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1Tutorials LightWave 3D Walking Heel to Toe Empty Tutorials LightWave 3D Walking Heel to Toe Qua Jan 26, 2011 3:19 am

Admin

Admin
Admin
by Jonathan
West
Tutorials LightWave 3D Walking Heel to Toe Pixel_black


I am an old-skewl lightwave user. I still use
older tried and true methods of doing things
but I have taken to the new tools which make
many of the old skewl things obsolete ie: the
motion mixer and morph mixer. I was on flay
today and I was looking at many of the tutorials
offered for creating a good walk cycle. Man
was I disappointed. I see robots, spiders,
but very few effective ways of making a human
walk. Sure there are good general tutorials
on making a character walk but few deal with
the toe. A small portion of forward motion
in a human is based on our walking also on
the ball of our foot during the last milli-secs
of the propelling leg. It is that singular
phase of our walk cycles that give us constant
forward movement. If you tried walking without
using the ball of your foot, your would find
that forward motion is encumbered and inefficient
not to mention it takes more energy to walk.
In this tutorial I will show you how to fill
in that gap to produce a more effective human
walk cycle.

First you need a character.
For all training purposes I decided to use the
default scene called "AdvancedCharacter.lws
found in the characters directory. If you did
not install the scene files onto your harddisk,
you can find the scene file in the content directory
on the Lightwave CD. All users of 7.X should
have this scene and all supporting files.

Okay now we are all on the same
sheet of music. The rig is done and this is pretty
much how I set up all of my human characters.

Tutorials LightWave 3D Walking Heel to Toe Image01

Animation can be very tedious,
especially if you don't know how to script or
use expressions. It is a common oversight of
new users to skip this very important aspect
of animation. Well today we are going to use
expressions to complete this project.

There are 9 objects that we
need to concern ourselves with:


  • PELVIS_CONTROL,
  • LEFT_MASTER,
  • RIGHT_MASTER,
  • LEFT_HEEL_ROTATE,
  • RIGHT_HEEL_ROTATE,
  • LEFT_BALL_PITCH,
  • RIGHT_BALL_PITCH,
  • LEFT_ANKLE_GOAL,
  • RIGHT_ANKLE_GOAL


During the rigging stage, all
of the other contraints and goals should have
been taken care of. Animation is best done using
nulls as shown in this scene file.

1st we must decide how we want
the character to walk. Depending on your needs,
you may want your character to move forward and
other times you may want them to just perform
the motion while maintaining station. For this
tutorial however, we will use forward motion.

Forward motion synchronized
to the ankles:

  1. Select PELVIS_CONTROL
  2. Bring up the motion panel by pressing "m"
  3. click "add modifier" and choose "expression"


Now we have our expressions
panel up.

As I said earlier, I am old
skewl. Some of you learned to center the hip
by this method center([channelA], [channelB]).
I use the other method however which is more
to type but works just the same.

In the channel field, scroll
down to "position Z" and input this
expression in the expression field:
(LEFT_ANKLE_GOAL.pos(Time).z)*(RIGHT_ANKLE_GOAL.pos(Time).z)/2

Tutorials LightWave 3D Walking Heel to Toe Hipexp

All this is telling you is PELVIS_CONTROL
Z position is equal to the 1/2 product of LEFT_ANKLE_GOAL
Z postion and RIGHT_ANKLE_GOAL Z position. Now
let's test the expression.

Move the LEFT_MASTER or RIGHT_MASTER
back and forward along the z axis. The PELVIS_CONTROL
should always remain between the two. This is
usually done with the foot controls, LEFT_MASTER & RIGHT_MASTER
however if we used those controls, we would lose
the influence of the ankles and the additional
forward motion to make the animation realistic.
You probably noticed that the stance is also
a bit far back. Modify this stance by adding
or subtracting a number at the end of the expression.
For this tutorial use "-.05" Your expression
should now look like the image above:
(LEFT_ANKLE_GOAL.pos(Time).z)*(RIGHT_ANKLE_GOAL.pos(Time).z)/2-(.05)

Now we need to test the expression.
Select either the RIGHT_MASTER or LEFT MASTER
and move it along the z axis. The hip should
maintain its center.

Tutorials LightWave 3D Walking Heel to Toe Image02

Now we have setup the means
by which our character will achieve forward motion.
Now to set up the feet.

What needs to happen now is
that the characters fore-step should start on
the heel and the aft-step should end on the ball
of the foot. Sound complicated? Actually it is
quite simple to pull off.

1st let's setup the left Ball
of Foot.

  1. select LEFT_BALL_PITCH
  2. bring up the expressions panel
  3. scroll the channel to "rotation p"
  4. input this expression:
    min(0,(RIGHT_MASTER.pos(Time).z+-(LEFT_MASTER.pos(Time).z))/.02)



Tutorials LightWave 3D Walking Heel to Toe Bofexp

breakdown of the expression:

"min(0.." restricts
your pitch to values below 0. without this addition,
the foot would pitch in the opposite direction
when the values were inverted which they are
when the feet change position.

The rest of the expression takes
the values of RIGHT_MASTER and the negative LEFT_MASTER
and divides the entire expression by .03. The
reason why you want the inverted value of LEFT_MASTER
is so that it returns a negative when the value
of LEFT_MASTER is less than that of RIGHT_MASTER.
The division of .03 defines the amount of pitch.
The smaller the number, the greater the pitch
per distance between RIGHT_MASTER & LEFT_MASTER.

Let's test the expression now.
Select RIGHT_MASTER and move it forward along
the z axis. The rear foot should begin to stand
on the ball of the foot and move higher as the
distance increases. This will cause the ankle
to move up and forward allowing the hip to also
move forward.

Tutorials LightWave 3D Walking Heel to Toe Image03

Now let's work on the heel.

  1. Select LEFT_HEEL_ROTATE
  2. bring up the expressions panel
  3. scroll channel to "rotation.p"
  4. input this expression:
    max(0,(RIGHT_MASTER.pos(Time).z+-(LEFT_MASTER.pos(Time).z))/.05)


Tutorials LightWave 3D Walking Heel to Toe Hlexp

This is pretty much the same
expression for the LEFT_BALL_PITCH with the exception
that we don't want the value to fall below the
0 therefore we changed min to max and divided
the expression by a larger value of .05 instead
of .03 so that the foot would not pitch as much.

Again we should test the expression
to make sure it works correctly. Select the RIGHT_MASTER
and move it along the z axis. As you move ahead
of the the LEFT_MASTER you notice the left foot
moves to the ball of the foot and as you move
it behind, it stands on the heel.

Now all we need to do is apply
these expressions to the right side.

Tutorials LightWave 3D Walking Heel to Toe Image04

Copy each expression and apply
them to the correlating null. Once you have the
expression copied you will have to make one simple
modification to each of the newly copied expressions.
You must swap left and right values. ie:

for the LEFT_HEEL_ROTATE we
have:
max(0,(RIGHT_MASTER.pos(Time).z+-(LEFT_MASTER.pos(Time).z))/.05)

however for RIGHT_HEEL_ROTATE
you should have:
max(0,(LEFT_MASTER.pos(Time).z+-(RIGHT_MASTER.pos(Time).z))/.05)

Do this for all expressions
on the opposite side and test the resolve. If
all goes well then your setup is complete.

Tutorials LightWave 3D Walking Heel to Toe Image05

Now when you begin to keyframe
your walk cycle, the feet will automatically
adjust heel to toe and you hip will move with
the motion of the ankle to achieve extra forward
motion to smooth step transition.

In closing, this is not the
best model to use when creating this type of
expression as it bounces up and down when it
walks however you do get the point, automation
makes animation easier. The number of things
you can do to make your cycles more interesting
are only limited by your imagination. The foot
should also stamp down on the forward step. This
can be done using conditional expressions but
that my friend is another lesson.
]

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