Creating the Perfect Round House Taekwondo Kick Pt 1

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Creating the Perfect Round House Taekwondo Kick Pt 1

Postby brkurt » Thu Nov 25, 2021 4:24 am

Hello everyone...

Here is something I finally worked out, as I need a whole set of Taekwondo moves for one of my characters over at

http://nuegua.geekopolis.ca

It is the first seqence of a Round House Left Kick, old-school Taekwondo style, courtesy of Kwonkicker.

Here is the Blender 2.65a model. I'm using this middle-age version of Blender because I was bequeathed a rather large number of old desktops, when my college upgrade. So...now I have lots of rendering subunits.

http://www.geekopolis.ca/tutorials/quaternionRigTest1_265a.blend

And here is the real magic! The trick is to use Blender's Quaternion F-Curve feature.

Image
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Re: Creating the Perfect Round House Taekwondo Kick Pt 1

Postby tomcat » Thu Nov 25, 2021 1:23 pm

Excellent work!

To facilitate the creation of animation, I recommend to pay attention to Cascadeur, which has a free version.
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Re: Creating the Perfect Round House Taekwondo Kick Pt 1

Postby brkurt » Thu Nov 25, 2021 4:26 pm

woodcat wrote:Excellent work!

To facilitate the creation of animation, I recommend to pay attention to Cascadeur, which has a free version.



Thanks for the kudos. This solution only works in Blender, because that appears to be the only app that allows quaternion manipulation. The secret is the use of F-Curves and Bezier handles, which allow one to be precise about the speed and the accuracy of the strike point. I knew it worked when I could feel the strike in my guts. That allows me to know precisely where my opponent needs to be. :ugeek:
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Re: Creating the Perfect Round House Taekwondo Kick Pt 1

Postby brkurt » Fri Nov 26, 2021 3:58 pm

And on to the Right Round House. Here is the screenshot for the basic move.

Image

Note that quaternions interact with each other! This animation is using the W and Y quaternions.

Here is a very short mpeg of the move:

http://www.geekopolis.ca/videos/quaternionTest_rightRoundHouse1.dvd

The Blender Model

http://www.geekopolis.ca/tutorials/quaternionRigTest2_265a.blend

And finally a Motion Capute

http://www.geekopolis.ca/bvh/quaternionRigTest2_265a.bvh
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Re: Creating the Perfect Round House Taekwondo Kick Pt 1

Postby brkurt » Thu Dec 02, 2021 7:00 pm

Okay, to finish up this section.

Do use Quaternion rotations to control the action of the pose, but just for the Root bone.

Don't use Paste X-flipped for the arm and leg bones, because that will cause unpredictable results in the Quaternion curves. The reason for this is really deep, and you will find yourself trudging through some serious YouTube videos on the subject, just one level below quantum physics.

Dp use the W and Y Quaternions to decide when, where and how fast your foot strike will occur. Static poses won't help much in animating a fight sequence, as the strike point may be only about 4 frames at 24 fps.

Finally, here is an example of both left and right round house kicks in OpenGL. I've highlighted the left femur so you can figure out the move.

http://www.geekopolis.ca/videos/gailRoundHouse1.dvd
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Re: Creating the Perfect Round House Taekwondo Kick Pt 1

Postby brkurt » Mon Dec 20, 2021 7:16 pm

And here is the final example for this tutorial. I've added arms that circle close the body, and fists.

The torso leans over the opposite leg to maintain balance.

Note that this is the same move as the Salchow in figure skating.

http://www.geekopolis.ca/bvh/roundHouseLR.bvh

http://www.geekopolis.ca/videos/roundHouse_Demo_20211220.dvd

Sorry, couldn't resist! Here is a video with a character doing the roundhouse while wearing a poncho. Shape keys (morph targets) are necessary for this one.

http://www.geekopolis.ca/videos/roundHouseLR_20211224.dvd

and, how about a Xmas present. :D

http://www.geekopolis.ca/bvh/Wushu_KungFu1.bvh
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