
Since I was animating a movement for every 5 frames I needed to make sure that the movement would ease in and out neutrally. By this I mean I didn’t not want one leg move faster than they other while walking. Or one hand moves faster than they other so I came up with a solution. I noticed every time I moved a foot or hand a small counter came up notifying how far I had moved the controller. (Image). So I kept note of each frame number and how far I would move it until the next pose. Here is the table I would write out calculating the distance of each movement for the hand.
So the table and diagram basically represent the movement of the hands and the distance travelled between each 5 frames. If you look you can tell by the diagram the gaps between the movements up and down they ease out to less distances. This will cause a smother movement from going one direction to another. It works in the same principle of a object slowing down like the black box diagram. It is the onion skinning of a box that falls. Notice the gaps between the rectangles get smaller as it comes to a stop. This is an easy method when your calculations are consistant and correct.



To create the loop walk I must now duplicate the timeline for the amount of times I would like the cycle to play through. I opened up the timeline window and highlight the frames. I then Ctrl and dragged out the frames copying them placing them 5 frames after the last one. I had done this a couple times.

Right now I have my frames I need to move my character in sync with steps so I can make him walk across screen. I could make him loop and use cameras but I believe this way can cause sliding and its unattractive animating in my eyes. So my idea was to key frame the character movement every 5 frames. These will be making sure during every step the foot stays in the same positions and doesn’t slide. Here you can see the path were I have key framed the final movments.

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