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I made further improvements to the cycle and posted it at:
http://members.nbci.com/_XMCM/gregjohn/animation.html#POV16
(new file in that same old link if you had looked before tonite.)
The foot actually bends like that in a real human.
I was trying for something more or less human-looking......
"Greg M. Johnson" wrote:
> All this talk of walk cycles inspired in me a desire to improve my own.
>
> I kept a true FK construction to my character, but I used JvS's
> FindKnee macro to determine the position of the knee, then back
> calculated the FK rotational angles to get the points described. This
> FK/IK setup will also make it easier to make it do things like walk up
> stairs.
>
> Thanks for the advice when I posted actually back in April this same
> deal. I think it's a lot smoother. Fixing the rotation or bending of
> the feet are a whole nuther project for another day.
>
> I still have a love/hate relationship with splines. Yeah, I could
> figure out a way to get it to be very smooth, but then I wouldn't be
> able to tweak, retweak, and microtweak if I have 8 extra points to
> change every time I make a modification. (2 pts before, 2 pts after x 2
> legs= 8 ) >:-P Note how the "up" ankle travels in a straight triangle.
>
> ------------------------------------------------------------------------
> Name: thebodywalker38c.mpg
> thebodywalker38c.mpg Type: MPEG Video (video/mpeg)
> Encoding: base64
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