In general, when the characters right foot (continuing from above) hits the ground so both feet are now firmly planted and the distance between the front/back foot is greatest.in the next frame or two, the head should sort of 'nod' or 'dip' down to indicate the sudden stop of motion. This takes time.you will be doing a LOT of tweeking. e.g., when the right foot is extending, the right hip is 'up a bit', meaning the right shoulder should be 'down a bit'. (3) Shoulders may or may not do the same as the hips, mirrored, depending on the characters particular walk style. Repeat in mirror for the left when the left foot is extending forward. As the right foot is extended outward (to continue the example), the right hip should raise up slightly. (2) Once you have that going, the hips need to sort of 'swivel'. at the same time, the shoulders should be counter to that so the right shoulder is extended ever so slightly back of the COG. When the right foot, for example, is extended out front, the right hip should be ever so slightly forward of the COG (Center of Gravity generally the middle-centre of the hips for a human walking). Im doing such a simple sequence at the moment, I dont want to over complicate it it, but if I was doing anything more complex I bet that comes in handy. Thanks for the heads up on d|s, but its pretty unusable these days, Im glad I bought carrara and moved over to it.Īlso, thanks for the heads up on the knees, I may try that. Im just doing a very simple walk for david3 to make sprites for a game, I guess I will just copy my values over manually, so I can get the 'perfect mirroring I need for the smooth motion of his walk/jog cycle.
![animation a walk in cheetah3d animation a walk in cheetah3d](https://cdn.dribbble.com/users/846207/screenshots/6023372/walkcycle.gif)
The animation features are really simplified, and while navigating the huge lists of things in carrara can be a hassle, d|s is a bit too simplified.
![animation a walk in cheetah3d animation a walk in cheetah3d](https://i.ytimg.com/vi/Ny1X6fscpo4/maxresdefault.jpg)
I do like the cartoon shader in d|s, but its just so hard to get it to work. To make matters worse, when I tried to swap left and right, it just copied the values. Its awkward and hard to use, everything is hidden and uncomfortable. having been around since the pre-1.0 Beta, I have to say I am really not liking it at all. Well, I tried going over to d|s, I havent used it really since version 2. or would you change the just the tweeners for the feet? Would you need to do it for the whole leg? If doing a walk, would you set Carrara preferences to use that as the default tweener. I'd suggest creating an new scene and experimenting with it to get a feel for how it works and what you can and can't do while using iK targets.Īndy, I never used the discreet tweener. to that figure, and enable the IK tracking for that figure (see pic). If you already have a Scene with a David 3 Figure. but doesn't enable them.you can enable IK tracking from the Top right hand menu, Modifiers tab.
![animation a walk in cheetah3d animation a walk in cheetah3d](https://img2.cgtrader.com/items/840261/8b93afe4a0/cheetah-3d-model-3d-model-low-poly-animated-rigged-max-obj-3ds-fbx.jpg)
instead of loading the figure from the browser, then you'll be presented with some import options, which includes the option to "Add IK targets" and have Carrara create the IK helpers automatically for you. You can actually load in a David 3 figure. There may be easier ways to solve your animation problems before you get tied up in IK chains. You can also add more key-frames to that section of animation, to control how that object behaves. You can change the type of motion tweener. It may be that the tweener type is set to bezier or linear. can I ask you to look at the Key-frame Tweener types (the sections between key frames on the sequencer timeline. You can find information on their use in the Carrara manual.īut before you do that. I hope Cheetah 5.2 has at least the copy/paste keyframe option for animators, but in the near future, offers the ability to loop keyframes so instead of having to keyframe up to the length desired for the fly or walk cycle, you could just click on the amount of cycles you want the keyframes to run and it would do it, but then also be able to start, stop and restart that loop in your animation whenever needed.You can add a Target helper object.
![animation a walk in cheetah3d animation a walk in cheetah3d](https://2.bp.blogspot.com/-MJowyfKbsAs/T1o1xYeRRDI/AAAAAAAAADs/5E-1b9dvE50/s1600/allstepsWC2DFFF.jpg)
Same as if a human is walking from point A to B, you have to manually keyframe each pose (to save time) and when you have the length of time you want him to walk, then take that "Take" and add animate point A to B as the character walks.Ĭurrently, Blender 2.49 has much more options for animation, but the interface and learning curve may take some time to master (or enjoy for that matter). At the moment, Martin is working on creating a copy/paste option for the animation features that will allow you to create the first cycle, then copy and paste those key frames to the length you need the cycle to run when you create a take, but currently in 5.1, this is not an option and requires manually keyframing each pose of your wings for as long as you want the cycle to repeat, which admittedly takes a very long time if the bird flies for several minutes in a scene.