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Posted: Wed Jan 21, 2009 1:54 pm
by VĂctor 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.
Posted: Wed Jan 21, 2009 2:50 pm
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!
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
Posted: Wed Jan 21, 2009 3:29 pm
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.
Posted: Wed Jan 21, 2009 3:42 pm
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
Posted: Wed Jan 21, 2009 4:26 pm
by funksmaname
ouch... that looks painful!
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

Posted: Wed Jan 21, 2009 5:43 pm
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
Posted: Wed Jan 21, 2009 6:30 pm
by funksmaname
huge improvement!
keep at it.
back ankle looks a little fragile, she sort of wobbles on it

Posted: Wed Jan 21, 2009 7:40 pm
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
Posted: Wed Jan 21, 2009 8:01 pm
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!

Posted: Wed Jan 21, 2009 8:14 pm
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
Posted: Thu Jan 22, 2009 12:38 am
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.

Posted: Thu Jan 22, 2009 1:15 am
by GCharb
synthsin75 wrote: 'auto-assist with bone locking keyframes'
Never seen that one!
GC
Posted: Thu Jan 22, 2009 1:20 am
by synthsin75
Ooops, I meant to say preference (in edit menu).

Posted: Thu Jan 22, 2009 1:41 am
by GCharb
synthsin75 wrote:Ooops, I meant to say preference (in edit menu).
Heheh, yeah, founfd it, on by default!
GC
Posted: Thu Jan 22, 2009 3:32 am
by synthsin75
Was that the culprit for those 'glitch' extra keys?