Wednesday 9 June 2010

manrig WALKS SO HARD!!!!!!

I filally got round to testing the rig for the walk by animating a basic block through walk which is a bit jumpy and to smooth but thats due to my lack of animation practice and i havent properly thought out the timing i just wanted to show that the rig is able to be used for a animated walk. which it is as you can see from the 2 playblasts below. The first is a slower test walk just to get the basic feel and make sure the joints are all working properly. The seond playblast is prity much the same thing but with a bit more animation to it and all the manipulators removed so its just the geomtry being shown in the animation.







I think this went quite well and I think with a bit more time I could have made a decent walk with my guy. Now the problems mmm oh the list well the problems that I couldnt solve with the rig which I found that I couldn't figure out how to fix without starting the rig all over again was the arms had somehow moved them selves out of alignment with each other which I didn't notice till later in the rig and I wasn't able to fix it then. Also another thing that annoyed me was the right foot when I first tested it worked the same as the left foot, but just as I was doing secondary test when animating the feet for the walk the right foot heelrot y and x and toerot y and x where freaking out when I rotated them. I looked at both feet to see the differences and they were both connected in the same way and had the same channel box inputs all but the right foot had some more rotations than the left foot. This is the only thing that I could think was different and that not freezing this earlier caused this maybe but I wasn't sure and as I wasn't really using these rotations in my walk I didn't worry about it to much. The arms also seemed to remain attached to the top spine control manipulator which was good for basic movement but when I stretched the spine out a long way the arms would move up to far this was due to a incorrect constraint but all the other methods of constraint I tried where much worse and as I wasn't doing a great deal of stretch with my spine I left this as well. The only other thing I can think that I came toa dead end with was hiding stuff away so the rig cant be broken, I got most of the things I didn't want people to touch in a off limits group in the outliner and all the manipulators in another and I put the geometry on a sepperate layer so you could see it but not touch it, though I had some problems with the legs and arms as still being selectable but this was probably due to the way I had heirachied things but as I couldn't figure out a way around this I had to leave it. If I had more time i would go back and sort all these things out, this is something I will probably do in my free time anyways.

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