Looping Walk Cycle?

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  10 October 2012
Looping Walk Cycle?

I've used Bone system to animate my character walking forward. To copy and paste the frames, I selected the frames in the curve editor, while holding shift, I just simply moved them to create duplicates. Now it looks like the character is walking but keeps moving backwards :( It would be tedious for me to change each translate position to fix this, I might as well do everything manually. Is there a fast way to loop a walk cycle?
  10 October 2012
In Track View go to Controller -> Out-Of-Range-Types and try setting the translation controller that moves your character forward to Relative Repeat. You'll probably also need to do this on any IK objects, like the character's feet, that plant on the ground. Otherwise you'll just want to manually adjust your translation keys in Track View to keep your character moving in one direction.
  10 October 2012
Oh man that didn't work. I set all of the ik handles and bones that I animated to relative repeat. Some parts of the character are moving forward and some seem to be staying in place.

The relative repeat worked though when animating a simple bouncing ball animation
  10 October 2012
Animating the walk cycle manually is always the best solution for a more believable animation. You can place stride length markers along the path to keep foot placement consistent. It's also good practice.

If you really must use looping animation then create a 2-stride looping cycle in place and parent the rig master control to a pre-animated dummy(or constrained to a path)
You will still have some manual cleanup to attend to, however.
  10 October 2012
When you say "bone system" you wouldn't happen to mean biped would you?

If your character is animated using biped then I'd recommend looking into motionflow!
Let me know if you're using biped and I'll post a quick workflow.
  10 October 2012
I'm using the Bone system not Biped.

I'm really confused when you guys say parent the master control to the dummy.
I have a master control that can move everything together. But I'm lost about the constraining it to a path
  10 October 2012
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