AMSpector Posted December 23, 2008 Posted December 23, 2008 After modeling and rigging a character, I decided to test it on the walk cycle from TaoA:M. Having spent so much time in the Project Workspace, I got use to double clicking on an item when I needed to start something new... I did this for a new Choreography Action as well, thinking I could do the walk cycle that way. However, near the end of the process I discovered that I did not have access to the "Has Stride Length" setting. Can this be turned on somehow inside a Choreography Action? I decided to render what I had, even though it isn't constrained to a path: SarahWalkTest2a.mov Also, I need to enable the Neck and Finger bones for the 2008 rig, but I'm not sure how. Can these be turned on? Thanks [Edit] I guess I should have posted this in the TaoA:M forum? Quote
alano Posted December 23, 2008 Posted December 23, 2008 You need to create the walk in a regular action to get access to the "has stride length" setting. Then when you drop the character into a chor with a path you can constrain the mdl to the path and drop the walk action onto the timeline (the chor action) and she should be all set. Don't know anything about the rig. Sorry. BTW, you can probably get rid of the leg "popping" by lowering the hips just enough so that the knees always have at least a slight bend. Alan Quote
Bendytoons Posted December 24, 2008 Posted December 24, 2008 Stride length is limited to actions. It is not available in chor. actions. However...right click on the chor. action in the PWS and you can save it as an action. Then you can open that action and use stride length. Quote
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