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FIGURE 15-3 The panel arrangement is set up for animation
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Key the pelvisCTRL, LT_footCTRL, and RT_footCTRL objects by selecting all three objects and pressing the S key It s important to key the RT_footCTRL object even though it hasn t moved Figure 15-4 shows the position of the controls as they are keyed at frame 1 Notice that the arms are not following the body This is because the IK handles for the arms are not children of the hierarchy or constrained to any of the objects in the hierarchy Select both arm IK handles and change the IK Blender attribute to 0; then press the S key This turns off the IK solver for arms; they should follow the body movement from now on Drag the Current Time Indicator to frame 30 We will simplify the keyframing by making each step 1 second long Move the pelvisCTRL object again about 2 units forward and set a key
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FIGURE 15-4 The character is keyed in this position
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Move the RT_footCTRL object so that the pelvisCTRL object is at about the middle of both feet Key both the right and left foot controls Scrub the Current Time Indicator back and forth from frames 1 to 30 to see the first step of the walk cycle
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FIGURE 15-5 Placement for the pelvisCTRL object and the foot controls every 15 frames
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Set the Current Time Indicator to 60 and move the pelvisCTRL object forward Move LT_footCTRL forward, and key all three controls Repeat this step for frame 90 Activate the Perspective view and click the Play button (or press ALT-V [OPTION-V]) to check the animation Figure 15-5 shows how the pelvisCTRL object and foot controls are placed every 15 frames
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Character Animation
If you want to see something similar to Figure 15-5, which shows a
snapshot of objects at particular frames, choose Animate | Create Animation Snapshot Specify from which frame to which frame you want to view and how many frame increments you want to include in the snapshot You can also show a trail of motion by choosing Animate | Create Motion Trail Now we need to take another pass at this animation to make the feet lift off the ground and the pelvis bob up and down as the character walks To do this, we need to keyframe the Y translation of the pelvisCTRL object and foot controls At frames 15, 45, and 75, the pelvisCTRL object should be lifted up a bit to compensate for the foot coming forward that is also lifting up
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Go to frame 15 and move pelvisCTRL and RT_footCTRL slightly upward Key them by pressing the S key Go to frame 45, and this time move pelvisCTRL and LT_footCTRL up and key them Key the same pattern at frame 75, with pelvisCTRL and RT_footCTRL Play the animation It should look more convincing now that the feet are lifting off the ground Let s take another pass and add another layer of animation The next important keyframe will control the shifting of the center of gravity Because the character is lifting its foot up, it should shift the center of gravity to the left and right The center of gravity can be controlled by translating the pelvisCTRL object in the X axis and rotating its Z axis Change from Side view to Front view If you go to frame 15, you see that the character is doing something impossible: its center of gravity is at the middle of both feet, even though its right foot isn t holding its weight Move the pelvisCTRL object about half a unit toward the left foot and rotate it slightly in the Z axis, about 5 degrees Key the position for the pelvisCTRL object at this frame Go to frame 45 and move the pelvisCTRL object about half a unit toward the right foot and change the Rotate Z attribute to 5, and set a key Repeat this step for frame 75 This frame should be similar to frame 15 Play the animation, and you can see that the character s movement is much more convincing A big monster like this guy should rotate its pelvis side to side while walking Go to frame 15 and rotate the pelvisCTRL object about 10 degrees in Y Set a key In frame 45, change the Rotate Y attribute to 10 and set a key In frame 75, change the Rotate Y attribute back to 10 and set a key
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