (on leg straight and the other next to it, his weight should be shifted to be more on the leg on the ground side.

- his toes go up when his leg goes up, toe's dont do this i'm pretty sure. you need to have more drag so if anything the foot would be pitched down as it passes in the air and the toe would be silghtly further pitched than the foot.

- he doesnt really lift his foot up when he's bringing it forward it sort of slides in mid air. the heel is where all the weight of the body goes, think of it as being reluctant to leave the ground.




11-09-2005, 11:05 AM
Thx for the help. The hips are moving in the video, but maybe not enough - you're right Mr. Layer. The weightshiftingthing is a good idea - the problem is in my case, that I can rotate some bones only in 2 axis (for example pitch and bank have the same orientation). How can I solve the prob???

Thx a lot


11-09-2005, 02:20 PM
The whole body movement is rather stiff. The upper body should counterbalance the lower body: If the left leg is forward, the right side of the upper body including the arm should be backward. If the hip is tilted from left to right, the shoulders are tilted from right to left etc. I think it is an idea to unroll the walkcycle (i.e. to make the character move forward rather than walking in place), that way you get a better feel for the movement
the problem is in my case, that I can rotate some bones only in 2 axis (for example pitch and bank have the same orientation). How can I solve the prob???

You are encountering the so-called 'gimbal lock' which happens when the pitch rotation of an item is close to 90 degrees. You can solve this by having a pivot null, i.e. you insert a null in your hierarchy, parent your item to that null and rotate then the null until your item is in the right place. That way your item can rotate in all 3 axes

11-09-2005, 03:51 PM
Thx suricate - great help. Now I know why the pros use so oftenly nulls in their hierarchies inspite of the bones alone.


11-09-2005, 06:33 PM
For me, what stands out the most is there's no sense of weight.

The body stays in midair. It should be pulled down by gravity whenever he makes a step.

The toes flip up a little too high.

Nice model and rendering though.

Keep up the good job :thumbsup:


11-10-2005, 07:36 AM



11-10-2005, 04:06 PM
@ spike: are you from the german LW-forum?

here the new walkcycle with new model:



I tried to push the frames of the arms und the head one frame further that they look more human like. the feet don't look well up to now. But I will keep on workin.



11-11-2005, 06:55 AM
@ spike: are you from the german LW-forum?

Yes. Oh, you´re Bommel. Sorry, haven´t noticed that :)

CGTalk Moderation
11-11-2005, 06:55 AM
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.