![]() ![]() No problem I am glad to be of help to a fellow animator even though results are not guaranteed. I wonder how they deal with such situations in big studios, Pixar et al. I wish some of the coolness of game engines actually landed in Blender someday. Speeding/slowing down is harder to do in this case though. Then, no problem with foot sliding, you can turn the character around using an NLA strip with a slow translation on the hip and the feet. Foot sliding will still occur when the character turns though, this I have not been able to eliminate.Īnother solution is animating the cycle relative to the root controller - so, actually moving the character forward, then using a cycle offset modifier on every curve to make it infinite. ![]() The problem is if you accelerate too much, the cycle becomes weird, unrealistic - only for slight speed changes does it work well. You could use an auto-walk technique : link the root’s Z translation to a pre-animated walkcycle, through drivers. ![]() I am actually animating dinosaurs these days and I’m having this exact same problem - luckily I only have two or three different run cycles, that’s as many different speeds and adjustments I need to make. Game engines have super cool ways of getting around this. Is there any more flexible way of doing this? But again, thank you very much for your reply. You did answer the question I asked and I appreciate it, but I guess I wasn’t asking the right question. I certainly don’t mean to demean your reply Vanderhorst. I was assuming that the professionals did something like animating the root bone along a path with some sort of alteration of the speed of the walk cycle based on the current velocity of the root bone’s motion along the path, but I have no idea if that can be done (seems like a Python script could do it, but I have no idea how). You certainly couldn’t use this method to easily animate a character wondering around a room a variety of varying speeds (like if the character was looking for something) and be able to easily change it later like in a real production setting. That is certainly a method that works to alter the speed, but isn’t it kind of cumbersome and inflexible? It allows for non-constant motion without foot sliding, but only very predictably non-constant motion. blend file which helped me understand your method. Thank you so much for the very detailed reply Vanderhorst! I really appreciate the time you took, and the. To match the root bone gradient correct you can duplicate the first root bone gradient (base nla stripe scale 1) and change only the frame number to the same like your nla stripes, like in the picture. If you set it up corect you can just duplicate and scale your nla stripes. The exact way should be a linear interpolation for your ik control bone and root bone, they should have the same gradient (multiply with -1 because the ik move back and the root forward). How did you match the forward root bone speed with the food speed? I don’t expect a full 5000 word description of the method here, just some tips to get started, or just some tips on what topics to research to get started with this would be great. I’ve read about games engines (Unity I think) that allow the dynamic adjusting of the walk cycle action to match the velocity of the forward motion, so there is never foot sliding. I can’t figure out how to make a rig dynamically change the speed it’s walking (like humans do) without causing foot sliding. What I don’t know is how to make any other kind of forward motion besides just straight forward, constant forward motion work for any given walk cycle without foot sliding. I have done this, and it works okay for a simple straight walk forward. I also know that the velocity of the forward motion has to exactly match the appropriate speed of the walk cycle to avoid foot sliding. First what I do know: for just a general, basic rig and walk cycle I know that many (most?) walk cycles have no forward motion in the actual action the root bone is what is animated to apply forward motion, and the walk cycle action is just a stationary walking motion (walking in place). ![]()
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