Although the walk cycle
is now complete, you can make the biped’s motion more realistic
by adding secondary motion such as swinging the arms, as this lesson
shows. This lesson also shows a way to correct biped motion by examining
the biped’s trajectory.
Set up the scene:
- Continue from the previous lesson.
Display trajectories:
Biped has its own trajectory
display. You can use it to observe the movement of the center of
mass in the walk cycle. You can also edit the keys on the trajectory
directly in the viewport.
- On the Track selection rollout, click (Body Horizontal).
- On the Key Info rollout, turn on Trajectories.
A line appears on the viewports showing the
COM's trajectory: the path it moves along during the animation.
WarningDon’t use the standard
Trajectories functionality (the button near the top of the Motion
panel) with Biped. Use the Trajectories button on the Biped rollout
Modes And Display expansion
bar
Display group or on
the Key Info rollout.
- Scrub the time slider, and watch the
biped center of mass moving along its trajectory.
- On the main toolbar, turn on (Select And Move) toolbar.
At the top of the Motion panel, turn on Sub-Object, and
then click any key on the trajectory.
- Use the Move Transform gizmo to move the keys to correct
the trajectory.
- Turn off Sub-Object and Key Info rollout (Trajectories).
Add arm swings:
The character is starting
to look like it’s walking, but it’s still quite stiff. Adding arm
swings will put some life in the animation.
The arms swing opposite
to the legs. When the right leg is forward, the left arm is forward.
Arms bend at the elbow on the forward swing, and stretch out straight
on the backward swing.
- Scrub the time slider to decide where
to place the arm swings.
The right leg stretches out at frame 27, and
you’ll keyframe the left arm to swing there.
- Turn on (Auto Key).
- At frame 0, move the left hand slightly,
to set a key.
- At frame 0, move the right hand slightly,
to set a key.
- At frame 27, move the left hand so it
swings forward.
Position the arm so there
is a slight bend at the elbow. Since Auto Key is on, you have keyframed
the arm by moving it.
- On the Track Selection rollout, click (Opposite).
The right hand is selected.
- Move the right hand back
slightly, so the arm is stretched out.
Now the left arm is forward and bent a little,
while the right arm is back and straight.
- In the Front viewport, double-click Bip01
R UpperArm.
The entire right arm is selected.
- On the Motion panel, open the Copy/Paste
rollout and click (Copy Posture).
- Click (Create Collection). Name
the Collection walkcycle1.
- Turn on Create Snapshot From Viewport,
just above the Paste Options group.
- Click (Copy Posture). Name the
Copied Posture RArm back.
- At frame 37, click (Paste Posture Opposite).
The left arm swings behind the biped.
- At frame 27, double-click Bip01
L UpperArm.
The entire left arm is selected.
- On the Copy/Paste rollout, activate the
Perspective viewport and click (Copy Posture) again. Name
the posture LArm forward.
- At frame 37, click (Paste Posture Opposite).
The right arm swings in front of the body.
- Turn off (Auto Key).
- Scrub the time slider back and forth
to evaluate the animation.
Add sway to the shoulders and hips:
You’ve animated the character
by moving its hands and feet and center of mass. But the spine,
hips, and head are still stationary. You’ll add some rotations to
the shoulders and hips to complete the walk cycle.
- Select Bip01 Pelvis and drag
the time slider to frame 15.
The left foot is locked at this frame with a
planted key.
Be careful where you
add the hip rotations. Don’t inadvertently disturb the work you’ve
done on the feet so far.
As the legs extend and swing forward, the hips
rotate slightly in the direction of the movement.
- Rotate the pelvis about
the Y-axis approximately –2 degrees, and set a key.
The pelvis will not accept too much rotation.
When you set the key, the pelvis corrects itself to account for
the locked foot.
- Drag the time slider back to frame 0. Rotate the pelvis back 2
degrees about the Y axis, and set a key.
- Rotate the pelvis back about
–3 degrees about the X axis, and set a key.
- Drag the time slider to frame 32. Rotate the pelvis about
4 degrees around the Y axis, then set a key. Repeat for the
X axis, and set another key
- Go to frame 39 and rotate the pelvis –2 degrees around
the Y axis again, then set a key.
The procedure is the same for the spine. At
frame 27, the arms swing out in one direction. At frame 37, they
swing in the opposite direction.
- Select the biped spine object, Bip01 Spine.
- At frame 27, rotate the spine in the
direction of the arm swing (about –6 degrees around the X axis),
then set a key.
- At frame 37, rotate the spine approximately
12 degrees about the X axis, and set a key.
The spine can freely rotate about all three
axes. You can make adjustments on each one. Rotate about the Z axis
for a more stooped walk. Increase rotation about the X axis to make
the walk loose and floppy.
Note Instead of animating
the spine, you can animate the clavicles to raise or lower the shoulders.
Twist links mode:
The Bend Links rollout
includes tools you can use for animation. You can use either the
Bend Links or the Twist Links to animate the bending and/or twisting
of the spine.
- Turn on (Figure Mode).
In the Structure Rollout, change Spine Links
to 5.
You can have up to 10
spine links, but five is enough to observe the Twist Links effect.
- Turn off (Figure Mode).
- Turn on (Auto Key).
- On the Bend Links rollout, turn on Twist
Links Mode.
- Select the Bip01
Spine object. This is the lowest spine object in the
biped.
- Go to frame 0, and rotate the object slightly
about the X axis to add a key. Do the same about the Y axis.
- Drag the time slider to frame 27, and rotate approximately 10
degrees about the X axis so the spine rotates following the swing
of the arms. The blue arm is swinging forward, so rotate the spine to
match.
- You can also rotate –1 degree about the
Y axis.
The slight rotation of
the first spine object results in a larger effect further up the
hierarchy.
- At frame 37, repeat the rotations but
in the opposite direction, in order to match the swinging of the
green arm outward.
Save your work:
- Save the scene as walkcycle_fullmotion.max.
Summary
You have animated a simple
walk cycle using freeform animation and IK constraints.
You can use the footstep
method of animation to create a walk cycle automatically. To learn
about this technique, see
Creating a Distinctive Walk.