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Walking Strategy - Changing IK Targets In 3D Animation

Walking Strategy - Changing IK Targets In 3D Animation


Another approach, that we tend to describe during this tutorial, uses a parallel but totally different method. Instead of animating a target shape that the IK structures follow, we will create a series of virtual footprints, every of which will become the IK target for a temporary moment of time.

To start, produce a easy IK structure.The identical structure as was used approach for the Inverse Kinematics would be fine in addition, except create certain to delete the IK target shapes. This can be as a result of you'll be making new shapes (Null/IK objects) to define the position of the legs.

Next, create a easy shape for each foot that you'll be able to use to visually plot the footsteps of the character.Naming your shapes appropriately is very important for later within the process. Name these shapes "R-FS0" and "L-FS0" for Right Footstep 0 and Left Footstep zero, respectively. Once they are labeled, create careful note of their position. Now, copy and paste L-FS0, and move it along one axis (along the axis/direction you would like your character to follow-in to a good position where the proper foot would take its initial step.The character starts from a still position, therefore you'll wish to form the first step small.


This initial step would be one [*fr1] of the whole stride length, or 400m. Build careful note of how so much this stride is from the first. Now, copy and paste R-FS0 and move it along the axis your character is moving twice the length that you just moved L-FS1. Continue this method, each time moving the new footprint 800m along the z axis and renaming it.This can be a good begin as currently we have established where each foot is to make landfall.

Later in the process, we can tell the IK chain of every leg to purpose to every of those footprints at different times in the animation. However, without further information, the feet would simply slide or shuffle along the ground to satisfy each of those target shapes. To stop this, we would like to make a brand new set of target shapes that outline the movement of the foot at the high of its stride.Imagine this new set of target shapes as "air-footsteps." It turns out that where the foot is at its highest corresponds to where the other foot hits the ground.
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