When animating the character through the scene instead of doing an in place walk cycle it helps to have IK on the feet so you can lock the feet in world space and keep it from slipping around as you move the root node/COG. Various rigs do this in different ways normally there is some kind of pivot placement you can also…
What do you intend to do with your animation ? If you're making game animation, cycles etc., you should use the root controller to move your char then once your anim is finished clean it so your character runs into place. If it's for a cinema-like shot, it will be easier to work with the hips instead, to keep a natural…
Brief question about animating a moving character... Am I right in thinking you should animate a characters position from the root/COG rather than the master controller? I've spent more time than I'm comfortable with admitting over the past week trying desperately to block in a walking character using the master controller…
Thanks so much MiAlx that's indeed a great help. I must admit it's a real head-tester. I first learned to animate walk cycles on the spot, where everything was very 'formulaic', for example if the first down position is on frame 5, then the opposite would be on frame 21 in a 32 frame cycle etc. This is all easy to work out…
Teejay, i had the exact same problem at first. In my experience it really depends on the camera shot. If you have a full body shot of a walking character, then leaving the global move or master controller where it is and animating the position with the COG or root is a bit better (imo) since you don't have the sliding feet…
^ Yep that's pretty much the 4 poses I use. Notice that A and E are the same just opposite. Pose an extreme, pose an extreme and crawl through the scene that way. Well let me back up first I would block it all in. To do that I animate just the COM maybe with some poses (set to step curves) to get a sense of speed, timing…
Yes. Bouncing balls and balls with tails. Not walk cycles. And still animating in a scene where its solely about practice (i.e. you do a walk from x to -x) is less challenging than having to combine it with a previous motion, plus all the acting that comes with the walk and before the walk (if there is any). For instance,…
I think that's it. I remember it as one of the harder things to master mostly because it was one of the first things I did even though its the simplest thing for me to do now and I've done a lot harder since. I wish I had started off with something that had less moving pieces. Also... belittling the persons struggles…
Study the principles, force, weight using different resources, there are many books, tuts and articles available out there. Richard williams's animation survival kit is well known in the industry for example and covers walks in depth. http://www.animationarena.com/ Then shoot reference, and analyse the motion with…