I'm creating the walk cycles in the actions time line. I have a problem preventing the slight jumping/jerking movements that occur when I apply the actions onto the main timeline.
The irregular movements occur when the timeline reaches the end of the action and runs to the beginning of the action again.
In the actions timeline, I copied the key frames in the first frame and pasted them on the last frame, hoping to get that seamless motion.
Thanks in advance.
Perfect Walk Cycles
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wa;k cycles
here is some info I bookmarked a while ago
viewtopic.php?t=9907&highlight=bend+bones
the AS spirits get into this topic at length!
viewtopic.php?t=9907&highlight=bend+bones
the AS spirits get into this topic at length!
I had a similar issue when I made some walk cycles in actions.
The "click" is where the model moves from the last frame back to the first frame.
So I made a copy of the last frame, pasted it over the first frame (to make sure I had the pose I wanted for the cycle) and then keyed all bones and points on the second last frame, and deleted the last frame.
So when it reaches the end of the cycle, on the second last frame, it skips back to the start, and the first frame is our final pose.
No more clicking.
The "click" is where the model moves from the last frame back to the first frame.
So I made a copy of the last frame, pasted it over the first frame (to make sure I had the pose I wanted for the cycle) and then keyed all bones and points on the second last frame, and deleted the last frame.
So when it reaches the end of the cycle, on the second last frame, it skips back to the start, and the first frame is our final pose.
No more clicking.
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When you said keyed all the bones and points on the second to last frame, are you talking about the last movements before the time line goes back to the beginning?madrobot wrote: So I made a copy of the last frame, pasted it over the first frame (to make sure I had the pose I wanted for the cycle) and then keyed all bones and points on the second last frame, and deleted the last frame.