BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Wednesday, April 12, 2006

Hits have gone way up on the blog since I've started working on autowalking again...

So, just to let you know, the walking is great... variable stride length at speed extremes is in, "max air time" is in for very short distances, so feet don't hover in the air forever, the rig keeps getting better/more optimized.

What I've been working on for the past week and a half is running. When Actor velocity exceeds a threshold, run animation is generated instead of walk. There is significantly more secondary motion generated when running, which means more keys, which means harder to automate. Actually, I'm finding the primary running motion harder to automate. But it's coming along.

When I have something that doesn't look like crap, I'll post it.

posted by Roland  # 8:36 PM
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