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Mocap vs manual animation walkcycle
show user profile  ijzerman
Hi Guys, im working on a project involving a animated character. We bought the character off turbosquid, prerigged with a biped and additional bones. I want this guy to walk through a small alley. I did some research on making the animations, one way is using biped files or the other animating it all by hand. Ive found theres little decent bip files around so i guess i have to animate it by hand.
I figured i can make a single cycle, create a bip file and use the mixer to repeat and edit the movement but its my first time doing this for real so i am wondering what your experiences are with the subject are and what is in your opinion the best way to make a realistic walk cycle.
Cheers!

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Pushing buttons since "86
read 380 times
1/21/2015 3:55:43 PM (last edit: 1/21/2015 3:55:43 PM)
show user profile  herfst1
Haven't used mocap.

With manual animation I only just figured it out (or how to get better results). It sounds obvious but make him walk on the spot rather than forwards. You can draw a spline, make a dummy path-follow it, then link the main handle (probably the waist) of the rig to the dummy if you want to see it move (else just animate a camera to pan on loop).

Oh yeah, don't make him bob up and down too much, it always looks comical.

May advice is to use pose-to-pose and get the feet planting at the right timing and position, then work on the pelvis, then the torso and all the way to the head and finger tips. Work with as few key frames as possible. Can add tweaks later.
read 373 times
1/21/2015 4:16:22 PM (last edit: 1/21/2015 4:16:22 PM)
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