Wednesday, 9 April 2014

Character Path constraint.

After being shown how to make a character follow a path in previous weeks at university, I decided I would attempt to create what I was taught, with my own character.
 The first thing I did was create a floor which the character would follow, I gave this floor features such as dips and hills as I wanted to get the character to walk according to the shape of the floor.


 The next step was to create a line that the character would follow, I simply created a line and manipulated the shape, I then added a dummy and applied a path constraint so the dummy followed the line.


After creating the dummy I needed to assign my character to follow the path, to do this I selected the rig and option up the CAT motion editor, and under global I was able to assign my character a path node, this then allowed me to select the dummy I created for the path, I needed to rotate the dummy so the character would be facing the correct way, and this was easily done with the rotate tool.


This was great and character followed the line, however it did not walk down the steps nor did its footsteps change according to the ground, so I needed to assign the floor to the foot prints, to do this I opened the CAT motion editor again and selected the LimbPhases option, in here it enabled me to pick a floor so that the footsteps followed the shape, and I simply clicked on the plane floor that I created, this then made all the footprints follow the shape and my character would now walk down the stairs and adjust his walk/run according to the floor.


Some tweaking was necessary for the path, as some of the footprints meant the characters shoe submerged into the stairs, this was easily corrected by moving individual footsteps using the move tool so that the feet would clear the steps.


Test Animation:


Overall I am extremely pleased with the outcome, although the walk itself needs some tweaking I am happy with the outcome as I now know how to achieve walking especially on uneven surfaces. I will be looking at envelops to try and correct some of the movement in the walk/run. I now also know that if I key-frame the weight of the run/walk I can speed up the characters movement and also make him speed up from a walk into a run, and this will deem useful to give a natural look to the animation.



No comments:

Post a Comment