Automatic Walk Cycle
Give life to your characters in a few easy steps.
How does it work?
Customize, preview and generate F-Curves of a walk cycle taking as reference only the torso movement.
1. Specify the torso bone (or pelvis) and the bones of the feet. After that you can now preview the movement.
2. Add as many cyclical movements you want by press "Add Move".
3. After satisfied just press "Generate Walk Cycle" to generate F-Curves.
In the downloadable file you will find in addition to the Addon, a manual explaining step by step how to proceed with the walk cycle and a simplified blender model showing an example of how it works.
Before you buy, you can preview some addon features with the demo version:
1.0 FIRST STEPS
1.1 INSTALLING THE ADDON Use the Install Add-On button in the header of the Add-Ons window in User Preferences (Ctrl Alt U). Simply click the button and locate file "animation_auto_walk_cycle.zip". Once installed, the script will show up in the panel. Alternatively you can manually install an Add-On. An Add-On is considered installed when it is located in the ../scripts/addons folder (where .. is the path to your Blender configuration folder). Simply moving the unziped Add-On into that folder is enough. Once installed the panel "Automatic Walk Cycle" will be visible in the properties of the armature.
1.2 SETTING THE TORSO The torso is the Bone that in addition to moving the torso of the character, the will indicate to addon what position the character will have along the way. If you are using the addon "Rigify" by Nathan Vegdahl, the torso is the bone with name "torso". Chosen the torso, you must specify how it is positioned. For this the Transformation Orientation should be Local. To say how the torso is positioned we just inform the axis pointing forward the character and the axis pointing upwards.
1.3 SETTING THE FEET After specifying the torso, two new search fields are displayed, one for the left foot bone and the other for the right foot bone. That bones need to have the Inverse Kinematics constrain (IK) to work. In Rigify, they correspond to the bones with name "foot.ik.L" and "foot.ik.R".
1.4 PREVIEWING After defining the torso and feet, simply click on the the operator "Preview" and then give the play (Alt A) If the character is not moving, it's probably because the torso does not have F-Curves. But you can still preview the animation, simply disable the "Get Animation" option.
2.0 CUSTOMIZING STEP
2.1 STEP BY FRAMES
The space between a step may be defined in two ways: by the maximum distance or for the time between one step and another. For this simply check the "Step by Frames" option.
2.1.1 Option Step
Defines the length of one step
2.1.2 Option Frames
Specifies the number of frames that defines a step
The anticipation factor defines the position of the torso during a step.
The openness value defines the lateral distance that the foot will add every descent. 2.4 ROTATION
The value of rotation is the angular difference between the foot rotation as soon as it gets off the ground, and foot rotation when it reaches the ground. The value of initial and final rotation depends on the anticipation value
3.0 ADDING OTHER MOVES
Optionally, in addition to the feet, you can add cyclical movements to other bones, such as: do the arm swing, or do the torso up and down, and others. However, many movements on a walk can begin and end at different times. So to serve a wider range of movements the addon "Automatic Walk Cycle" offers three different sequences: Middle, Left to Right and Each Step. 3.1 SEQUENCE TYPE
3.1.1 Middle In this sequence, the initial movement is done middle of the left foot step, and ends in the middle of the right foot step.
3.1.2 Left to Right In this sequence, the initial movement begins when the left foot leaves the ground, and ends when the right foot leaves the ground.
3.1.3 Each Step This sequence has the fastest frequency. It starts when the foot leaves the ground and ends when it is in the highest position.
3.2 ADD TORSO MOVIMENT The bones that is not related to the torso will stay back as the character progresses. To prevent this from happening, the "Add torso Moviment" adds torso movement defined in the F-Curves.
3.3 LOCATION/ROTATION Here is where are recorded the start position and end position of a bone in a sequence. When selecting the eyedropper icon , you record the current bone position in the corresponding vector. It can change the starting position by the end and the opposite also with the icon .
4.0 GENERATING F-CURVES
When you are satisfied with your edits, you can then generate the F-Curves corresponding to the pre-visualized movement. So the end result can be edited normally according to the knowledge of animation in Blender.
4.1 START/END Once generated, the walk cycle will only be observed in the space between the frame Start and End.
No FAQ's found for this product.
Purchase this item to leave a review!