make a character stand at one place yet move
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make a character stand at one place yet move
I need to find a way to freeze the feet bones to make the feet stay in one place. Something like an inverse kinetic how is that achieved in AS?
Right now my root bone is the hip bone. If I make a bone that represents the floor and link the feet to that floor bone as the root bone perhaps?
Right now my root bone is the hip bone. If I make a bone that represents the floor and link the feet to that floor bone as the root bone perhaps?
- synthsin75
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- synthsin75
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If you have the character moving or walking and then stop, at that point lock the feet, continue the "in place" animation making sure not to translate the root bone too far causing the feet to move. After that if you want the character to "freely move" again, key the feet lock to off and continue.
Yes, the locked bones will move if you drag or rotate bones higher in the chain "too far". Bone locking is only an aide to the animation process. It is just "math" based on the values of the bones in the chain... it isn't "magic" or automatic and may not always give the results you expect.
Bone locking uses an algorithm to force the other bones higher up in the chain to reach a specific point. It calculates all the angles and lengths of each bone to determine how to rotate each bone to reach a specified target (the locked bone). The algorithm is never going to be perfect and will sometimes cause spinning of bones. If a locked bone is "too close" to higher up bone in the chain it would impossible to reach the target location set by the locked bone. The trick is to "tweak" the position of the root bone to avoid unwanted movement and twisting. Also adding rotation keys to other bones acting "oddly" will sometimes help.
Even high end 3D software will sometimes have issues with "gimbal lock" which is similar but more of a problem in 3D.
-vern
Yes, the locked bones will move if you drag or rotate bones higher in the chain "too far". Bone locking is only an aide to the animation process. It is just "math" based on the values of the bones in the chain... it isn't "magic" or automatic and may not always give the results you expect.
Bone locking uses an algorithm to force the other bones higher up in the chain to reach a specific point. It calculates all the angles and lengths of each bone to determine how to rotate each bone to reach a specified target (the locked bone). The algorithm is never going to be perfect and will sometimes cause spinning of bones. If a locked bone is "too close" to higher up bone in the chain it would impossible to reach the target location set by the locked bone. The trick is to "tweak" the position of the root bone to avoid unwanted movement and twisting. Also adding rotation keys to other bones acting "oddly" will sometimes help.
Even high end 3D software will sometimes have issues with "gimbal lock" which is similar but more of a problem in 3D.
-vern
- synthsin75
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- Víctor Paredes
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read this little thread about bone locking.
SOLVED
I found out that I can manipulate a character to bend its knees and keep its footing at the same place if I use the starting artwork with the knees already bent to a position that I would ever need in my animation.
In other words it is easier to pull up a character from a default squat than to squat down a character form a default straight standing position.
In other words it is easier to pull up a character from a default squat than to squat down a character form a default straight standing position.