Help: character foot inclination control

Sorry for my bad English in advance. I’m not a native English speaker.

I’m going to make a 3rd person action adventure, like Tomb Raider. And I want my character to go up (or down) a slope nicely. I don’t want character’s feet above or below the ground using an invisible inclined plane. So with some IKs and a separated armature for an animation, I barely had my character’s feet adjust a incline. (far from perfect)

But when it comes to stairs, it is terribly ugly.

Are there some better ideas or concrete examples that makes a good looking stair-up-down motion with one walk animation? It would be great helpful if you could write easy English, and hint python codes.

-blender 2.66.1
-character object and armature is from Makehuman
-w,a,s,d movement

Thanks.

slope11.zip (1.81 MB)

i would suggest looking at reference photos or videos. i remember seeing one with just bones at some point. it might help.

check this out,

you can refine or do what ever :slight_smile:

but it can be Ik targets for a running armature :slight_smile:

Attachments

TorqueWalkFinalk.blend (539 KB)

Thank you very much, sodsm_live. I will search for it.

Thank you very much, BluePrintRandom. Now I am going to look closely into the file attached.

At this time, I am thinking that

  1. detecting stairs on some sensors, (stairs having specific materials or propaties)
  2. slowing down the walk-forward speed. (but it’s difficult to control IKs)
    If that is viable, my character could nicely go up stairs with one walk-cycle animation.

I am looking forward to receiving various opinions. Thanks.

Thank you very much, sodsm_live. I will search for it.

Thank you very much, BluePrintRandom. Now I am going to look closely into the file attached.

At this time, I am thinking that

  1. detecting stairs on some sensors, (stairs having specific materials or propaties)
  2. slowing down the walk-forward speed. (but it’s difficult to control IKs)
    If that is viable, my character could nicely go up stairs with one walk-cycle animation.

I am looking forward to receiving various opinions. Thanks.

I tried option 1,
and I have the rig moving more smoothly in “runfast” but it needs A lot of work,

I am working on a system I call “TorqueToTarget” but I am not a coder, so it may be some time,

The walk cycle is a “torque map” or “angle map” so theoretically a collision with a invisible object could lift the feet higher easily, just by adding forces in the right spot of the walk cycle (when the knee is lifting)

eventually I hope to add balancing, and switch his core to a rigid body, instead of a dynamic

I updated the file a little.

I added

  1. auto speed control (on the slope, the walk speed is reduced according to the angle of the slope),
  2. mouse look (very very basic mouse look).

My character came to have a little better behavior when going up and down stairs.
But it’s a clumsy tremble. Sorry, I don’t know proper words. In short it’s far from smooth.

TorqueWalk is a very very good concept to control a robot type character I think. But in my opinion, it doesn’t suit the character like Lara Croft in the game Tomb Raider that I’m going to make.
Are there any clue, idea, hint or concept?

Thanks.

  1. make sure 1,2,3 layers on

  2. before pressing “P”,press “0” to enter into camera mode

  3. movement and keyforward “W”
    camera rotation “A”, “D”
    camera home position “C”
    camera distance “Wheel Up”, “Wheel Down”
    face to position “Mouse Movement”

  4. not yet character collision,so character goes thorough any object

File attached, slope19.zip

Attachments

slope19.zip (1.82 MB)