One thing I noticed in the video, is that the base animation of the walk is the rig moving (stepping) away from root origin. And, it looks like the locomotion repeats are based upon that initial offset of the rig from root.
But, when I’m doing a walk cycle it is in place, never travelling away from the root. IE, as if character on a treadmill. So, I would want the locomotion repeats to be able to work out the result in that sort of situation.
This type of animation is often used with game engine with Root Motion mode. It prevent foot slide by only move the root to certain distance in step interpolation.
There are addons that can convert in-place cycle to root motion cycle. I think Foot-Work can work with the in-place type too, if we offset it one frame at a time.
But I have not the time to test it yet. I’m focusing on making it work with my project right now.
I’m working on adjusting stride distance, and having character walk up/down stairs.
Introducing Foot-Work, the Blender addon for animators working with locomotion!
Ever struggled with continuous movement in your walk cycles or maintaining foot placement while offsetting? Foot-Work has got you covered!
This powerful toolkit includes modules such as Stride adjustment, Offset bones, Turning pivot, Ground snap, Root motion conversion, and Curve constraint. Each module works independently but can be used together for seamless workflow.
Key features:
Adjust stride distance in a cycle
Move character to next location while maintaining anchor foot position
Add pivot point at the feet to turn the character
Snap character to ground object using raycasting
Convert between in-place and root motion cycles
Let your character travel along curve without foot slide
Say goodbye to manual adjustments and hello to smooth, continuous locomotion! Get Foot-Work today and take your animation skills to the next level.