Footsteps
- Chains - Root - Hip
The Footstep System creates a chain of footsteps for
each leg as a visual reference in your scene. An expression
binds a reversed foot skeleton to this chain. You still
have to set up your own skeleton structure, create IK
handles for the feet and group these handles to the
reverse foot skeleton. The tool takes care of foot,
wrist and hip motion and provides additional information
to add secondary motion to the skeleton.
Up to eight chains can be created, that will be placed
under a root node. You have the choice to give each
chain an individual display color so the steps belonging
to one chain can be identified easily. The hip
locator is placed relative to the feet and has basic
transform attributes for translation and rotation.
Reverse
Foot Skeleton
The foot skeleton consists of three bones: ankle, ball
and toe. You can set individual rotation values for
each bone. The foot skeleton root node controls the
translation while the foot moves around. You can set
i.e. lift height, side swing, forward swing and other
attributes that influence the motion. With these and
additional attributes you can create motions like standard
walking,
walk on tiptoe, dancing, climbing ladders, limping,
shuffling, hopping and many more.
Timing
Each footstep has an extensive set of timing attributes.
The most basic values are rest and lift, that tell the
reverse foot skeleton how long it must stay on the ground
and how long the lift phase will take. Other attributes
control the motion of each individual bone dependent
on the lift time.
Each
chain node has a time scale attribute, that affects
the underlying footsteps. The root node has a global
timing attribute, that will affect all underlying chains.
By default it is animated by a linear animation curve
and corresponds to the current frame value. You can
alter this curve by inserting
keys
or replace it i.e. with an expression. This way you
can i.e. slow down the motion, stop or reverse it.
Presets
- Copy - Blend
To ease the creation process the Footstep System provides
user definable presets. You can modify existing presets
and store new ones at will. To enhance the animation
workflow you can copy selected footstep attributes from
one step to several others. When you call the copy function
the user interface will represent the current footstep
settings and you can modify the attributes before using
the paste function. Using the blend tool you can fade
smoothly between different motion styles within one
chain from one footstep to another.
Arranging
Footsteps
It can be much work and somehow irritating when positioning
hundreds of footsteps for a character character with
more than 4 legs. To ease this process you can draw
a nurbs curve or curve on surface for the specific chain,
select several footsteps and spread them along the curve.
This way you can precisely place footsteps even for
complicated, bend paths.