Digital Art Zone

 
   
1 of 6
1
Anybody have advice/ animating walk cycle???
Posted: 20 August 2012 09:18 PM   [ Ignore ]
New Member
Avatar
Total Posts:  9
Joined  2010-04-17

Ive been using carrara for many years and am not new to most features including bones and consstraints but have never been able to make a character walk cycle. My goal : takethe toon generations poser character and make a repeating walk cycle animation and have the character move on a motion path. Any ideas or tuts. Im blank. Carrara 8 PRO

Profile
 
 
Posted: 20 August 2012 09:24 PM   [ Ignore ]   [ # 1 ]
Power Member
Avatar
RankRankRank
Total Posts:  1067
Joined  2007-10-15

Hmmm…and this is the part where you have to figure out what the OP really wants…  smile

Well, if you really want to animate a walk cycle from scratch, there’s a ton of reference material I can direct you to.

But in my experience in these forums, what people really want is some free, prepackaged, drag and drop solutions. Is that what you’re asking for?

Profile
 
 
Posted: 20 August 2012 09:36 PM   [ Ignore ]   [ # 2 ]
New Member
Avatar
Total Posts:  9
Joined  2010-04-17

Ya i dont think toon gnerations character comes with any animated poses. Ive seen itdone in a vid tut how the walk cycle pose was just Duplicated in the timeline. So i dont have that. Whats this refernce materiel all about. I like a challenge. Pardon my iphone keyboard spelling!!

Profile
 
 
Posted: 20 August 2012 09:52 PM   [ Ignore ]   [ # 3 ]
Power Member
Avatar
RankRankRank
Total Posts:  1067
Joined  2007-10-15

Are you really sure? ‘Cuz you’d be like the first ever person in this forum to actually ask how to do a walk cycle from scratch. And I guarantee you’ll get like 27 guys listing all of the free or cheap animations you can download and apply to your character. And it won’t require any work whatsoever, while making a walk cycle requires quite a bit of work. And it can be kinda tedious.

So are you really, really sure?

Profile
 
 
Posted: 20 August 2012 10:28 PM   [ Ignore ]   [ # 4 ]
New Member
Avatar
Total Posts:  9
Joined  2010-04-17

No im not sure. I thought there was some technique involving target helpers or something that i could easily figure out once someone gave some hints. Too bad carrara doesnt have a manual like other programs. But anyway i use the toon generations base charctr and dont know about any drag and drop walk cycles. Ya whatever bring on 27 ideas. I have no idea where to start other than i may purchase philW training dvd. I searched youtube and theres. Nothin proper there. ????

Profile
 
 
Posted: 21 August 2012 12:14 AM   [ Ignore ]   [ # 5 ]
Addict
Avatar
RankRankRankRank
Total Posts:  8394
Joined  2009-07-13

well if you do not want JoeMomma’s technically correct approach, and willing to settle for precanned,  the Poser walk designer universal animations load fine in Carrara and you can create an nla (non-linear animation) clip from them and loop it.
the character walks on the spot so you can transform it where you wish.
you may need to tweak the pose for a non-standard character.
which character is it?
If it is from P7 or P8 debut, I would have it and can see what works.
alternatively doing a side view with a video of someone walking in the backdrop and keyframing matched movements by moving limbs could work if you are really keen.
26 more suggestions to go tongue wink

 Signature 

WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
my render thread
        never forget
A Drows Walk
Jaderail is at it again

Profile
 
 
Posted: 21 August 2012 12:40 AM   [ Ignore ]   [ # 6 ]
Power Member
Avatar
RankRankRank
Total Posts:  1067
Joined  2007-10-15

There is a TON of information and reference materials and videos if you want to make your own walk cycle. If you want an exaggerated “toon” walk cycle, or a regular human walk cycle, or any combination, you can find something. If you really want to do it that way, you’d import the video or individual images into Carrara as a background (or whatever it’s called) and use that as a reference. There’s also a trillion YouTube videos, etc., and music videos, etc., unrelated to walk cycles, but have people moving and walking, that you can download and use as reference, depending on what you want. All you have to do is search the internet for “walk cycle” and you’ll get a bunch, I’m sure.

Or you can download premade files, mostly in BVH format, that you may be able to apply to your character. Some are free, and some have a nominal fee. Just search for “BVH” and “motion capture”. Or you can download (for a fee), some from the DAZ store or any other 3D store. Or if you’re really enterprising you can take your cellphone or video camera and video yourself or others and use that as reference.

Keep in mind that many/most of the prepackaged animations are done by people who think “heck, I know how to walk, so I can make an animation” and then proceed to forget how to walk naturally and overact to the point that it looks kinda silly. So if you want some natural looking stuff you may have to be a bit selective…

Profile
 
 
Posted: 21 August 2012 12:54 AM   [ Ignore ]   [ # 7 ]
Addict
Avatar
RankRankRankRank
Total Posts:  8394
Joined  2009-07-13

I just tried Jimmy toon from 3DU, I do not know if that is the figure you have.
Poser walks do not work, rigging wrong
Paid!!!! Daz aniblocks do (but you need the aniblock importer or animate2 in Daz studio to bake to keyframes and export using PFE script)
FREE!!!!!!! Daz friendly Carnigie Mellon mocaps also work in studio, again export from studio as Poser format using PFE as BVH file load crap on figures in Carrara

Image Attachments
3dutoon.gif
 Signature 

WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
my render thread
        never forget
A Drows Walk
Jaderail is at it again

Profile
 
 
Posted: 21 August 2012 12:58 AM   [ Ignore ]   [ # 8 ]
Addict
Avatar
RankRankRankRank
Total Posts:  8394
Joined  2009-07-13

yeah, the feet need ankle adjusting, that was an aniblock straight out the box!

 Signature 

WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
my render thread
        never forget
A Drows Walk
Jaderail is at it again

Profile
 
 
Posted: 21 August 2012 08:54 PM   [ Ignore ]   [ # 9 ]
New Member
Avatar
Total Posts:  9
Joined  2010-04-17

Thanx t all for the input. Ah yes bvh mo cap. Now i remember i have some of them kicken around that i might try. I dont use daz studio so i wont try any of that. I use the character ” toon generations” In case someone wants to know. Its from 3d universe on the daz store. I was hoping to animate him myself by usingtarget helpers and some keyframing. Well ill keep playin around.

Profile
 
 
Posted: 22 August 2012 01:58 PM   [ Ignore ]   [ # 10 ]
Addict
Avatar
RankRankRankRank
Total Posts:  6026
Joined  2006-08-27

Target helpers can help create a walk cycle, but with the method you’re asking about, you could just as easily use the figure’s own IK and do it.


Here are some very basic suggested steps:

1) Create one walk cycle.

2) Select the character in the instances pane and select the NLA track.

3) Choose Create Master Clip. A dialogue will open with various options. You want the Delete Keframes box checked. The Loop Offset usually works best using the hip. Any other options I tend to leave as-is.

4) Once the clip is created it appears in the clips tab. From there you can name it and drag it to your Clips Browser for future use.
5) Drag and drop your clip in the NLA track. repeat as many times as you’d like.

6) For other options, such as smooth transitions between clips, select the clip and go to the general tab and adjust your options there.

7) Create a motion path and draw your line. Move to the end of the timeline and advance the distance along path to the end. Adjust as needed to correct for foot slippage.


You can create multiple NLA tracks for your figure and layer them.

Image Attachments
Picture_3.pngPicture_4.pngPicture_6.pngPicture_7.png
 Signature 

I find it somewhat liberating not to be encumbered by accuracy.

Profile
 
 
Posted: 22 August 2012 08:30 PM   [ Ignore ]   [ # 11 ]
New Member
Avatar
Total Posts:  9
Joined  2010-04-17

Evilproducer thats exactly what i want. And i am somewhat familiar to NLA tracks. However step one is what elludes me. To create the basic walk cycle.

Profile
 
 
Posted: 22 August 2012 08:55 PM   [ Ignore ]   [ # 12 ]
Addict
Avatar
RankRankRankRank
Total Posts:  6026
Joined  2006-08-27
futubab - 22 August 2012 08:30 PM

Evilproducer thats exactly what i want. And i am somewhat familiar to NLA tracks. However step one is what elludes me. To create the basic walk cycle.


That’s the part that takes work. Unfortunately, I can’t help to much with that as I have had only middling success at creating a walk. Target helpers can be useful, but I was hoping that once I was done using them to animate my figure and save the clip I could delete them. Unfortunately, I still need them to use the clip. If I delete them the whole works goes screwy. I’ve tried it without the targets grouped with the figure and with them grouped. And I wouldn’t even think about sticking a figure with Target helpers in replicator. All the replicated figures distort trying to track the original targets. Not the replicated targets.


One thing I’ve had a little success with is I use the front view (with grid visible) to try and adjust the side to side movement of the hips and torso. I’ll use a right or left view and use the grid to help with placement of feet, travel etc. I’ll use the hip to translate the up and down of the figure through the walk, but I’ll use the top level of the figure to translate forward movement and use that to avoid the dreaded foot slippage. Once I have the walk how I want it (HA!) I’ll delete the keyframes for the forward translation of the figure from the top level, convert to an NLA clip and curse the crappy job I did.

 Signature 

I find it somewhat liberating not to be encumbered by accuracy.

Profile
 
 
Posted: 22 August 2012 08:58 PM   [ Ignore ]   [ # 13 ]
Addict
Avatar
RankRankRankRank
Total Posts:  6026
Joined  2006-08-27

Forgot to add that you can also use BVH and also convert those to NLAs. You’ll probably have to do a lot adjustments.

 Signature 

I find it somewhat liberating not to be encumbered by accuracy.

Profile
 
 
Posted: 22 August 2012 09:19 PM   [ Ignore ]   [ # 14 ]
Addict
Avatar
RankRankRankRank
Total Posts:  8394
Joined  2009-07-13

those Daz friendly CMU BVH clips I linked to in my previous post work quite well in Daz studio though, Carrara imports BVH well as a seperate skeleton but does not do as good a job as studio matching bone movements to existing figures.
hence the convert to pz2 using the Poser format exporter script ( free in the Daz store) suggestion.
you can then delete translation keyframes in Carrara and create an nla clip that can be looped.
since it worked on Billy who is a toon generations figure by 3du it should on the one you have too.

 Signature 

WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
my render thread
        never forget
A Drows Walk
Jaderail is at it again

Profile
 
 
Posted: 23 August 2012 12:22 AM   [ Ignore ]   [ # 15 ]
Addict
Avatar
RankRankRankRank
Total Posts:  8503
Joined  2009-06-11
futubab - 20 August 2012 10:28 PM

No im not sure. I thought there was some technique involving target helpers or something that i could easily figure out once someone gave some hints. Too bad carrara doesnt have a manual like other programs. But anyway i use the toon generations base charctr and dont know about any drag and drop walk cycles. Ya whatever bring on 27 ideas. I have no idea where to start other than i may purchase philW training dvd. I searched youtube and theres. Nothin proper there. ????


NB: There are many paths to the one destination, mmv.

A basic walk cycle - keyframes for one leg illustrated. If available, use inverse kinematics to pin each stationary foot in place on the “floor”” You make keyframes for both legs and hip, which will drag the torso and head along with it. After you finished making the keyframes you will have a basic walk cycle you can copy pasta across a timeline, changing the BODY position at the beginning of the cycle to suit. One walk cycle will be a cycle of ( (keyframes + inbetweens) -1), otherwise the animation will seem to stop as each cycle ends.

 

Image Attachments
basicWalkCycleOneLeg_01.jpg
Profile
 
 
   
1 of 6
1