3 answers ·
asked December 27, 2017 1:37pm
· Lesson: Rivet Walk Cycle - Most of It · Course: Blender Animation Bootcamp
But this part makes me feels harder than any other process.
I think the subtitles are on the way Duke.
If you are having issues though, post your work and describe your issue in the submission and I will do my best to help you out :)
Okay. I considered asking a question, but with my poor English,
challenging myself might do faster. Watching the video repeatedly, I could get what it means.
And I have a little question.
As known on other's question the foot IKs are not straight. So manipulating Y Location makes distance between feet increase.
My solution was press G and X to fix axis and input distance of torso moving.
It worked as I expected. But, Y Location Value was not old position plus 0.65. X Location also changed.
So not only Y Location get increased by cycle, X value also continuously decrease or increase.
I know it caused by not being straight.
But I wonder if there is more robust way to do this.
Yeah, sorry about the feet not being straight. I should have put my foot down (pardon the pun) and made Kent build it straight, so it is easier to animate. Straight feet is a pet peev of many cg artists as people rarely walk with their feet straight. But I guess it is a very common thing that you will come across with many rigs, so it’s something you need to practice with.
The way you are solving the problem is a valid one.
You can switch the manipulator to World, or constrain the control to the side view (I hope that makes sense).
But once you know what the value changes are you can input them manually in the viewport. You can copy the keyframes in the action editor or graph editor as well.
It is more difficult in the "in-place" walk cycle, as when the character actually translates forward, the feet remain in the same spot when on the ground.