Walk test

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PixelDust
Posts: 41
Joined: Sun Jul 09, 2006 12:25 am

Walk test

Post by PixelDust »

Just wanted to show a short walk test I've been working on. It's here (QuickTime, size is over 600 KB).

I also added some blinks and an expression change (using switch layers).

Comments welcome. Thanks!
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alano
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Joined: Tue May 23, 2006 9:40 pm
Location: Sunnyvale, CA
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Post by alano »

The first step is good because you have the heel strike first and then on the next frame the toe slaps down. The other steps have the foot land flat footed and it doesn't have the same snap to it. The whole thing is a bit jerky too. For a smooth walk you really need to key every frame. Start with the contact and passing positions and then adjust the inbetweens. Good first effort though.

Alan
Get some "Good Advice" at www.decksawash.net
PixelDust
Posts: 41
Joined: Sun Jul 09, 2006 12:25 am

Post by PixelDust »

Yeah, I know the feet are flat on some of the steps. That's because I locked the foot bone when the foot was on the ground and then unlocked it when he was getting ready to lift it up.

That caused the foot to be flat on the contacts. I'll work on that. Should I even be locking the foot bones? If I don't, then the whole body just translates downwards, which isn't what I want.
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alano
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Post by alano »

By all means lock the foot bone when it's flat, but that doesn't mean the foot has to come down flat. Have the heel touch the ground and on the next frame rotate the foot around the point of contact to be flat and lock the bone. Use onion skinning to make sure the heel doesn't slide.

Alan
Get some "Good Advice" at www.decksawash.net
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