Next, I started on creating my running animation cycle. I am very pleased with how this animation has came out and believe it will give me so useful knowledge for future projects. I’ve done this by keeping the elbows high and not a lot of range of motion to show he is big and bulky. In the animation below I have try to give the appearance that this man walking is very muscle, not from how he look but from the way he walks. I haven’t batched rendered it as I plan on linking it with a running cycle to give a bit more length and variety to the animation sequence. Maybe someone has a more straight-forward way, or there is likely an existing space-switching tool, but that is how I’d begin thinking about it.Today I finished my walk cycle. Remove the animation from the backwards-moving world control.īake the IK controllers so their animation is now in the new space. IK feet, COG, IK hands.īake the constraint on the locators so they become animation.Ĭonstrain your IK controls to the temporary locators. Parent constrain temporary locators to each of your controls that are moving forward in translateZ. But here is a hacky, brute-force way you could do it: You tagged this post as “coding” so I’m not sure what you are trying to do. Next, to get rid of the world control moving, then you would have to bake the animation on your IK feet and COG into a new space. But now a world control above them all is moving backwards at the opposite speed. Your IK feet and COG are moving forward just as they were before. If you now animate a world control moving backwards at that rate, your character should be walking in place.The world translationZ on frame 36 minus the world translationZ on frame 0 divided by the number of cycles you measured, is the distance it has traveled.Sample the translationZ of a given controller in world space on frame 0 and 36.Assuming your IK feet and COG controllers are what are animating forward, and the root group or controller of your rig is staying at the origin. Say you have a walk cycle, moving forward in Z, that loops every 12 frames.
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