Game Development Reference
In-Depth Information
5. Select the LeftFoot icon and move its key to where the crossover exists (frame 16)
out to around -0.075.
We have now blocked in the animation for the waist and legs. You may need to play the
animation through,orcreateaplayblast,tocheckhowshelooksfromthesideagainbefore
we proceed:
Altering the feet positions probably means the hips are now too low; if this is the
case, select the Root_Control's Translate Y keys and move them up slightly.
Make other final adjustments to the basic poses and timing as needed, but keep the
keys at the times already specified: frames 0, 8, 16, 24, and 32.
Legs and Waist: Refinement
With the poses established, we can now refine the basic animation, giving Kila a smooth
and realistic walk cycle by adding extra keys and poses.
Moving along the timeline, the first thing we can work on is the way the feet plant after
each step. At the moment, they don't spend enough time on the ground, giving the impres-
sion that she is floating along and has no weight.
1. Working on the left foot first, move the keys set at frame 8 to frame 10. This will
keep the foot grounded for longer.
You can use any method you like to move the keys: in the Graph Editor, in the
Dope Sheet, or by simply highlighting them and moving them in the Time Slider.
2. Move along to frame 32. Then select frame 28 with your middle mouse button and
set a key at this frame. You've just copied the pose from frame 32, essentially
moving the keys back. We need to keep the keys at frame 32 because it is the very
end of the animation.
3. To achieve the same results for the right foot, move the keys set at 16 back to 12
and move the keys at 24 up to 26.
Nowthatthefeethavechanged,youwillalsoneedtoalterthehips.Youwantthemtodrop
just as each foot plants on the floor and takes the weight.
1. Select the Root_Control icon, and select just the Translate Y attribute in the Graph
Editor. You will see the curve for the Y translation, as demonstrated in Figure
16.17a .
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