Graphics Reference
In-Depth Information
Figure 14-33 Skinned and ready to roll
Now that the character is rigged, you can create a simple walk cycle action for use in the game engine. The
focus of this exercise is just to create a basic walk action that will be integrated into the game logic in Chapter
10, “Advanced 3D/Video Compositing.”
Creating a Walk Cycle
As you probably know, a two-key walk cycle such as the one described here is not nearly an adequate demon-
stration of Blender's character-animation capabilities. For a much more in-depth look at rigging for character
animationandcreatingarmatureanimationssuchaswalkandruncycles,refertomybook Introducing Charac-
ter Animation with Blender, 2nd Edition (Sybex, 2011). As the Yo, Frankie! game prototype demonstrated, the
game engine is capable of handling quite complex levels of character animation, including inverse kinematic
(IK) constraints. For the present purposes, however, a simple walk cycle is sufficient. To create it, follow these
steps:
 
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