Lecture 14 - Hip Rigging and Walk Cycle

Lecture 14 - Hip Rigging and Walk Cycle - CGS 3034 Lecture...

Info iconThis preview shows pages 1–10. Sign up to view the full content.

View Full Document Right Arrow Icon
CGS 3034 – Lecture 14 Pelvis Controls Walk Cycle Introduction to Computer Aided Animation Instructor: Brent Rossen
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Overview – Arm Controls and Spline Solver Pelvis Control Incremental Saves Creating a Walk Cycle Ik FK Blend Stride Length Breakdown Keys
Background image of page 2
Hip (Pelvis) Manipulators To complete the Smurf's setup we will need some manipulators to control his hip position We'll create one for his Pelvis joint, and another one for the Root Joint Open up the Smurf Smooth Bind Create > NURBS Primitives >Circle option > Reset Change from Cubic to Linear , and Number of Sections to 5
Background image of page 3

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Hips Controller Scale it up until it will fit around his waist Rename this hips_ctrl Snap the hips_ctrl to pelvic_jt Now create a default settings NURBS circle
Background image of page 4
Hips Override Controller Snap it to the pelvic_jt Scale it up so it fits around the hips_ctrl Rename this root_ctrl
Background image of page 5

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Connect the Hips Freeze the transformations of both Constraint Parent the hips_ctrl to the root_ctrl Delete the history of both Select the hips_ctrl and then the pelvic_jt and Constrain > Parent options (reset) Select the root_ctrl Constrain > Parent the Spine and Hip_ctrl nodes to the root_ctrl Lock and hide unnecessary attributes
Background image of page 6
Incremental Saves Since things often go wrong while animating, let's turn on incremental saves This will create a new Maya file each time you save That way, you can always go back to a previous save File > Save Scene options Check Incremental, Limit, and set Number of Increments to 15
Background image of page 7

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Animating a Walk A good walk cycle should not only get the character form point A to point B, it should express the character's personality Technically speaking, a good walk cycle should start with a generic walking pose that can be easily modified to reflect a character's mood We'll start with both feet on the ground, the feet will shift along the ground, then we'll animate each leg lifting as it shifts forward.
Background image of page 8
Go to frame 1, change the Smurf's arms to FK animation, FK is more appropriate since this animation is cyclical
Background image of page 9

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Image of page 10
This is the end of the preview. Sign up to access the rest of the document.

Page1 / 33

Lecture 14 - Hip Rigging and Walk Cycle - CGS 3034 Lecture...

This preview shows document pages 1 - 10. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online