Sequencing stationary cycles - generate locomotion

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I am not an animator and i need to put together a couple of simple quadruped cycles

- walk cycle - look around cycle - walk slow cycle etc, but all these are stationary, they do not have any locomotion unfortunately.

What is the best way to get them to move?
Make a new fbx for each cycle with locomotion that i will have to eyeball, and then sequence them

or sequence them and then figure out the locomotion.

The quadruped locomotion is not very simple and a linear translation in the forward direction i fear wont do the trick.

I have seen the workflow suggested from Matt Estela using CHOPS , although that is for bipeds i changed it a bit to work for quadrupeds but the result is not very accurate. Also his method requires access to the bones which you have to import. It would be much easier to import fbx character animation and work with that.

So i guess two question in one?
Sequencing stationary cycles workflow
locomotion from stationary cycles for quadrupeds

My main problem is not having any locomotion in those cycles and i am worried this problem will take a lot of my time until i get it right - probably figuring out the whole sequence locomotion will be less work? instead of generating locomotion for each clip. So one problem leads to the other

lots of information, but i am in that situation most feared by non animators - i need to animate?
Edited by papsphilip - April 13, 2022 16:20:45

Attachments:
locomotion_from_walk_cycle_FBX.hipnc (5.8 MB)
SK_Elephant.FBX (1.1 MB)
Elephant@Walk.FBX (595.4 KB)

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Even though it is for bipeds, I modified the procedure recommended by Matt Estela using CHOPS so that it would work for quadrupeds. However, the outcome is not very accurate. I would appreciate any help you can provide. Additionally, his technique necessitates access to the bones, which you must import. To work with character animation, it would be much simpler to import fbx files and work with them.
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