Game Development Reference
In-Depth Information
character the top-level object is the hips. Select 'CharlieHips' in the tree
control and bank them slightly so that Charlie's right hip is raised. We are
going to make frame 1 of this action the position where Charlie has her
right leg off the ground. Now make a keyframe at frame 12 with Charlie's
hips banked so that Charlie's left hip is raised. Finally, copy the position
from frame 1 to frame 25 by going to frame 1, pressing the Enter key and
typing 25 in the dialog box that is generated. If you use the play button you
should get Charlie twisting from side to side. But her legs and arms twist
in exactly the same way as her hips, not very convincing! The next step
is to create a user view that is close to directly overhead. Do this in user
view 2. Imagine Charlie walking, the principal keys are the stride when her
leg is extended forwards and the passing position when her leg is bent
and lifted. So far, we have put the rotation of the hips for the passing
position. But in order not to fall, at the passing position her body weight
should be more or less over the leg that will remain on the ground. To
achieve this, move Charlie's hips slightly to her left when her right hip is
raised and slightly to her right when her left hip is raised. The next stage
is to add keyframes at 6 and 18 for the stride. As Charlie's right leg swings
forward her hips will rotate, so their heading goes slightly clockwise
viewed from above. Put this rotation in on frame 6. As Charlie's left leg
swings forward her hips will rotate, so their heading goes slightly
anticlockwise viewed from above. Put this rotation in at frame 18. The hips
are attached to the feet by bones that do not extend, so that as the leg
moves forward and the back leg stretches, the hips have to come down.
Move them down a little at frames 6 and 18. Test the playback by using
the play button. More movement but still nothing like a walk. You will find
that viewing an animation in its entirety rather than concentrating on a
single position will give better results. If you are having trouble then open
'Chapter08/Walk02.t3d', where this preliminary animation has already
been done.
At this stage, the animation of the hips is complete. Now we will
concentrate on the torso. As the hips move through their rotations the
torso aims to keep the body upright and facing in the direction of the walk.
An exaggerated walk can be created where the rotations of the torso are
the opposite of the hips. Because Charlie is so clearly not a realistic
character we will choose the exaggerated option. Rotate Charlie's body at
frames 1, 6, 12 and 18 to be the opposite of the hips. When the hips are
banked left the torso banks right and when the hips are rotated clockwise
the hips are rotated anticlockwise. When frame 1 is complete remember
to copy it to frame 25. If you are regularly using the playback button then
feel free to change the frame range values to 1 to 24 so that after
displaying frame 24 the playback head skips back to 1. We are making 1
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