Game Development Reference
In-Depth Information
Tip
Some animators prefer to go straight in and create the animation on the
spot, without the forward motion. I find it useful to have both versions at
hand just in case I need to generate an animated sequence in which the
character must physically walk a distance. With the forward motion in-
cluded, I don't have to try and put it back in, which can make the feet ap-
pear to slide if not done correctly.
To help us see both versions, we can parent a camera to a point at the character's feet. This
meansthecamerawillmovewiththecharacter,givingtheillusionofKilawalkinginplace.
We can look through a different camera to see her actually moving along.
1. Make sure you are still on frame -1, and create a new Locator (Create > Locator).
2. Set the Kila_BaseSkel display layer so you can see the joints. Select them, and
then select the main Root joint.
3. Holding Shift+Ctrl/Cmd, select the locator and apply a point constraint just on the
Y axis, making sure Maintain Offset is enabled. (If for some reason you can't see
the locator, check the visibility in the panel's View menu. Or simply make the se-
lections in the Outliner or Hypergraph.)
Now as Kila moves, the locator will follow but will stay locked to the floor.
4. In the side view, position Kila so you can see her legs and waist in the center of the
window.
5. go to View > Select Camera. Holding Shift+Ctrl/Cmd, select the locator and parent
the camera to it by pressing P.
6. Now you need to set up the Time Slider to cover the time it will take Kila to per-
form a single cycle of her walk. Set the start frame back to 0, and the end frame at
32.
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