
How to make walking charcters stop without sliding
Moderators: Víctor Paredes, Belgarath, slowtiger
How to make walking charcters stop without sliding
Does any one know how to make a precise walk cycle. I can get them to walk perfectly but when i want my character to stop at a cetain point it always slides instead of stops. Does anyone have any suggestions? 

I don't know what you are using for the forward motion but check your key frame interpolation. The default is "smooth" which would cause "over shooting" of the stop key. The nature of smooth interpolaton is to create a small amount of easing into the next key. In most cases this is good but for your situation you may want to use a linear key interpolation.
Since I can't see where the keys are in your walk cycle I can't guarantee the result. It could also be due to other things. For example if you use layer motion to move the character forward while it is walking, if the layer translation keys aren't in sync with the stopping of the walk you would get some sliding.
If you have the pro version use onion skin to see exactly where the feet are in previous frames so you can better determine where other keys need to be added to "stop" forward motion. If you have the standard version go to a previous key and line up one of the palettes as a sort of "marker" to indicate the position of the foot or feet.
Also if you are using bones for the walk cycle the type of skeleton set up is important for making a walk cycle that can be easily moved and stopped. I use a rig that has a "root" bone placed at the hip joint. This would be where the hip bone points down and parents the legs and the back bone starts and points up to parent the upper body and arms.
This root bone would be the parent of the hips and the first bone of the upper body. This allows for moving the WHOLE body forward while walking and also allows for independent movement of the hips/legs and upper body.
-vern
Since I can't see where the keys are in your walk cycle I can't guarantee the result. It could also be due to other things. For example if you use layer motion to move the character forward while it is walking, if the layer translation keys aren't in sync with the stopping of the walk you would get some sliding.
If you have the pro version use onion skin to see exactly where the feet are in previous frames so you can better determine where other keys need to be added to "stop" forward motion. If you have the standard version go to a previous key and line up one of the palettes as a sort of "marker" to indicate the position of the foot or feet.
Also if you are using bones for the walk cycle the type of skeleton set up is important for making a walk cycle that can be easily moved and stopped. I use a rig that has a "root" bone placed at the hip joint. This would be where the hip bone points down and parents the legs and the back bone starts and points up to parent the upper body and arms.
This root bone would be the parent of the hips and the first bone of the upper body. This allows for moving the WHOLE body forward while walking and also allows for independent movement of the hips/legs and upper body.
-vern
walking stop
thanks VERN! I've also have been studying various cartoons such family guy etc and ive learned to just have one take w/ them walking and another take w/ the character kind of walking into the scene but kind of cutting the action that you save so it stops!