viewing guide

Posts with 'IWP' as their title are my Independent Work Process for Assessment purpose. Searching for 'IWP' on the search bar on the left filters out other researches and materials.

Thursday, 7 May 2015

IWP - Preparation for a Walk Cycle: Trax Editor, Character Control, Reverse Foot Joints

After experimenting with the duck character, I've decided to make a simple walk cycle animation for the final presentation. First, I had to learn about some tools that would be useful for animating such repetitive movements as 'walking'.


Tools for ease of work & reduction of error





Trax Editor for repetition of movements & adding audio


Visor for saving the motion as an importable clip for the Trax Editor,
and for viewing & importing assets



Point Constraint Tool for when making the Reverse Foot Lock


 

Character Set for making clips in the Trax Editor (its specific role/function, I've forgot)




Adding Attribute to the Foot control(most appropriate setting as seen in the image)


Character Control

In the previous animation, I actually wanted to rotate the character around, but the joints wouldn't move as I wanted them to move. Making the Character Controller actually ables me to do exactly what I wanted to do without crushing the polygon into 7 million pieces.



Simply create a circular curve under the feet of the character,
and parenting the entire body to the circle curve allows me to control the character universally.


Reverse Foot Lock

Reference:

http://www.rigging101.com/free/reversefootlock/index.htm







Must remember to create the IK handles for the legs & feet before Point Constraining the Reverse Foot Locks.

The Reverse foot joints must be Point Constrained to the IK handles rather than to the joints.


The Point Constraints should appear under the IK handles rather than the Reverse Foot Joints.



Foot Control


Similar to the Body Controller. Enables the toe to bend & create more natural feet motion.





Parent Constrain the feet curve to the reverse foot heel.