- Modificato
Walk cycle - how to keep character in place
Hello,
I have created a walk cycle animation for a character and have some problems:
1) Now, the character moves from A to B, which is undesirable - it should stay in place, which will allow looping and facilitate coding. You can imagine this as running on treadmill. The character in "hero" example walks just like that. What is the best way to achieve this transformation in Spine, so character will always walk in A only?
2) I am not absolutely satisfied with animation of legs, something is missing to make it fully realistic, but I do not know what it is. Here is the video:
Any help appreciated
- Hips are always at one point horizontally.
- Also missing important keyframes. 2-3-4 (look ref)
Immagine rimossa a causa della mancanza di supporto per HTTPS. | Mostra Comunque
- Thanks, I will improve this aspect.
- The outlined walk cycle is not suitable in my case, because it is too exaggerated, and what I am trying to achieve is realistic walking of human at home, i. e. slow and calm steps.
sabrx ha scritto
- The outlined walk cycle is not suitable in my case, because it is too exaggerated, and what I am trying to achieve is realistic walking of human at home, i. e. slow and calm steps.
It's not about style of a walk, it's about principle of animating a whole cycle. Walking is always made by 'pose-to-pose' method. Initial pose is 'Contact' when both foots are on the ground (for example - left foot front, right foot back), than make another 'contact' pose - RIGHT foot front, LEFT foot back. Between them are 'passing' poses - character moves back foot forward. After that - 'low' and 'high' poses.
The best way to animate a walk cycle is to animate the character in one place. You don't want to actually translate the character. Literally animate the character as if they are walking on a treadmill. Do this with virtually all animations. Have an origin and animate from there.
I don't mean to be rude, but if you Google "walking cycle" (in images) you may find tons of ways to animate a character walking, including realistic human cycles, although as Leemon stated, all cycles share common poses as contact or passing.
You can possibly make him stay in one place by inserting a bone before the rest of the hierarchy (excluding the root bone). Then at each frame where you set a key that moves the character, you move the inserted bone negatively.
It's also possible to use Root Motion. More on that here : http://docs.unity3d.com/Manual/RootMotion.html