Here it is, a fully rigged walking mech-thing. easily the most complicated model I’ve made.
So complicated that I’ve run into a few problems.
First up, I’m trying to animate this thing clinging to a ceiling then dropping down. The problem is that whenever I flip the armature over, it freaks out as the rotation approaches 180 degrees. The only thing I can think of is that maybe I’ve done something screwy with the IK constraints, but I have no idea where to start looking.
The second problem is that I’m trying to mix IK and FK animation. This thing is supposed to be able to fly or walk. The problem is that I’ve found FK to be much easier for the ‘flight’ animations and IK to be much easier for the ‘walk’ animations. What I tried to do is make the ‘walk’ animations first, keyframe all the joint rotations, then disable the IK and do the ‘fly’ animations. The problem there is that, despite keyframing, my ‘walk’ animations break whenever IK is disabled! The bones aren’t considered to be ‘rotated’ when they follow an IK target, so there is no rotation stored in the keyframe for that bone - just the location of its (disabled) IK target. Not sure how to fix this.
I’m still proud of it, but it’s driving me crazy!
Once I get the animation issues straightened out, I intend to add interchangeable weapons.
No plans at the moment to add textures, due to having the art skills of a blind caveworm using an etch-a-sketch.