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6 Go to frame 10, the first Contact pose for the hind legs, and move the COM to a vertical position midway between its heights f ...
3 Select the next spine link, Bip01 Spine 1, and rotate this link down a bit. The goal is to have the outline of the spine match ...
6 Shift+drag to copy the new key from frame 7 to frame 19. If you scrub the Time Slider, you can see that the spine already has ...
8 Shift+drag to copy the new key from frame 4 to frame 16. With the spine movement added, the quadruped looks less like a robot ...
4 Select the lower neck link, Bip01 Neck, then click Set Key to set a key for it as well. 5 Shift+drag the neck key to copy it t ...
8 Go to frame 11. Rotate the neck links so they are roughly parallel to the ground, and then rotate the head so it is looking sl ...
Polish the Walk Cycle Set up the scene: ■ Continue from the previous lesson, or navigate to the \animation\character_animation\q ...
4 On the Track View status bar, turn on the Filter - Selected Tracks Toggle. This simplifies the Controller window display by sh ...
7 On the Track View toolbar (the Key Tangents toolbar), click Set Tangents To Smooth. Smooth tangents give the animation a more ...
Trajectories of the dog’s right forefoot and knee before smoothing Trajectories of the dog’s right forefoot and knee after smoot ...
Give the shoulder blades more freedom: 1 Turn on Auto Key. Go to frame 1, select the dog’s shoulder blade (Biped01 R Clavicle), ...
2 Make sure Auto Key is on. 3 On the main toolbar, turn on Angle Snap. Then at frame 1, rotate the pelvis to the dog’s right, 15 ...
5 Finally, go to Frame 25, and restore the pelvis back to its frame 1 position: 30 in the local Y axis. You can preview the anim ...
4 Rotate Bip01 Spine to the dog’s right, 15 degrees in the local Y axis. Notice that Biped maintains the head facing forward, wh ...
The spine describes an S-curve as the dog walks, with the shoulders rotating in the opposite direction from the hips. WARNINGDon ...
6 Go to frame 13. Rotate the three spine links in the opposite direction: – 15 degrees in the local Y axis for Bip01 Spine; 10 d ...
Add side-to-side movement to the tail: 1 Make sure Auto Key and Angle Snap are both on. 2 Activate the Top viewport, if it isn’t ...
6 Go to frame 13 and as you did for the spine, rotate the tail links to mirror the frame 1 pose. 1038 | Chapter 5 Character-Anim ...
7 Go to frame 25 and restore the tail to its frame 1 pose. Animating a Quadruped Walk | 1039 ...
TIP To save time, you can select all the tail links, copy their posture at frame 1, and paste the posture at frame 25. 8 Turn of ...
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