Because of this I had to create a whole new rig and start the animation from scratch which allowed me to correct my mistakes. In the end this was the best thing for the walk cycle because the final result was far superior than the first. Practice makes perfect. Not only that but from watching the character in the game I realised that in order to go up stairs the character had to jump so I thought it would be wise to add a jump cycle as well as a stationary pose. Here are the final results:
Overall I am quite happy with it at the moment, the feet look quite static but that's because I used a reverse foot lock technique in the feet, evidently it works great on high poly characters but not so well with low poly. I will keep this in mind for next time.
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