
Note how eventually the foot changes its position. (You can easily do this with the Annotation tool set to Surface). In the very first frame of animation, make a mark of where your character’s stationary foot is planted on the ground. (animating a repeating walk cycle of a character Clamped to a path)
Blender market auto walk cycle how to#
In case anybody else is wondering how to do this, here’s what I’ve been doing. Which method can I use to give me the same/better result way faster? As you see, it is pretty annoying process. I can’t believe if the industry is actually doing this manually btw. There ought to be a more effcient, precise and way faster method. Otherwise I will have to manually copy each Z and Y positions for the foot IK, and then i am back at manually position this tedious process. I tried to copy and paste the foot positions but then the entire rig gets messed up, because it is based off location.
Blender market auto walk cycle manual#
Isn’t there a better and more efficient way of doing this, so I can at least copy the walk, and then go in and make manual tweaks later for variation? Say, if my character has to move 20 steps, I have to manually add these feet positions and spine bone movements… 20 times. Ok, I tried it, but it basically means that I have to position the legs/feet for the entire walk cycle. If you are not using IK - mmmmm more difficult!

If you are using IK - parent the feet IK targets to a “root” bone (See the Rigify rig) - parent the major spine bone to the root bone - don’t move the root bone in the animation, only the feet IK targets and the major spine bone. Here is the blend file only with one leg…you need the animation node addon installedĭo you have a solution that does not involve third party addons, and which are much simpler than this? Here is the blend file only with one leg…you need the animation node addon installed Attachments you can change the acceleration and animate it …but unfortunately cant bake this action ( nla stripes cant be repated with different scale …or i dont found a way).you can bake the root bone action along the path.you can change the walkcycle speed if you divide the lenght for one food step and the action scale with the same value.with the formula above and it should work. Open a object attribute node in animation node and paste the data path from the follow path offset.Offset is from 0 to - 100 so we need to multiply the formula above with -100 Spline lenght / (frame info*(step lenght (its info 2.)/frames for one step (its the x value from max to min)=1 Now we want to animate the follow path contraint OFFSET but how we know the right offset value for each frame?. Give your root bone a follow path constraint (Target is your spline).Make your walkcycle to an action so that you can reapeat it easy.You need the lenght of the path, this is easy with animation node addon (get spline lenght node).

You need the lenght for one food step, its the y value of the IK food controler from max to min.Make sure your walkcycle in place is without acceleration, it means linear interpolation in the graph editor.I guess you made a walkcycle in place already and you want to move the root bone along a path without food sliding. You could even keyframe several stages of the sep rather than just three - BUT - you must keyframe at least three to get the foot off the ground in mid step. So to stop this you also keyframe the IK target halfway along the step when it has raised the foot off the ground and bent the leg slightly (you should also turn the foot down a little so the toe is nearer the ground as that is the way 99.9% of humans walk - the rest fall over all the time). If you only keyframe the start and end point the foot slides along the ground. So for your walk cycle - you move the IK target up and forwards, then forwards and down to mimic a step. Some people (me included at times) also add the foot to the IK chain, so to me it is the “Foot IK” whether it is really the foot deform bone or just an IK target for the leg. Exactly: this is the Ik target specified in the overall leg IK constraint, sometimes that IS the foot, sometimes it is not - but it is still the IK target that controls the leg.
