Tuesday 1 December 2015

Lesson Learnt 007 - Walk cycle methods

I was giving a lot of feedback, for class 1 students in Animation Mentor, on animating Vanilla Walks. Got inspired i had to do a practice on this. When do we actually attempt past assignments again right.

While animating i realised 2 things.
1. I it took way more time then i thought it will take me.
2. There are new mistakes that i encounter.

This are the stages in animating the Vanilla Walk using the Monsterball Rig from Animation Mentor.




There are basically 2 methods to animate a walk.
1. Animate the walk forward in respect to a stationary ground, leaving the Root Control untouched.
2. Animate the walk on the spot, as if walking on a treadmill, after which translate Root Control forward to create a walk on normal ground.

Both methods have its advantages and disadvantages.
1. Easier to animate together with other sequence or actions. Don't have to worry about the Root controller. Difficult to copy the exact displacement to the last frame to create a cycle.
2. Usually used in games where a cycle of a action is needed. Easier to create cycle because the exact displacements can be easily copied over. Need to ensure the displacement is the same as the displacement of Root Control to prevent sliding on the ground.

In this practice i used method 1. The mistake became apparent when i translated the Root Control. So the mistake is, while animating on the spot, the rear kick off was also done on the spot instead of constantly moving backwards. It can be clearly seen below.


It may not be visible playing in real time. But when the Root Control was translated the kick off foot slides forward.

Make sure in graph editor the curve looks like the image below. The foot kick off is from f12 - f15.



Instead of the image below, where the translation is almost none.



Make sure the Root Control translation curve looks like this.





And the feet will not slide anymore.