
Add the twist (yrot) to the hips first. Then check the z tran. curve for the foot. You can scale this curve to extend the leg.
Hint: When adding rotations to the hips, the tilt and twist happen when the feet contact and push off the ground, and not in mid-air.

Once you get the tilt and twist of the hips, copy these curves to the chest, and scale by -1 to reverse the curves.
Check the footfalls so that the feet contact the ground and leave the ground on the frames corresponding in the thumbnail sketches. Compare your keys and breakdowns to the thumbnail sketches. For now keep the animation on the main foot controller.
Add x translation to the feet (from front and rear view). Check reference.
Copy the up and down y translation from the root into the hips and chest, and remove it from the root.
Create a nice pose for the head and neck.
Add some x rotation in the hips and chest. Copy the x rotations up the neck. (Tone them down if need be, we will offset the curves once blocking is complete.)
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