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Attaching your walking character to a path:

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E-mail Billy.

 
Ok, as requested, here's a short tutorial on how to attach your character to a path and create some terrain.

In order to do this tutorial, you really need to have completed the Walk Cycle Tutorial. If you don't have a completed Walk Cycle of your own, then use this Proj: 

Finished-Walk-Cycle.Max

The first thing we need to do is increase the length of the animation. 
  • Go to the Time Configuration Dialog and change the animation length to about 200 frames.

  • Now we need to loop our walk cycle.

  • Open Track View, and set the Filters option to Animated Tracks Only

  • Now Right Click on the Pelvis Track and Choose Expand All

  • Now holding down CTRL to select more than one track, select all the Rotation Tracks for all your body parts, plus the Position Track for your Pelvis:

  • Now click Out Of Range Parameter Curves and choose Cycle

  • Play your Animation. The Walk cycle should continue through the whole animation. If one of your limbs stops after one cycle, you must have missed a track in track view. Go and correct this.

  • Now create a Spline path in the Top View for your character to follow

Next we need to create a Dummy object to act as a link between our character and the path. The reason we need to do this, is that if we were to attach our character's Pelvis (the Root Object) to the Path, we would need to assign a Path Controller to it's Position Track. This would delete the current Bezier Position Controller, which is making the Pelvis move up and down.

So, to avoid losing that information, we create a Dummy, assign a Path Controller to the Dummy, and then Link the Pelvis to the Dummy so that wherever the Dummy goes, the Pelvis follows. (and wherever the Pelvis goes, the rest of the body goes!)

A Dummy object is basically an object that exists solely for the purpose of linking to other objects. It does not render.

  • Go to Create Panel>Helpers>Dummy

  • In the Front View, Click in the middle of your character and drag out a Dummy Box to surround him:

  • Now using the Select and Link Tool, Click on your Pelvis and Link it to the Dummy.

  • Now assign a Path Controller to your Dummy (see Lecture 9 Page 1) and choose the Path you just created.

  • Check Follow and adjust the Axis in the Path Parameters so that your character follows the Path. (For me it was Y and Flip checked).

So now our character follows a Path, but we need some Ground for him to walk on. The best method for this is Loft, because it allows us to go back and adjust the path at any time, affecting both the ground and the characters direction.

We need to create a shape to extrude along the Path (this is essentially what Loft does)

  • Create a Rectangle in the front Viewport:

  • Select your Path

  • Go Create Panel>Geometry>Compound Objects>Loft

  • Click on Get Shape. It should turn Green. Make sure Instance is Checked. This means that when we adjust the original Path, the Loft will also change.

  • Now click on your Rectangle.

  • This should create the Ground.

  • Now select the ground and move it down so that your character's feet are just touching it:

  • Now if you want to modify the character's Path, Select the Spline and add an Edit Spline modifier

  • Now you can manipulate the Spline's Verticies to change the Path as you wish.

  • Be careful not to do anything too drastic, as it will distort the ground. Too tight corners will make the ground intersect itself.

You should end up with something like this:

Click to Play

 

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