So, my next question which I put myself in is, “what should I animate then?”. I had a lot of ideas running through my head the past few days and i’ve tried to keep them as simple as I can so that, I’m able to have include a shot that has a certain quality in my showreel. I was then watching a walk cycle tutorial that I had mentioned from a previous post about how to animate a quadruped walk cycle. As I continued watching, it struck my mind that I have yet to resolve a certain issue that I have yet to conquer, “foot sliding” in a cycle animation.
I'd often at times searched the web on how to resolve this, but from what I had seen there wasn't much content on this issue, sure there was mel scripts which i could use, but I wanted to know the reason and find that formula on how to fix this.
I knew that this tutorial had mentioned how to resolve the problem but at the time, I was concerned that I would copy what this person has done and never learn how to animate myself; therefore I chose not to, take on board the tips he had suggested at the time. How foolish of me.
Anyway, I believe that I’m able to prevent any foot slides when it comes to making a cycle animation now, thanks to this tutorial. Feel silly not having mentioned this person name yet, but I’ll include this tutorial on the following link below, as he has really opened new doors in term of animation projects in the future for me. Plus, in case I might lose you guys with my wording on how to prevent the foot slides. Chris Sokalofsky - Basic quadruped cycle tutorial
Alright, so I have set a simple scene up, with a spider bot rig, nothing fancy as this is just to illustrate the steps to take to prevent foot sliding in Maya, with your animation. I've only just figured this out so please bear with me if this whole tutorial fail.
So below, I have animated the front left leg where it starts at frame "0" and moves forward at frame "8" , where by frame "16", it'll go back to it's original position on frame "0". At the moment from the graph editor, the splines are flatted out. We would then need to change this.
Translate Z - Front Left foot |
Translate Z - Change flat to Linear |
Checking infinity |
Copy the linear curve |
Paste onto the world/ global curve |
After learning and taking all of this in, I have grown a new confidence with what I should animate over the next couple of weeks. So again, I apologise with the lack of content I have been churning out lately. I hope however, that you've found this useful.
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