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Anybody have advice/ animating walk cycle???
Posted: 27 August 2012 03:04 PM   [ Ignore ]   [ # 46 ]
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Roygee - 26 August 2012 11:19 PM

The walks would work perfectly in DS, but in Carrara that ankle-crossing would happen.

I found out that his ankle-crossing problem wasn’t Daz Studio’s fault. I just forgot one step, that’s all. The export-import process of animation from iClone to Daz Studio works flawlessly, but you have to have limits set off in Daz Studio. I had them on. Hence the ankle-crossing.

While importing the animation in Carrara 8.5, I found out that using DUF gives impeccable results. With PFE and the browser, there will be ankle-crossing . Funny, quirky, but that’s how Carrara is.  I just checked.

Here is the revised Genesis walk imported from iClone first in Daz Studio, then in Carrara 8.5 with DUF. All I had to do was turn the limits off to make it right.

http://youtu.be/825IWk7snTk

EDIT: I just checked again. If you used PoserFormatExporter to transfer the animation from Daz Studio to carrara, there won’t be any ankle-crossing either. It’s perfect, in Carrara 8.5 anyway.

 

 

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Posted: 28 August 2012 04:38 AM   [ Ignore ]   [ # 47 ]
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Well, I spent an hour or so cleaning up my anim of a walk cycle up stairs. It’s still pretty bad, too robotic and unnatural, but cleaning up splines for keyframes is my least favorite job in the world, so it will have to do for now.

And the limitations of Carrara’s anim abilities become clearer with an exercise like this…IK becomes a huge pain because it’s too much work to deal with the dreaded “IK twitch” that you pretty much just have to live with in Carrara, while other apps handle it much better. And like I said before, you’re only working on, say, 8 channels, but have to scroll thru 800 channels. And anim previews are terrible, so you have to render if you really want to see anything, which takes forever. And IK solving isn’t realtime so you have to move your target, see where everything ends up, tweak it again, check, tweak, etc.

I may be off on some of those, since I’m pretty rusty with animating in Carrara. But it’s a pain nonetheless.

Here’s V4 climbing stairs. I was gonna have her do a little dance, but Carrara wore me out:

http://youtu.be/Rc5VhVMSyOw

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Posted: 28 August 2012 08:37 AM   [ Ignore ]   [ # 48 ]
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Yes, Joe - character animation in Carrara has fallen way behind - even DS is a lot less hassle.

@argus - interesting - I find the feet meeting the ground fascinating.  Is there some special function in iClone that gives the feet radar to detect any floor or do you have to have the floor she’s going to walk on in there?

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Posted: 28 August 2012 09:52 AM   [ Ignore ]   [ # 49 ]
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iClone has a foot contact option that either means the foot bone will not pass through zero vertically or a prop added to the terrain
the legs will bend as you lower the figures.
I have tried imitating it in Carrara using target helpers tracking a plane in the y axis with values zero or greater but the feet will not “let go” when raised.

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Posted: 28 August 2012 09:53 AM   [ Ignore ]   [ # 50 ]
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Roygee - 28 August 2012 08:37 AM

@argus - interesting - I find the feet meeting the ground fascinating.  Is there some special function in iClone that gives the feet radar to detect any floor or do you have to have the floor she’s going to walk on in there?

Depends. If the character is walking on an even floor, there is no problem. It can walk anywhere. 

But if it’s an uneven floor, you have to have the floor that you are going to render imported in iClone. In my example, I made a simple terrain in Carrara (Insert/Terrain), which I imported in iClone as an OBJ and used with the “import to terrain” function . Then I put my character on a path, which I used with the “project to terrain” function (very cool). I made my animation using the “puppet motion” tool in iClone, with “foot contact” checked and exported it back to Carrara with 3dxchange pipeline. There, I just aligned the character with my original terrain.

There is also a “hand contact” function, for character has to put his hand on a table or something. Moreover,  a “reach” function has been introduced lately, if a character has to grab an apple from a tree, for example, as well as constraints if a character has to hold a sword with both hands. It all done automatically.  Reallusion says they got these functions from high-end apps like MotionBuilder.

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Posted: 28 August 2012 09:56 AM   [ Ignore ]   [ # 51 ]
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http://www.youtube.com/watch?v=TuoNR5C5gGU my attempt in Carrara
cannot find my thread on old forum

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Posted: 28 August 2012 10:22 AM   [ Ignore ]   [ # 52 ]
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Thanks for the information - iClone is looking more and more attractive.  Perhaps that’s where my savings will go instead of a Carrara upgrade?

Wendy, did you know you can switch tracking on and off along the timeline - that may help when you want to lift the foot off the ground?

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Posted: 28 August 2012 10:34 AM   [ Ignore ]   [ # 53 ]
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yes, knew that, but I was trying to work out a way to do it with preloaded animations and no extra keyframing on my behalf!
like iClone does.
have a feeling it is doable but still need a brainwave, it is simply a matter of limiting translation beyond a set point for a foot or hand bone and posibly the code masters like Fenric or f1oat could do a plugin using the SDK if there were a demand.

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Posted: 31 August 2012 12:13 AM   [ Ignore ]   [ # 54 ]
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Roygee - 28 August 2012 10:22 AM

Thanks for the information - iClone is looking more and more attractive.  Perhaps that’s where my savings will go instead of a Carrara upgrade?

Or just save your savings…learn to do it manually.

Be bold, be brave…step out of the software doldrums…blaze a new path…learn a new skill…don’t rely on an app for this, and an app for that….

It’s good fun, and good for you, too.  smile

 

Sorry…nevermind….lost my head…

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Posted: 31 August 2012 12:57 AM   [ Ignore ]   [ # 55 ]
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Oh, I learned to do it manually a long, long time ago.  When I first started in 3D, I was on Anim8or.  There were no bvh imports or anything like that.  The forum we were on had a monthly 30-second animation challenge and everything in the scene had to be home-made, original, never seen before.

So, we did the lot - modelling,  texturing, animation, all in one app.  We were allowed to UV map in Classic, because Anim8or doesn’t have the ability.

But just because I have feet, it doesn’t mean I have to walk everywhere - I’ll use my car, bicycle, train, whatever as the occasion demands.  It’s all about efficiency, making the best use of what is available.

I do miss those days - be great if we had something like that here.

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Posted: 31 August 2012 06:24 PM   [ Ignore ]   [ # 56 ]
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Roygee - 26 August 2012 12:37 AM

In addition to what Joe wrote - floating and foot slippage is also caused by using the traditional walk in place technique, then not matching length of stride and distance covered to the foot movement.  Which is why I incorporate forward movement into the cycle.

With so many excellent tools as mentioned before available, doing your own walk cycle is really just an exercise.

For those who want to, Mark Bremmer has done an excellent Carrara-specific tutorial on a cycle for a spider, see http://www.markbremmer.com/3Bpages/DAS08spider.html

One of the right legs is not moving on that spider.

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Posted: 31 August 2012 06:31 PM   [ Ignore ]   [ # 57 ]
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Roygee - 31 August 2012 12:57 AM

Oh, I learned to do it manually a long, long time ago.  When I first started in 3D, I was on Anim8or.  There were no bvh imports or anything like that.  The forum we were on had a monthly 30-second animation challenge and everything in the scene had to be home-made, original, never seen before.

So, we did the lot - modelling,  texturing, animation, all in one app.  We were allowed to UV map in Classic, because Anim8or doesn’t have the ability.

But just because I have feet, it doesn’t mean I have to walk everywhere - I’ll use my car, bicycle, train, whatever as the occasion demands.  It’s all about efficiency, making the best use of what is available.

I do miss those days - be great if we had something like that here.

Please no!!!  I would never go back to uv mapping in uv mapper classic.

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Posted: 31 August 2012 06:33 PM   [ Ignore ]   [ # 58 ]
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argus1000 - 27 August 2012 03:04 PM
Roygee - 26 August 2012 11:19 PM

The walks would work perfectly in DS, but in Carrara that ankle-crossing would happen.

I found out that his ankle-crossing problem wasn’t Daz Studio’s fault. I just forgot one step, that’s all. The export-import process of animation from iClone to Daz Studio works flawlessly, but you have to have limits set off in Daz Studio. I had them on. Hence the ankle-crossing.

While importing the animation in Carrara 8.5, I found out that using DUF gives impeccable results. With PFE and the browser, there will be ankle-crossing . Funny, quirky, but that’s how Carrara is.  I just checked.

Here is the revised Genesis walk imported from iClone first in Daz Studio, then in Carrara 8.5 with DUF. All I had to do was turn the limits off to make it right.

http://youtu.be/825IWk7snTk

EDIT: I just checked again. If you used PoserFormatExporter to transfer the animation from Daz Studio to carrara, there won’t be any ankle-crossing either. It’s perfect, in Carrara 8.5 anyway.

 

8.5 is out of Beta??  Do I just reset my downloads to get it?

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Posted: 03 September 2012 03:00 PM   [ Ignore ]   [ # 59 ]
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Roygee - 31 August 2012 12:57 AM

But just because I have feet, it doesn’t mean I have to walk everywhere - I’ll use my car, bicycle, train, whatever as the occasion demands.  It’s all about efficiency, making the best use of what is available.

Really? Efficiency?

Sorry, I just find it kinda funny when guys in a hobbyist community talk about “efficiency”. Not talking about you, but in general…

Guys who will spend months or years playing around with software, and instead of read a book about basics to figure out what they’re doing and maybe save themselves a few months or years of trial and error, they keep banging their heads against the wall. They’ll spend weeks trying to figure out the best way to make the software produce a crappy result with some whiz-bang feature like smoke or fire or fluids or whatever, instead of spending 5 minutes in Photoshop or wherever doing a much better job manually. They’ll spend their money, and lots of time, buying and figuring out some crappy, drag ‘n drop content, instead of realizing they could do a much better job themselves, as well as save themselves money, if they’d just spend a little time learning how.

Let’s be honest, nothing here is about efficiency. It’s about playing with software. Nothing wrong with that, but let’s be honest. Kind of like a kid telling you that playing video games is the most efficient use of his time   smile 

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Posted: 03 September 2012 11:40 PM   [ Ignore ]   [ # 60 ]
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Yes, it is about efficiency, regardless of your over-generalisation.

Who are these people who struggle for years to produce crap instead of doing some book-learning?  You’ll find folks come here, ask a few questions, get some advice - very seldom will you see the results of what they do, what they’ve learned, where they’ve learned it from and how well they execute what they have learned.  So how do you judge that they are struggling for years?

Then you continually make the assumption that everyone can afford and has Photoshop and knows how to use it.  On what basis do you make that assumption?

Then you constantly assume that everyone has access to erudite, expensive books on all manner of CG- related subjects and can afford to buy them.  Don’t know about the rest of the world, but this is simply not so in my country - and Amazon doesn’t do business with Africa.

The fact of the matter is that in large studios there are teams of specialists who each do their part - hobbyists have to do all of it - so if they find methods of doing it better by buying content, using different software to achieve what they want, that is efficient use of time.

May I suggest that you actually do some research into how individual hobbyists go about learning what they learn, instead of judging all by the very few results we get to see here, before generalising and painting all with the same brush.

All theory is ultimately judged by empirical observation - in other words, the proof of the pudding is in the eating.  After a few years of coming to this forum, I have yet to see anything done by you that makes me think - “wow, this guy really knows what he’s on about, maybe his advice is worth taking to heart”.

Show and tell, mate, earn some creds.

 

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