Game Development Reference
In-Depth Information
FIGURE 16.27 Add animation to the Ball_Rotate attribute.
4. Set the Ball_Rotate attribute back to 0 where the foot has fully left the floor, which
should be around frame 16. Set a key here, too, effectively removing the rotation
around the ball of the foot.
5. Now repeat the procedure on the right foot. Set the Ball_Rotate attribute to 0 on
frames 19 and 32, and then plant the ball of the foot on frame 26 with a value of
-45.
6. All that remains is to flatten the tangents on both Ball_Rotate attributes, to smooth
out the animation.
Now you have all the basic keys in place for Kila's lower body. Go through the animation
again, adjusting it in the Graph Editor until you are happy with the walking movement of
her legs. Here are a few things to look out for:
It may be that the feet raise too high off the ground, making her look like she is
walking in water. If need be, simply move the highest Y translation keys for the
feet down slightly.
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