8/27/2023 0 Comments Blender market auto walk cycle![]() ![]() Print_msg(' ' + str(PATH_NAME) + ' has a length of ' + str(path_length)) Stride_length = FULL_STRIDE / path_lengthĮnd_value = (total_frames / FRAMES_TO_GO_FULL_STRIDE) * stride_length #subdivide the curve in 1000 lines and sum its magnitudes #that way it can gain on accuracy in less operations. # TODO: set a custom precision value depending the number of curve points If i>=order and i=order and a=order and a0: Override = ĭef knots(n, order, type=0):#0 uniform 1 endpoints 2 bezier SCRIPT_NAME = "calculate_path_offset_value"ĭef add_scrollback(override, text, text_type): # Necessary for printing to the consoleĪppend = _appendĪppend(override, text=txt, type=text_type)ĭef print_msg(text): # Necessary for printing to the console PATH_NAME = 'NurbsPath' # The name of the path we want to walkįULL_STRIDE = 0.25 # How far is our full stride in Blender units?įRAMES_TO_GO_FULL_STRIDE = 13 # How many frames do we need to go per one full stride?įRAME_START = 101 # When do we start walking on the path?įRAME_END = 520 # When do we stop walking on the path? # Figure out the Follow Path constraint's Offset value that we need in order to I also used some code from MacKracken's Arc Length for the curve distance calculations. Note that this expects to be run from Blender 2.8's Scripting workspace, where a Python Console window is present. Here's the code in case if anyone finds it useful. I plan to improve this script, where it'll automatically insert the keyframes in the Follow Path constraint (as well as provide an option to not start at the very beginning of the path), but this is sufficient for now. I may not end up doing this, 's probably more hassle than it's worth.) ![]() (Of course, I would have to re-position the character so it would look seamless, but it would be possible. As I thought about it, I could make the character follow different paths simply by reducing the influence of the Follow Path constraint as needed. I've tested this and my character walks perfectly along the path - no sliding at all. If I put in too many frames and the calculations happened to overshoot the distance on the path (so much that the Offset value is greater than 1), then the script will show a different end frame where we are as close to under 1 as possible. Then it'll print out the values needed for the Follow Path constraint's Offset parameter. I wrote a Python script (pretty rough, but it works) where I set the name of the curve object, the distance for a full stride, how many frames it takes to go a full stride, the start frame, and the desired end frame. I don’t know if this is feasible or relatively painless to do. This is a pie-in-the-sky sort of wish, though. I want to control when I make the character start and stop walking on the path.īonus, but not necessary requirement: I would love to be able to have a character walk along a path, then leave the path (perhaps not following on a path at all), then start following a different path object when needed. I do not want to start walking on frame 1. I do NOT want to have to estimate a value between 0 and 1 indicating the relative location of where the character is along a path object. I want to use the “exact forward amount” value to move the character along the path a certain amount between two frames. In other words, I want to leave the armature object itself at 0,0,0 while the root bone moves along the path object. I want to move the root bone of the armature, not the entire armature object. I want to use the Dope Sheet and copy/paste my walk cycle (and tweak it) as needed. I’ve watched several Blender YouTube tutorials (some with what appears to be really terrible advice) and am not sure of the best approach to make the character walk along a path with these particular requirements: Now I want to make this character walk along a path. Using the “exact forward amount”, I can make the character walk in a straight line on the ground along the Y axis perfectly – the walk looks exactly right and there’s no floatiness whatsoever. I’ll call that value the “exact forward amount”. “for every 13 frames, move the root bone forward 0.25 Blender units”). ![]() I’ve been able to determine exactly how many Blender units the character’s root bone has to walk on the Y axis for a certain number of frames so that the character’s feet don’t slide (e.g. I have a Rigify character performing a walk cycle.
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