When to cycle?

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  07 July 2006
When to cycle?

I have a scene where a boy should approach a schoolbench. The distance from the character (initial position) and bench is 3-4 meters. This requires some steps, so my question should a keyframe every step on the way or should a make a walkcycle and just let the character go on a spline?

/ Christoffer
  07 July 2006
well if you ahve a global master position controller of some sort for your character, you can animate his walkcycle in place and then move the master controller to make him move forward. I's still copy and paste and tweak rather than simply cycle the walk myself though.
Quote: "Until you do what you believe in, how do you know whether you believe in it or not?" -Leo Tolstoy
Kai Pedersen
  07 July 2006
Cycling is bad. It is sometimes necessary (for a very protracted walk sequence) but if it's short and managable, don't take the lazy way out. There is nothing wrong with copying and pasting extremes and tweaking them a bit, but definately don't cycle in short walks (3-5 strides). If you MUST cycle, due to walk length, animate at least 3-4 strides by hand and have them link up and cycle at the end. The longer the better. The human eye/brain is less likely to catch a 3-4 stride cycle than it is a 1 stride cycle. (Stride here means a step with both feet... which is actually not what stride means... but uh... I can't think of the right word and I'm tired, so I'm going with that).
  07 July 2006
There's no reason why you can't create a cycle and then animate variation ontop of it with layers (depending on what app you're animating in, of course). Really it all depends on what you're doing though: In this case since you're only talking about 3 or 4 meters, i'd just keyframe the whole thing if I were you.

  07 July 2006
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