Inverse Kinematics works on a on a target system where you control certain joints of the body using the X, Y and Z axis. Although this is a very good technique of animation, it is a little sketchy because it doesn't deal with natural curves of the body, and fluid movements.
This is where Forward Kinematics kicks in, Instead of using a targeting system where you place where the limbs will be, it uses a rotational system, so when it comes to getting a nice fluent swinging arm movement when a character is walking, you can rotate the shoulder and it will create a nice arc instead of a blocky movement.
Task 4 - Walk Cycles
For my fourth task I have been issued a brief where i am supposed to create a accurate walk cycle, this means i have had to take into consideration different types of poses and movements, a lot of reference has been looked upon before i made my animation.
Here you can see a clip of a 124 frame animation , lasting one second, which is the standard length for a walk cycle when it comes to animating a character.
Here i have added a little more life to the walk cycle to make it seem more natural, I have started to manipulate the arm movements more.
Here is the walk cycle at a slightly different angle.
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