My first walkcycle - The egyptian girl

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Víctor Paredes
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Post by Víctor Paredes »

GCharb wrote:Actually, i'd use onion skin and do it manually, best way to make sure no slidding!
You can use lock bone too, look at this thread, there are a couple tips.
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GCharb
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Post by GCharb »

funksmaname wrote:she seems to develop a limp for subsequent steps
True, I work directlly on the timeline, which is the heart of any animation package, but the one in AS Pro has a few glitch, keyframes appearing out of nowhere on copy paste and the such, will have to work a way around those.

The thing is that the first sequence is complete, from the second there is a missing keyframe, hence the lump, will fix that, thanks.

Secondary motions comming on today, still in the process of learning but thanks for the hints! :D

Will have a look at that post Selgin, thanks a bunch!

Is there a script for position markers, to mark sports onto the interface, to align stuff properlly, or a way to lock the grid at least?

Thanks guys, well, I assume you're all guys! :)

GC
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Post by funksmaname »

maybe not ideal, but you can make yourself a layer, double click it and tick 'dont render this layer'... it still remains visible in the editor - so you can draw/fill any sort of guides you like (colours/shapes/objects)and they won't render.
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GCharb
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Post by GCharb »

Hello all!
funksmaname wrote:maybe not ideal, but you can make yourself a layer, double click it and tick 'dont render this layer'... it still remains visible in the editor - so you can draw/fill any sort of guides you like (colours/shapes/objects)and they won't render.
Nice idea, thanks.

BTW, I did try lock bone, worked for the most part, but having problems releasing it over time as seen with the toes.

walkcycle_lock.mov 93.4 kb
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Post by funksmaname »

ouch... that looks painful! :lol:

Dunno how you set it up, but do you have a specific lock bone? i.e. ankle/foot/lockbone (going into the ground)... that way if you lock THAT bone, the toes are free to rotate but not leave the ground... (i think?)

Just looked at link above - Selgin explains this exactly with images :)
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GCharb
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Post by GCharb »

Hello again

Yeah, I need to find the best setup for the lock bone, does not have a strenght to it, so it has to be keyframed.

walkcycle_lock2.mov 97.2 kb

This one looks better but I have keyframes all over the place!

Will look into that more closelly!

GC
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Post by funksmaname »

huge improvement!
keep at it.

back ankle looks a little fragile, she sort of wobbles on it :)
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Post by GCharb »

Hello again!

OK, I just will not use bone locking, too unpredictable, instead I'll use forward kinematics with onion skin.

walkcycle_no_lock.mov 238 kb

This was animated by hand, no repeated motion, still far from perfect but getting there.

For stretch and squash I'll use scale with proprotion, will have to create keys for each keyframes in order to keep it from jerking off.

Fun stuff! :)

GC
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Post by funksmaname »

for me, it feels like she should be walking down from the right to bottom left, rather than up - the way she's facing... that may well be a chunk of the awkwardness right there?

dont over do the squash and stretch when you get to it! :P
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Post by GCharb »

funksmaname wrote:for me, it feels like she should be walking down from the right to bottom left, rather than up
Actually, the going up was due to not using a guide, should have been straight, still is just a learning project but you are right anyhow, thanks for the input!
funkmaname wrote:dont over do the squash and stretch when you get to it!
Not with this type of character, but sometimes it is fun! :)

The actual animating takes a few minutes, a final quality would take hours, might get to that!

Okay, stretch and squash is a breeze with the proportion scale, gotta love it.

walkcycle_SS.mov 245 kb

This one has stretch and squash to it.

Next I want to find a way to switch body parts without switch layers, fun stuff.

GC
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Post by synthsin75 »

GCharb wrote:but the one in AS Pro has a few glitch, keyframes appearing out of nowhere on copy paste and the such
I've never heard of anyone coming across that one. If you were using bone locking at the time, then the project setting 'auto-assist with bone locking keyframes' would add some assist keyframes.

If that's not the case, I be interested to know under what circumstances this occurs. :wink:
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Post by GCharb »

synthsin75 wrote: 'auto-assist with bone locking keyframes'
Never seen that one!

GC
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Post by synthsin75 »

Ooops, I meant to say preference (in edit menu). :oops:
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Post by GCharb »

synthsin75 wrote:Ooops, I meant to say preference (in edit menu). :oops:
Heheh, yeah, founfd it, on by default!

GC
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Post by synthsin75 »

Was that the culprit for those 'glitch' extra keys?
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