bexley (2/8/2019)
Thanks for the reply. Unfortunately I'm not sure what you mean:
How do you "draw" a rectangle -- are you suggesting resizing the grid to estimate spacing? You could use a simple plane... opacity map to make the middle invisible = rectangle.
Or, just use a plane with lowered visibility.
....I need to reduce the animation to 24 fps, so I need my contact-frames (heel-toe contact in a walk-cycle) to land on a precise frame. Once I figure that out, I can adjust everything else
You want a (PRECISE) 24 fps walk cycle???
LET'S ANIMATE!
Pose: 01
1. Start.: Character Pose - Feet apart... "Not Idle"
~ Forward Leg...(Heel Strike).....Extended at its extreme (Leg straight)... Foot 45 degrees pointing upward.
<Forward Foot's Heel strikes the ground.>
~ Rear Leg.... (NOT Straight - Knee Slightly Bent)
(Foot Roll) ...foot rolls up on it's "BALL" 45 degrees.
This is your first pose at the start of the timeline!!
Pose: 02 (Character Leans Forward)
Forward Foot is "PLANTED" flat on the ground
Rear Foot folls up on the "Toe"
Pose: 03 (Passing)
The Rear Foot swings forward (Lifts off the ground) and both legs are (Even... Under the Hip)
Pose: 04 (Back to your forward leg Heel Strike pose)
...but for the (PASSING) Rear Foot.
_________________________________________________________________________
Please.....do this one time. This is how you animate.
Start of timeline.... Pose:01
Frame: 04 = Pose 2
Frame: 08 = Pose 3
Frame: 12 = Pose 4
THIS IS 1/2 walk cycle
Repeat this by swinging the other leg forward and you have (1) complete 24 fps walk cycle.
"First and Last Pose" are precisely the SAME.
Pose: 02 is (HEEL - TOE) "PLANTED".... Key.... NO Foot Sliding
Perfect Loop.
---------------------------------------------------------------------------------
Why the rectangle.
With practice you'll see how animating a walk cycle (In Place) is fast.
Simply move the rectangle to the correct frame... to show where the character should be "With Precision."
"Then LOOP IT!"
Edited
5 Years Ago by
billgucci2