lesbentley opened this issue on Feb 18, 2011 · 176 posts
lesbentley posted Sat, 19 February 2011 at 8:34 PM
@Cage,
Quote - If we use Antonia 1.0 as a proxy figure for the Walk Designer, everything we need is already in place. The walk cycle would need to be saved as an animated pose, then converted like other poses, using the existing script.
Perhaps, but it may not be that simple. As I have noted previously, what you put into the WD as a walk blend (animated pose applied via the WD), is usually not exactly the same as what you get out as a walk cycle (actual animation). It may be close enough, it may not.
@odf,
Quote - Except for the jumping knee, I'd say the one on the left looks just fine.
The jerking knee could probably be fixed by a custom walk blend.
@Cage,
Quote - We really could use a special walk animation set for Antonia. If we had the right walk pose files, presumably we'd get better results.
I had a go at making a custom walk cycle for Antonia, but was not very successful. It's harder than it sounds, at least I found it so. I have a short attention span, so as other issues came up I moved on the other things, and forgot about the walk cycle. Perhaps I will have another go, now that it is the hot topic again. That's only a "perhaps" so don't let that stop anyone who wants to have a go. Besides two heads are better than one, and out of two partially functioning poses, we may be able to make one good one.
@odf,
Quote - I was wondering if that [jumping knee] might be an IK related glitch in the animation(s) Les showed.
I had IK turned off when I made the animation, but I'm fairly certain that the WD uses some sort of IK, irrespective of the state of the figure's IK switch. So yes, it probably is IK related, I think it is also related to the default walk that the WD uses(which I assume is "walk.pz2"). The jerk only happens in one knee, and the Walk Designer poses seem to be asymmetrical. My advice is to start with a symmetrical pose, by which I mean that the left side should be doing exactly the same as the right, but offset by the required number of frames. I think it's 15 frames. I find that trying to work with an asymmetrical pose is a good way to bring on a nervous breakdown. But perhaps others could have success with a freehand approach.