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(Nora) #1
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 degrees for
Bip01 Spine02; and 15 degrees for the shoulders, Bip01 Spine03.

Because of other Biped keys, the spine returns to a straight posture by
frame 5, so you don’t have to “overcompensate” the rotation value as
you did for the hips.

7 Finally, go to frame 25 and rotate the spine to its frame 1 position: 15
degrees in the local Y axis for Bip01 Spine; – 10 degrees for Bip01 Spine02;
and – 15 degrees for the shoulders, Bip01 Spine03

The last bit of movement to add is, appropriately, the tail, which mirrors the
spine movement in a similar S-curve. Like head movement, tail movement is
a secondary motion that doesn’t affect the mechanics of the walk, but does
give it greater realism.

1036 | Chapter 5 Character-Animation Tutorials

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