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Anybody have advice/ animating walk cycle???
Posted: 23 August 2012 01:48 AM   [ Ignore ]   [ # 16 ]
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If you really want to do a walk cycle from scratch (let me guess, he’s gonna suggest you study the basics….) I suggest you do a tiny bit of research. There are a few concepts that are really, really important in understanding how people move. It’s not just a matter of moving the legs, there’s a lot more to it.

Like I say, there’s tons of info out there. I did a couple minutes of searching and found this link which at first glance seems to have the right approach to understanding what’s involved. If nothing else at least spend a few minutes reading thru it, there’s some interesting principles we follow when we move, and knowing them might make your production much nicer.

http://www.fjasmin.net/walk_cycle_tutorial/index.html

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Posted: 23 August 2012 11:17 AM   [ Ignore ]   [ # 17 ]
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Joe, there’s no one here suggesting not to do research, so there’s no reason to act as the long suffering voice in the wilderness that no one listens to. For instance, my posts were more related to the mechanics of saving the cycle in Carrara once the OP achieved the cycle he wanted. Wendy suggested a BVH, which is also a legitimate route.


Hell, I remember re-watching Disney’s Snow White a couple years ago and was surprised to realize They used rotoscoping. There was a group scene and the characters were dancing. It was clearly a rotoscoped sequence, where the rotoscoping was used to help the animators with the movement of the characters. Clearly rotoscoping isn’t motion capture, but it’s an early cousin.
http://en.wikipedia.org/wiki/Rotoscope

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Posted: 23 August 2012 04:11 PM   [ Ignore ]   [ # 18 ]
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Dude, I was responding to ps1borg’s very simplistic explanation of a walk cycle. My point was that with 2 minutes of internet searching you can come up with some very nice, very free, detailed explanations of how people walk and move, and if you really want to do it manually there’s a lot more to it than just moving legs in 4 poses. There’s weight, and balance, and emotion, etc.

Why jump on me? I’m trying to help.

How about this: “Cool, thanks for the link, it has some useful stuff that I hadn’t considered”. Y’know, common courtesy.

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Posted: 23 August 2012 04:20 PM   [ Ignore ]   [ # 19 ]
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JoeMamma2000 - 23 August 2012 04:11 PM

Dude, I was responding to ps1borg’s very simplistic explanation of a walk cycle. My point was that with 2 minutes of internet searching you can come up with some very nice, very free, detailed explanations of how people walk and move, and if you really want to do it manually there’s a lot more to it than just moving legs in 4 poses. There’s weight, and balance, and emotion, etc.

Why jump on me? I’m trying to help.

How about this: “Cool, thanks for the link, it has some useful stuff that I hadn’t considered”. Y’know, common courtesy.


My apologies then. BTW, I did study the linked page. Very good points. I found that some of them I already did, just executed poorly.

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Posted: 24 August 2012 03:52 PM   [ Ignore ]   [ # 20 ]
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Have you tried puppeteer?  If I was building from scratch this is what I would use in daz

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Posted: 24 August 2012 06:41 PM   [ Ignore ]   [ # 21 ]
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Well for me its always been useing BVH files in Poser and saveing the info out as a BVH and then applying to the same figure in DS…
I love the Poser’s Walk designer

With the kinetic its a breeze….

With Bvh its just a little tweaking in DS to get it right

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Posted: 24 August 2012 09:43 PM   [ Ignore ]   [ # 22 ]
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I have a slightly different approach to the traditional walk in place then translate, which is very difficult to do without floating and foot slippage.  I use the traditional four positions, but just as the back foot leaves the ground, I move the hips forward to be over the front foot.  That makes an actual step, gives the impression of weight and pushing off on the back foot.  Then it’s easy to measure the length of the stride and match the distance to be walked.

Fully agree that it is a lot easier to do in Studio using Puppeteer because you can match left and right side exactly.  Can’t imagine why they never implemented Puppeteer the same way in Carrara.  Poser’s walk designer is also great.

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Posted: 24 August 2012 10:24 PM   [ Ignore ]   [ # 23 ]
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I think regular old Animate/Aniblocks w/ Carrara importer is the easiest way to go. I love ‘em. They’re not super customizable (I’d say just completely delete a limb’s corresponding keyframes if you want to make adjustments to that limb) but the Mixamo website is pretty customizable. If I remember right you can just cue up and adjust the movement the way you want it, save it and then buy that movement.

If you’re really interested in doing it by hand, I ‘d probably just focus on key poses. Get your key poses in, then put a keyframe at the 50% mark between those keys, make adjustments, then put another one at the 50% mark, make adjustments, and then another one and maje adjustments. So if you had, say, 8 key poses, you then multiply by two (16) and then multiply by two (32), then another two (64) easing you tweens along the way. Should get you started in the right direction.

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Posted: 25 August 2012 01:31 AM   [ Ignore ]   [ # 24 ]
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My fuzzy recollection from the last time I tried to animate a character in Carrara using IK was that I finally threw up my hands in frustration, and decided to disconnect all the IK and just do it by hand. I recall that Carrara is missing some of the basic tools needed to automate and rig the character, and compensating (ie, fighting the IK) is more work than it’s worth.

For example, when you lower the hips on the Z axis you generally want the knees to bend, not lock. And during a walk you want to lock the toe on the floor and raise the heel as the hip goes forward. And you also might want the hips or other body parts to be positioned automatically to maintain balance (eg, halfway between the legs). And so on. BTW, those are probably bad examples, and I’m sure there are ways to get those to happen, but in a general sense, when you’re talking about rigging an entire character’s legs, feet, arms, etc., the rigging tools required become fairly complicated. But with Carrara I recall it was real difficult or impossible to rig that kind of stuff satisfactorily, and I spent too much time trying to fight the IK to make all that happen.

In any case, doing it manually (FK) is too much of a pain with any significant animation IMO, so I tend to write Carrara off for any serious character animation, unless you use motion capture stuff I suppose.

BTW, if anyone’s interested, you can probably do a search for “character rigs” or something like that and find a video of what I’m referring to. There’s quite a bit that goes into a complete rig for a professional animator for the arms and legs alone. Not to mention the facial rigs for eyes, mouth, etc.

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Posted: 25 August 2012 02:50 AM   [ Ignore ]   [ # 25 ]
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here’s one! that I just got emailed about by papasmrfe who I follow on sharecg!

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Posted: 25 August 2012 04:10 AM   [ Ignore ]   [ # 26 ]
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maybe the hardest thing is stopping the foot slide -
if you use a cube object as a target helper to mark where your foot is at each step it helps a lot

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Posted: 25 August 2012 04:47 AM   [ Ignore ]   [ # 27 ]
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head wax - 25 August 2012 04:10 AM

maybe the hardest thing is stopping the foot slide -
if you use a cube object as a target helper to mark where your foot is at each step it helps a lot

Is this not fixed by using a linear interpolation on those curves, and making sure the IK target isn’t moving between frames?

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Posted: 25 August 2012 06:28 AM   [ Ignore ]   [ # 28 ]
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don’t know Joe smile
I admit i’m a crappy animator smile
this is the last time I d id a walk cycle - in 2009 - with morph targets and a hand made mesh

http://www.youtube.com/watch?v=qfo-DRglT9A

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Posted: 25 August 2012 08:30 AM   [ Ignore ]   [ # 29 ]
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I think it’s also worth noting that it’s probably a bad idea to actually try and incorporate forward movement of the character until you’ve completed your walk cycle. Like just worry about getting him walking in place effectively, then once you have that, you can move and resize your model however to create the illusion of movement. That’s what I always do in Flash and traditional animation stuff.

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Posted: 25 August 2012 12:32 PM   [ Ignore ]   [ # 30 ]
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Joe is so right about using Carrara rigs in an animation - which is why I prefer to rig in DS.  What he says about professional riggers is spot on - I saw a video of a professional rigging in Blender and it is very different to what we get with Poser/Daz content - lots more bones, especially in the feet -even bones outside the feet which are not allocated to mesh but control other bones.  Also in the past there was a problem with those default target helpers attaching themselves to other objects in the scene, with really weird results.

Something I picked up on walk cycles is when you make an IK chain, first thing to do is delete the default boxes it makes and replace them with target helper objects.  There is less play and somehow they pin better.

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