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Now the forefoot lifts out of the way before the hind foot steps down. Scrub the time slider to make sure you’ve corrected the i ...
To see a completed version of the animation, open quadruped_walk_completed.max. Adding Extra Limbs In this lesson, you'll add bo ...
This file shows Wally in See-Through mode. He has wings, but no means of moving them. You'll remedy that in the next few procedu ...
4 On the IK Chain Assignment rollout, make sure Assign To Children is turned off before making bones. Off is the default. 5 Add ...
7 Working between the Front and Left viewports, use Move, Rotate, and Scale to adjust the bones so they match the following illu ...
Mirror the bones: Now that one wing is created, you'll mirror the wing and set the proper IK solution. 1 In the Front viewport, ...
4 Select Bone01. This is the base bone on the right wing. 5 From the Animation menu, choose IK Solvers > HI Solver, and click ...
6 Select the base bone on the left wing. 7 Apply the HI Solver to this bone and click the end bone on the left wing. Both wings ...
Add dummies to control the wings: You'll now add two dummy objects to act as control handles for the wings. 1 Open the Create pa ...
The dummies will be used as control handles instead of the end effectors. 5 Select both dummy objects and the base bones of the ...
NOTEAfter linking, you the bones might rotate out of alignment with the mesh. This is fixed by adjusting the Swivel Angle in the ...
4 On the time bar, select the key at frame 5. Hold down the Shift key and drag a copy to frame 15. Repeat this step with the key ...
Summary The lessons about the walking dog showed that in essence, a quadruped walk cycle combines two biped walk cycles. They de ...
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