Character Animation 101

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Character Animation 101 // Roundtable

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Post by J90 // Aug 22, 2008, 7:30am

J90
Total Posts: 107
Thanks wizard

Could it also be caused by the fact that I don't have a base track?

I noticed that when the base track is disabled in your scene Crazy bob becomes nothing but a mess.

One quick question.

Crazy bob walks in place. Have you figured out a way to make him move in sync with the walking animation?
Or do we have to make a moving animation where his feet actually bring his entire body forward?

Post by Igor K Handel // Aug 22, 2008, 9:33pm

Igor K Handel
Total Posts: 411
pic
Some useful walk cycle ref pics. Right mouse and save to HD


IK

Post by Igor K Handel // Aug 22, 2008, 10:12pm

Igor K Handel
Total Posts: 411
pic
Further to TrueBlue's observations heres some screen captures of the default

cycle Frames 18 to 23.


No amount of weight painting resolves this issue, very strange. 10% improvement was the best I could get.


IK

Post by W!ZARD // Aug 23, 2008, 12:40am

W!ZARD
Total Posts: 2603
pic
Thanks wizard


Could it also be caused by the fact that I don't have a base track?


I noticed that when the base track is disabled in your scene Crazy bob becomes nothing but a mess.


One quick question.


Crazy bob walks in place. Have you figured out a way to make him move in sync with the walking animation?

Or do we have to make a moving animation where his feet actually bring his entire body forward?


You're very welcome Jerome - it was actually a good exercise for me so I got quite a lot out of it.


Use of a base track is recommended repeatedly in the manual and videos - I recall there was a good reason for it but I can't recall what the reason was off hand - I've just got into the habit of using a base track.


RE - "Crazy bob walks in place. Have you figured out a way to make him move in sync with the walking animation?" Yeah this is easy enough. In the Story Tab of the AE select Bobs walk cycle AnimClip so it turns white then Right click on it5 to open it's item menu. Select Copy to ...er copy the clip!!;). Advance to the end of the first clip and with that same track activated right click again and 'Paste' the clip - you'll now be able to move along the Timeline pasting as many walk cycles as you require.


Create another additive track for Bob (call it position or something)and keyframe it at frame 12 and then move to the frame at the end of the last walk cycle. Now, with Bob selected, left click and drag on the Blue Bar of the Object move widget which will constrain Bobs movement to the Y axis. Drag him as far as you wish and add a second keyframe to your Position track.


It's worth going into the FCurve editor at this stage and selecting the 2 relevant Y axis frames set their interpolation to Linear.


Now run your anim - Bob will stroll from the first Position to the last position - his feet will either slide forward or backward - to fix this return to the Story Tab of the AE and select your new Position AnimClip. Click drag the little gray tab at the far end of the Position AnimClip and use this to scale the clip - either longer of shorter so that Bobs feet stay still on the ground.


You can also use the Walkatron 3000 Footprint Jig as a guide for setting the farthest position (which is why It's way longer in the forward direction than it needs to be). Just disable the Anim Refs Anim Track so it stays stationary, count the number of foot steps you want bob to take and match it up with the number of walk cycle clips you've pasted in Bobs Walk Cycle track.... well you should be able to figure it out from there.


Let me know if you get stuck.

Post by W!ZARD // Aug 23, 2008, 1:05am

W!ZARD
Total Posts: 2603
pic
Re Bobs gimpy knee - no offence to Bobs creator but he is not entirely symmetrical nor is the mesh around his knees particularly well optimised for animation deforms. I have had to repeatedly rebuild many of my own characters to rectify similar situations.


Additionally I tend to rig my character meshes , then weight paint then and only then add SDS which smooths a multitude of sins like we're seeing here with Bob's knee. It might not be gold medal modeling but hey! If it works....:D

Post by Igor K Handel // Aug 25, 2008, 1:21am

Igor K Handel
Total Posts: 411
pic
Just for anyone reading this thread in the future.


The pics I posted of the dodgy knee are a symptom of a bug which is to be addressed in a future patch (as I understand it).


Of course as Wiz says weight painting and mesh layout also have their part to play as well so it's always worth checking and refining as required.


IK
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