Manual walk cycle (no mocap)

Images of characters done with MakeHuman

Moderator: joepal

Manual walk cycle (no mocap)

Postby joepal » Tue Apr 12, 2011 5:45 pm

http://www.youtube.com/watch?v=vySRgNduek0

Obviously I need to figure out a strategy for keeping the foot speed in sync with the object movement speed. And spend some more time with the graph editor.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4626
Joined: Wed Jun 04, 2008 11:20 am

Re: Manual walk cycle (no mocap)

Postby jcapco » Sun Apr 17, 2011 9:18 pm

Like using a game logic to do all that :D .. Im actually surprised why only few people use game logic to simulate things like walking. I personally think these stuffs should be easier to do with a script than by IPO editing.
jcapco
 
Posts: 157
Joined: Wed Jan 13, 2010 6:26 pm

Re: Manual walk cycle (no mocap)

Postby brkurt » Mon Apr 18, 2011 4:05 pm

Rorkimaru to the rescue! :)

Really, the Rorkimaru proxy was designed with a deform mesh modifier in mind; either use the Forsaken proxy as a lattice
to simulate the effect of gravity. :geek:
brkurt
 
Posts: 1100
Joined: Sun Feb 17, 2008 8:49 pm


Return to Gallery

Who is online

Users browsing this forum: No registered users and 1 guest