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Mr Kidnapper
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Posts: 442
Join Date: Feb 2011
Default 06-22-2011, 07:20 PM

Necroing aside, you seem to have misread the post. What he/she/it/manbearpig is saying is that he found the models/objects with walk animations (methods) built in. These are actually kind of crap so you're better off spending hours making one to have it look nice. If I can get this particular model working I will make a custom walk animation for it.
Tips - Poses are bad. This is because it travels down the subobject hierarchy. Say if you saved the pose of an arm (into said arm) moving in a walk animation, after which you put the hand in a holding position. The arm would "let go" of the weapon it is holding, and suddenly your object is a powerpuff girl. They're really only good for head animations, which are few.
Doing custom animations by math is good, despite hard. This is because things are (almost) definite. It does not have that powerpuff issue that poses do. Alice does have small mathematical discrepancies after a while, probably due to truncation. That, of course, is the only time poses should come in due to their absolute exactness.
A good, smooth walk animation can be as short as 62 lines, as is in the one I made for the Sci Fi Ranger, though it's only so nice due to its lack of foot.
-Both legs are moving at the same time. Perhaps you need to add a little movement in, for realism; try to have the leg moving backwards look like it isn't moving at all. I had to do it for the space ranger, else I couldn't tell the difference between walking or scooby doo style running in place.
I'll post a video if I ever finish this.
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