Anim8or Community
General Category => General Anim8or Forum => Topic started by: exile on April 14, 2021, 04:21:09 pm
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Here's a stationary walk cycle - my first one - with a request for some help to graduate to a real walk. In searching the forum, I found a comment about using IK receptors to create a walk without sliding and skating. Aside from that comment I found nothing more about it in the forum or the manual.
I made the simple character following Ian's book and tried to use Johnar's method from his old walk cycle tutorial. I may have even discovered something useful. To avoid doubling the last frame, which is identical to frame zero, I made a key frame with all bones selected on the second to last frame, then reduced the number of frames from 24 to 23. The cycle might be a bit smoother this way, although it's still a pretty rough walk. Also pretty stiff because I don't know how to make the figure rise and sink during the cycle Johnar uses a bone lever system I'll try with the next character. In order to prevent skating, there must be a better solution than using position key frames to try to keep the anchor foot steady. Am I right that there is no onion skinning? Thanks for your patience and help.
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Dear Forum, Since I either bored or overwhelmed you into silence, here is my own workaround solution. I did two passes with position keys, first with X (hardest) and then with Y for the ups and downs. Using the grid lines, I moved the character at every full step, putting the back foot in the position of the front foot. That was not enough to keep it completely in position, but with adjustments in between, it turned out better than expected. The walk itself is a little kinky, especially the arms, but my main concern was overcoming the sliding effect. Suggestions for improvement and/or an easier method will of course be appreciated.
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Hello Exile,
Did you try the lock position parameter of the IK-handle in the Scene editor? This way you can lock the position of the IK-handle (for example the toe) and position the rest of the chain relative to this fixed point. (I'm not an english native so maybe my explanation isn't the clearest). This fixed position will also hold when you switch to the regulare rotate bone instead of IK, for fine tuning the movement. And the parameter is also animatable, so when needed in a scene you can keyframe it on or off. This should help you to prevent the sliding effect.
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Thanks, FWL, I think this is the answer I was hoping for. I will try your suggestion.
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I've been battling sliding a bit too. I've gotten marginally better after following this image:
(https://anishkrishan.files.wordpress.com/2014/05/animatorssurvivalkit_walkcycleref.png)