I have made my first walk cycle, first time completing the rigging, skinning and animating on anything I’ve ever done. My only question now that I’ve done a walk cycle is; How do I make an animated character walk across a scene instead of in place like a walk cycle? Are there any tutorials on how to do this?
Walking - Not a walk cycle?
well its simple man move ur pelvis ahead he will walk forward u can edit this only
catch the legs pelvis knees and hands if ik and den translate dem forward for each pose like contact down etc till dey are perfectly like inplace
and its done mate just adjust ur legs so der is no sliding below…
Hi Rethoric Camel,
First, see how far your legs are walking, measure the distance between the first foot contact point until when it gets out of the floor. Do the same thing for the second foot, sum the values and animate your placement node (I am assuming you probably have one) in the walk direction.
This must be a linear movement (adjust the tangents of your curves to be linear on your animation graph editor).
Or simply do like ankitgokani said, but I think you’ll work more.
Once you have the walk cycle, you can animate the pelvis to move along a spline. You only have to be careful that your character won’t move to fast (he will move along the spline from point A to B during the time set in your time line, so you have to play with this a bit to get the timing right).
thanks everyone for the help.
Can I copy and paste a walk cycle over and over to keep the feet moving and then key in the actual movement of the character so that I don’t have to key each foot step?
Nukie: Do you happen to know of any tutorials text or video online that might show how to animate a character along a spline?
I don know any tutorials. I am not sure what program you use. I use 3D Max so I can only tell you how I did it within Max.
First I created the walk cycle (I used a biped for my character). Inside Max you can use your base biped cycle to repeat the animation over and over.
So after that, I created a Dummy box and I linked the Biped Pelvis to this box (so the whole biped follows the Dummy). Than I created a spline path that my character had to follow at the same height of the center of the Dummy box (so where the boxes pivot point would be by default). Than I used a path constraint on the Dummy to make it animate along the spline.
At this point it is just a matter of playing around with the animation keys to get the speed and timing right.
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