Tuesday, August 24, 2010
Monday, August 23, 2010
Clampin' it
Check this iteration out!
Wednesday, August 18, 2010
Sunday, August 15, 2010
Tuesday, August 10, 2010
Running Quadruped Cycle Part 2
Sunday, August 8, 2010
Running Quadruped Cycle Part 1
So the walk has turned into a run cycle. The rig just isn’t made to walk like a dog. The creatures hind legs are too long in relation to the front legs. This makes for 2 different strides. The hind legs would be long and slow while the front legs would be much quicker. Now I must say that the creature is capable of having an evenly paced walk cycle. It’s just that it’s not the way the creature SHOULD walk. In the walk cycle I saw, the legs are always bent, making the walk inefficient. If I had to hazard a guess, I feel the animal’s main method of locomotion would be akin to a rabbit. It would hop.
However, when I realized this, I really didn’t want to give up on this model. The rig is too customizable to just throw it to the side. Instead, I decided to tackle a run cycle. This is a pretty interesting one to do. Right off the bat was the realization that I wasn’t going to be able to tackle this like a normal walk cycle. I used a similar method of using a “treadmill” to avoid skating occurring on the feet, but this method differed in the sense that I had to animate most of the body at once (as opposed to just the feet, then dealing with the rest later). After a couple days this is what I have so far. I’m fairly pleased with how it’s turned out so far. There are still controls I haven’t even touched yet as I’m just trying to nail the core components at the moment. Limbs are “colliding” with each other so I have to figure that out as well. The animation isn’t as smooth as I would want it to be but the graph cleaning will come last.
Anywho, here’s what I have so far.
Comments very much appreciated
Tuesday, August 3, 2010
Walkin' Dog v2
Also, it looks like the front left paw is bouncing a bit when it hits the ground, but I've fixed that already.
Woof!