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Not a problem as such as it sort of adds to the realism of a shoe cushioning.
The foot on the passing position sort of depresses into the floor then springs up and down again for the next pose
Any one have any idea on how to fix this? I tried to make the foot height the same across the poses to keep the feet level on the floor and altered the up down motion to compensate but this sort of springy bounce is a new one even for me, even looking over Alyx Vance the feet don't sort of bounce but they do stay level on the floor when walking.
EDIT
Managed to fix some of the issues although there is stil a tiny bit of bounce hopefully qwhen I next post in a few days I will have a working properly walk cycle
Alyx is taller than Zoey, and as such has slightly longer legs. This means as the leg extends, her pelvis moves upwards a bit more. Since you most likely used a point constraint to transfer Alyx's pelvic movement to Zoey, the latter's pelvis moves up and down a bit too much for her legs' length as a result.
To fix this, you can experiment with the playhead filter: place the playhead on a frame where her feet are level with the ground, and select her pelvis' up/down position axis (can't remember off the top of my head which it is). then simply try applying a bit of playhead filter, see if that looks better. With trial and error you should be able to find a good balance.
EDIT:
Oh, and if the model's still rigged you might wanna lock her arms and legs to her pelvis before doing that, but I bet you could've guessed that one.
I also was copy pasting certain axis to keep the feet in one place to try to keep feet in one spot, since then however I found out my strides and poses were too far apart and I hope to plan the buy the animators survival kit at some point.
30 FPS is what I am working at and since I did some digging for an average walk cycle and made corrections to a new walk, I did however notice the height issue from Alyx to Zoey and thus I didn't when I tried out the help from Pte Jack and yourself decided not to use the constrained animations.
What I discovered was 30 FPS contact poses on 1 16 31 Frames etc, some basic things that are explained in the not purchased yet animation survival kit.
I hope to have a what I have done so far onto my you tube by the weekend since I am still tweaking what I have done now for 31 frames (1 second) it doesn't seem right to me but at least no springy feet, sliding feet and generally I think looks more fluid to my vision.
I did also fix my issues of no animation on top of the motion path I have the speed how I wanted. video to follow in a day or so since I am a bit busy at present.
I also managed to fix the springy feet it was because I had the lift off totally wrong I forgot about the toe bend while the foot moves up and instead I tried to only use foot rotation to do it and as a result of SFM not knowing what I am doing caused foot bouncing on spots, sliding etc.
Below are the two videos here is a list of the things in these you may not notice too well
Head Bob, Lean Forward, Pelvic & Hip Movements, Shoulders, Head / Neck Counter Rotation, Toe Bend.
All I need to do is add some arm movements which I shall at a later time I was focussing on realism look to a point of only arms need to be moving to sell it.
You may not see all of them in action but I figured out finally where things looked bad and touched them up, sadly though the biggest issue was the lift off than anything else
Thoughts and feed back please guys or any areas I can tweak slightly
30 FPS - I clipped out frame 0 my reference pose frame so now it rolls 0 to 30 evenly as the reference frame caused a few odd glitchs.
Full speed (One Second)
https://www.youtube.com/watch?v=Vury-KMc2LM
Half Speed (Two Seconds)
https://www.youtube.com/watch?v=io3fN6dejrM
I also used this for reference mostly for feet position how they rolled over each other to create the basic motions
Props to the original uploader of this reference tool as it has proved really usefull.
https://www.youtube.com/watch?v=G8Veye-N0A4