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Game Editing => 3D Modeling & Content Creation => Topic started by: ACDmvmkr on January 24, 2013, 03:04:24 AM

Title: walking & programming foot falls
Post by: ACDmvmkr on January 24, 2013, 03:04:24 AM
I'm trying to program an armature to do walking. I've heard it described on YouTube and in the Blender Manual how feet can be constrained to stick to the floor while an armature rig is moved across it, but have been unable to find anything telling actually how to do it.

I've tried putting constraints like FLOOR, locking the LOC, CLAMP, & LIMIT LOCATION on the feet and foot bones, but can't get results. I can't get the FLOOR constraint to work on a bone, it only seems to work for me on other non-bone objects like cubes and meshes.... The manual seems to indicate it can be done with bones, but it just ignores it whenever I try it....

I've tried applying the FLOOR constraint to all of the leg bones in the chain at some time, and to the IK mover at the end, nothing works.

Separately and Additionlly;
I've tried reverse IK chaining the legs to an IK bone on the foot, but while that anchors the feet causing them to "drag" the way I want them to, they now don't respond to the armature control keyframes, even if I reprogram the movement from scratch....

What I want to do is fix the foot's position while I move the armature around it, as in a person turning around on one foot before stepping away from his position, and then anchoring each foot to the floor while he walks. Seems like a common enough movement to animate but one mysteriously hard for me to find any directions on.
Title: Re: walking & programming foot falls
Post by: kat on January 24, 2013, 12:41:34 PM
There's actually quite a bit of info available on rigging a foot/feet but you do need to cobble it all together to get exactly what you need as the set-up varies depending on what you're doing. Try these first;
Walking along a path. The easiest way to to just animate the entire object rather than trying to work out individual foot placements. Try this;
For the latter, you need to double-check your distances as they relate to the speed at which the object moves in relation to the walk-cycle animation itself. Whichever approach you use though, make sure you double-check your bone relationships as that's usually what 'breaks' a rig.
Title: Re: walking & programming foot falls
Post by: Tinker on January 19, 2015, 09:20:10 AM
There is also some great background stuff at  walkcycle project (http://minyos.its.rmit.edu.au/aim/a_notes/04_walkcycle_project.html)