Hi Gimble!
Thank you again for your tutorial!
Finally, I have done my first walkcycle with a stride bone!
This said, I haven’t been able to find what was exactly the problem in my previous files, but I have some ideas about that:
I had one file with only the armature that was working well and an other one with a complete character with apparently the same settings, not working…
Finally, I have kept the armature of my good file, and I have imported the mesh from the other file, and re-parented the mesh to the armature, and everything worked fine.
At a moment, I have noticed un unwanted keyframe in an action, far out of the walkcycle and I believe that this key was locking the cycle !
I have deleted this keyframe.
As I have tweaked a lot, I’m not sure, but it may be the thing that locked the animation.
Here under, you will find a link to a short demo movie in DivX6 (5.485 MB - 23 seconds).
It is my first animation of a walkcycle using the Stride bone feature.
The stride curve is almost perfect, but as I have put Lieutenant Jones on a curved path, a slight sliding effect is still noticeable, because the two feet can’t be on the same trajectory, and the moving point is at half distance between the two feet…
If the character walks in a straight line, there is no sliding.
I know that his walk doesn’t look very natural, but maybe that Jones has a small stone in a shoe…
I will try to improve this!
Here is the movie:
http://3d-synthesis.com/movies/Cop_Animation_001_DivX6.avi
Lieutenant Jones is for my police chase sequence (see my site for the movie).
Jones will have to learn how to drive my Plymouth Fury model in the next weeks!
Now I need to model some other men: the robbers for the arrest sequence, and several other cops. As they will not be seen in close view, I will model them by deforming Jones model.
Animating a character going out of a car will be difficult I think! For one of my first armature animations, I’m going to do something hard!
I have done some facial animation tests, but for now Jones’s face is not yet animated, because I have to improve the head mesh before setting the Shape keys.
Philippe.