I have created one in place walkcycle
http://patricia3d.webs.com/dog3b.swf
and when I try to put in the animatino, I get foot slip problem
http://patricia3d.webs.com/dog4.swf
Howto sattle this problem?
Walkcycle Inplace, howto put in actual animation.
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- patricia3d
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- patricia3d
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THanks Mikdog
Its better.
http://patricia3d.webs.com/dog4b.swf
Is there any idea to lock.
I tried to lock the Foot Bone for example Left Foot From frame 1 to frame 5, but even it was slightly slipping.
Thanks for help
Its better.
http://patricia3d.webs.com/dog4b.swf
Is there any idea to lock.
I tried to lock the Foot Bone for example Left Foot From frame 1 to frame 5, but even it was slightly slipping.
Thanks for help
Hey that looks great 
You could play with the feet positions and manually keyframe to correct the ever so slight slip at the end of the contact just before it rises up. I don't know much about the lock bone tool so can't really comment. What I normally do is just keyframe each step and make sure its in the exact same contact position on all contact frames. Tedious but I don't know another way. Perhaps someone else does.
There's another workaround I use but I'm not sure I'll explain it correctly - I'd keyframe exactly the correct group positions for one walk cycle, that is a full step of both legs, left and right. Then I'd cycle those keyframed positions. As you may imagine the character will walk forward two steps alright then loop back to the starting position and start again. But, then I'd put everything in another group folder and set the interpolation to STEP, then every 2 steps I'd make another keyframe position where the character's foot end up and start from there.
So I have one group looping 2 steps, then another group holding the previous group and making sure every two steps the character moves forward enough to make it look like its one continuous walk cycle.
Ha ha but a 'lock foot to ground' thing would be cool.

You could play with the feet positions and manually keyframe to correct the ever so slight slip at the end of the contact just before it rises up. I don't know much about the lock bone tool so can't really comment. What I normally do is just keyframe each step and make sure its in the exact same contact position on all contact frames. Tedious but I don't know another way. Perhaps someone else does.
There's another workaround I use but I'm not sure I'll explain it correctly - I'd keyframe exactly the correct group positions for one walk cycle, that is a full step of both legs, left and right. Then I'd cycle those keyframed positions. As you may imagine the character will walk forward two steps alright then loop back to the starting position and start again. But, then I'd put everything in another group folder and set the interpolation to STEP, then every 2 steps I'd make another keyframe position where the character's foot end up and start from there.
So I have one group looping 2 steps, then another group holding the previous group and making sure every two steps the character moves forward enough to make it look like its one continuous walk cycle.
Ha ha but a 'lock foot to ground' thing would be cool.
Or to make this easier:
Maybe try and make sure that the distance between the foot at contact and the pass, and between the pass and the frame before he lifts up his foot, is the same.
Right now the foot goes a bit quicker as it goes through the pass position. So his step speeds up a bit at the end. You could also make sure that the speeds the same by making sure he has the same number of keyframes between those positions.
Hope this makes some sense.
Maybe try and make sure that the distance between the foot at contact and the pass, and between the pass and the frame before he lifts up his foot, is the same.
Right now the foot goes a bit quicker as it goes through the pass position. So his step speeds up a bit at the end. You could also make sure that the speeds the same by making sure he has the same number of keyframes between those positions.
Hope this makes some sense.