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Procedural walk
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Procedural walk // Work in Progress
Post by 3dfrog // Jan 11, 2008, 1:05pm
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3dfrog
Total Posts: 1225
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Hello
I am trying to get together a little procedural animation walk in a circle for tomorrow. I have my guy's legs moving with the zig zag node, and I have him going in a circle with the circle generator. What has been driving me nuts most of today though is trying to get him to face forward to where he is walking. I have tried with offset look at cube and triggered loop and anything I could think of, but I can't get it. Maybe one of you gurus can look at it and help me out. Once I get that I can worry about making it look good.
See Attached object, it is encapsulated and there is a timer inside.
Thanks |
Post by frootee // Jan 11, 2008, 1:32pm
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frootee
Total Posts: 2667
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you need the yaw angle of the expanded matrix of your character to increase as the character walks in the circle. |
Post by frootee // Jan 11, 2008, 1:36pm
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frootee
Total Posts: 2667
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standby... upload now. Fixed! added binary op, multiplied timer value by -60. looks pretty good. |
Post by frootee // Jan 11, 2008, 1:36pm
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frootee
Total Posts: 2667
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here it is. THough you will notice it is not too accurate. If you let it run long enough the rotation gets out of sync (quickly) with the rotation.
But you can work this out with math, and get a better result. |
Post by Délé // Jan 11, 2008, 1:57pm
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Délé
Total Posts: 1374
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Another way to do it is to add a dummy object that is using a copy of the circle generator but is running a bit faster then the character. Then it will be in front of the character as he walks. Then you can use the look at tool to make the character look at the dummy object as he walks. You can click the "invisible" check box for the dummy object so it is not seen. I also added in a speed controller so you can speed up or slow down the legs to match the walk somewhat.
There are better, more accurate ways to do stuff like this, but it would take much more time and scripting. Something I have been planning on doing with bones eventually. ;)
hth |
Post by frootee // Jan 11, 2008, 2:35pm
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frootee
Total Posts: 2667
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well I don't think you want to have the cube running Faster Dele... you want the cube running at the same speed, but In Front of the stickman. In other words, make the cube Ahead of Phase of the stickman in the circle cycle.
if the cube runs faster, eventually, the cube will catch up with the stickman, and smack him in the back of the head. Which will, of course, have a Physical Comedy effect...
Froo |
Post by Délé // Jan 11, 2008, 2:38pm
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Délé
Total Posts: 1374
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That's what I meant. I shouldn't have said faster. I used an offsetter script to offset the time so the dummy cube is running at the same speed, but ahead of the character. ;) |
Post by frootee // Jan 11, 2008, 2:40pm
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frootee
Total Posts: 2667
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ah cool.
Likewise for me... I should have downloaded the file before replying. :D
I see what you meant. But he's upside down! Doing a breakdance move I guess...
Dele's always topping me! HAHA! |
Post by Délé // Jan 11, 2008, 2:45pm
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Délé
Total Posts: 1374
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He's upside down? That's weird...I had him right side up when I saved it. :confused:
He imports correctly for me. If he's upside down, check the "roll" input on the stickman inside. It should be at 180. I guess if it says 180 and he's still upside down, try changing it to 0. I'm really not sure why he's upside down for you though. That's weird. |
Post by frootee // Jan 11, 2008, 2:46pm
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frootee
Total Posts: 2667
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yep. Upside down and walking in the wrong direction. No big deal though! We can straighten him out! |
Post by 3dfrog // Jan 11, 2008, 3:21pm
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3dfrog
Total Posts: 1225
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Thanks guys. Changing the value for the yaw with the timer was something i tried to do today but I couldn't figure it out. Good going froo. I can't figure out how to make it not get out of synch in time, my math is not that good.
The dummy object looks just like how I tried to set it up earlier today. I don't know why mine got so screwed up, when I offset the cube on mine the figure got messed up. I'm trying to figure out whats different. That seems to be the easiest way to do it though.
I'll drop both in tomorrow. I'll mess around with it more and see what I can come up with.
Thankee Thankee |
Post by Délé // Jan 11, 2008, 4:35pm
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Délé
Total Posts: 1374
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I had to try Froo's idea too. You can easily calculate the angle by utilizing the X and Y outputs from the Circle Generator. I also added a speed controller for the Circle Generator so you can control the speed. I threw in the ability for him to automatically change the walk speed depending upon how fast he is moving too. So the walk speed will automatically adjust as you change the radius he is walking in or the speed of the circular motion.
It's easy to go overboard with this stuff. So many different ways to add to it. :) |
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