Emmanuel
08-30-2003, 09:44 AM
Hi
I am having a pretty hard time to put some automatics in my characters rig.
I just started making him walk around a corner, and so far I got the best result (not so great though) by hand animating it.
What I tried amongst others was using channel follower on the root bone (hip), following the z-channels of both the left_leg_goal and the right_leg_goal, so that when I animate either goal, the hip moves with it.
Problem is: the whole character and the bones and goals is parented to a MASTER called null, which doesn't move with the body now :(
How can I make it so that the MASTER stays with the character ?
Parenting isn't possible I guess, cause the char is already a child of the MASTER.
Another problem is feet sliding (of course), I would just like to set up a walk cycle and then move the master, but is there a new way to solve the sliding except for old olde "measure the stride length and apply it to the forward motion of the MASTER" ?
Damn, I find it pretty hard....but I guess that's the way it is.
I am having a pretty hard time to put some automatics in my characters rig.
I just started making him walk around a corner, and so far I got the best result (not so great though) by hand animating it.
What I tried amongst others was using channel follower on the root bone (hip), following the z-channels of both the left_leg_goal and the right_leg_goal, so that when I animate either goal, the hip moves with it.
Problem is: the whole character and the bones and goals is parented to a MASTER called null, which doesn't move with the body now :(
How can I make it so that the MASTER stays with the character ?
Parenting isn't possible I guess, cause the char is already a child of the MASTER.
Another problem is feet sliding (of course), I would just like to set up a walk cycle and then move the master, but is there a new way to solve the sliding except for old olde "measure the stride length and apply it to the forward motion of the MASTER" ?
Damn, I find it pretty hard....but I guess that's the way it is.