BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Thursday, March 23, 2006

3.6 MB Quicktime Walking movie

This animation was generated by:

1. keyframing my rig around the terrain, which is done automatically by BlenderPeople in final. I did this by hand for the sake of simplicity.

2. going into NLA and doing Bake Object to Action, a feature of my particular build of Blender.

3. Hand tweaking the resulting bone Ipos, because there's a deficiency in the way that Blender interpolates quats sometimes. Hopefully this problem will be tackled by Someone in the near future.

4. Setting a stride length and step height.

5. Running the script.

That's it. Admittedly, the animation is not cinema (or even game engine) quality yet. That's due in part to my unoptimized rig and the lazy way that the script handles arms. But, as you can see, the system I came up with handles off-axis walking, walking backwards, starting and stopping, etc., all of which Blender's current stride-based system can't even come close to trying.

So, it's on to refinement...

(first refinement done, but too late to make the video: first footstep causes the planted foot glide in the video, but I fixed that.)

posted by Roland  # 1:36 PM
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