Canine Walk cycle

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NanotechBeasts
Posts: 155
Joined: Thu Jan 04, 2024 8:13 pm

Canine Walk cycle

Post by NanotechBeasts »

I have finally made a walk cycle that I think is closer to decent. I don't plan on animating the fur because this will be a lower budget series so simpler is better. I would also prefer to keep it 16 frames.

It is a bit more jolty and has more bounce than I would like. It seems a little front heavy but that may just be because of the mechanical legs. Any tips on improving it.

[youtube]https://www.youtube.com/watch?v=H46C5DyI7zk[/youtube]

https://www.youtube.com/watch?v=H46C5DyI7zk

https://www.mediafire.com/file/9dibrwwc ... 0.zip/file
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Maestral
Posts: 595
Joined: Tue Jan 27, 2009 5:44 pm
Location: Belgrade, Serbia

Re: Canine Walk cycle

Post by Maestral »

The front of the body looks fine but that "jolty" look might be due to a sudden shoulder bend and the root of the tail is not following the lower back movement.

All in all, to me, it looks like you missed applying some overlapping (i.e. - the front and a hind leg "meet" at the same k.frame). I'd follow the impulse coming from the front and delay the parts that follow to the back. For that matter, the tail does not look like it's in a "natural" loop either.

Perhaps enabling/showing the paths could be a useful guide?
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NanotechBeasts
Posts: 155
Joined: Thu Jan 04, 2024 8:13 pm

Re: Canine Walk cycle

Post by NanotechBeasts »

Thank you so much for the tips! I know it is not quite were it needs to be yet and I really want to fix that. Having someone else give me advice helps me figure where to start to improve because I have been really at a loss.

It will take me a moment to apply the knowledge. I am going try one more type of walk cycle and see what happens. Each time I try to get the canine to walk I feel like I am fighting with my rig instead of getting the bones to work with me. If I allow any space in-between frames my rig starts doing crazy paw flips which is why I am using less frames.
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