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Are user created walk cycles possible?


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#1 corthew

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Posted 23 February 2012 - 12:07 AM

Initially I would like to be able to create a sideways walk cycle but I may want to do others later.

I've not seen a tutorial on that though. Is it something we can import into MS?

I need some dance sequences for the show tune scene and having a sideways walk option will simplify alot of the moves.

If its not something I'd be able to import could MS add that?

Left foot moves in front and over right foot then right foot moves in back and around left foot for left to right walking, then right foot moves in front and over left foot and left foot moves in back and around right foot for for left walking.

Pretty much everything is upper body and walking. The walking is the hardest part if I need to key it for every single upper body animation.
Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#2 Ben_S

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Posted 23 February 2012 - 11:49 AM

They might well be possible, but they might be a bit on the complicated side.

The configuration file is a .gait file; they are kept in the Puppets folder (eg there are several in AddOn/Core/Puppets)
You could edit one in a text editor; the jog one looks like this:
CODE
<mscope.ui.puppetshop.GaitDesigner_-Gait>
  <stub>Jog</stub>
  <menuName>Jog</menuName>
  <soundsLike>run</soundsLike>
</mscope.ui.puppetshop.GaitDesigner_-Gait>


The <stub> section determines which animation is used for the walk cycle.
The animations go in AddOn/[addon name]/Data/Puppets/Male01|Female01/Animations/Gaits

A stub of Jog requires an animation called Jog_Loop.CAF; I dont think that any of the other Jog animations in the core version of that folder are still used (there was an older type of walks that required separate animations).

It is important that the walk cycles loop animation:
Covers ground (ie the end up in a positiion forward of their start point)
Is a full walk cycle - it starts and ends in the same pose, other than the overall location of the character.

It may be important that the walk cycles loop animation starts mid stride with the right foot forwards.
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#3 corthew

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Posted 23 February 2012 - 11:53 AM

QUOTE (Ben_S @ Feb 23 2012, 07:49 AM) <{POST_SNAPBACK}>
It is important that the walk cycles loop animation:
Covers ground (ie the end up in a positiion forward of their start point)
Is a full walk cycle - it starts and ends in the same pose, other than the overall location of the character.

It may be important that the walk cycles loop animation starts mid stride with the right foot forwards.



It looks from that like a sideways walk might be difficult if possible. Glad I asked this before the weekend.

I'll take a look and see if I can figure it out.

Thanks. smile.gif
Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#4 corthew

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Posted 23 February 2012 - 11:57 AM

QUOTE (Ben_S @ Feb 23 2012, 07:49 AM) <{POST_SNAPBACK}>
the end up in a positiion forward of their start point)


This is the part that concerns me since a sideways walk technically would not, though It could be a slightly forward sideways walk.

I'll see what's doable.
Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#5 Ben_S

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Posted 23 February 2012 - 12:05 PM

I've attached an example addon that adds a new walk (for the male only; you can have a female one with the same name that would be covered by the same .gait file, if the female animation existed too).
The actual animation is just a renamed version of Tired Walk, though.

Note - the animation needs to be saved in the statemachine - just select it in the modders workshop and click save, no need to set up any states or resources for the transition.

Attached Files


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#6 corthew

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Posted 23 February 2012 - 12:07 PM

QUOTE (Ben_S @ Feb 23 2012, 08:05 AM) <{POST_SNAPBACK}>
I've attached an example addon that adds a new walk (for the male only; you can have a female one with the same name that would be covered by the same .gait file, if the female animation existed too).
The actual animation is just a renamed version of Tired Walk, though.

Note - the animation needs to be saved in the statemachine - just select it in the modders workshop and click save, no need to set up any states or resources for the transition.


Cool! Thanks!
Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#7 Ben_S

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Posted 23 February 2012 - 12:09 PM

I think there is special code for the walk backwards to get the start and end working correctly; other walks are assumed to go forwards.

It would be posisble to just make posture animations that move the character, and are activated via the ring menu using a character solo verb. There are no restrictions on going sideways for them.
Ben Sanders
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#8 corthew

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Posted 23 February 2012 - 12:28 PM

QUOTE (Ben_S @ Feb 23 2012, 08:09 AM) <{POST_SNAPBACK}>
It would be posisble to just make posture animations that move the character, and are activated via the ring menu using a character solo verb. There are no restrictions on going sideways for them.


It would have one advantage and several disadvantages:

Timing would be easier but,

if a long distance needed to be covered you'd have to add it multiple times instead of just setting the end point,

postures don't let you stretch it out to slow it down if needed which could make for very chopping animations or simply destroy the timing advantage.

As a gesture there is still the issue with multiple instances required for a long distance.

Gestures will work as a fall-back but an actual gait option is preferred.

Plus there are so many things in Postures and Gestures and so few gaits.smile.gif


Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#9 Ben_S

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Posted 23 February 2012 - 01:37 PM

You might try creating a walk cycle where the character starts standing sideways (mid gait) and then moves forwards (which is actually sideways). It might manage to blend from the characters start pose into it. Maybe.
Ben Sanders
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#10 rampa

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Posted 23 February 2012 - 05:40 PM

A possible trick you could use Corthew is a multitude of weigh-points (footprint discs) layed out in a line. Rotate them so the toes are perpendicular to the trajectory.If you have the spacing between them small enough, the puppet will just take one step with the nearest foot and be at rest pose again at the new disc. The gaits with longer strides can reach further between discs. This can work well for limping.

Sorry I don't have a movie example.


Weigh-points with arrows indicating toe direction:

^OOOOOOOOOOO^

#11 rampa

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Posted 23 February 2012 - 06:06 PM

Here is a quick picture in MS.

Attached Files



#12 corthew

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Posted 23 February 2012 - 10:04 PM

QUOTE (rampa @ Feb 23 2012, 01:40 PM) <{POST_SNAPBACK}>
A possible trick you could use Corthew is a multitude of weigh-points (footprint discs) layed out in a line.

...

Sorry I don't have a movie example.


I have a movie example. smile.gif

http://www.moviestor...p;vid_id=107926

That was how the teacher walked sideways to the door. It wasn't the best way to do it though which is why I'm going to try modding the walk. smile.gif
Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#13 corthew

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Posted 23 February 2012 - 10:48 PM

QUOTE (Ben_S @ Feb 23 2012, 08:05 AM) <{POST_SNAPBACK}>
I've attached an example addon that adds a new walk (for the male only; you can have a female one with the same name that would be covered by the same .gait file, if the female animation existed too).
The actual animation is just a renamed version of Tired Walk, though.

Note - the animation needs to be saved in the statemachine - just select it in the modders workshop and click save, no need to set up any states or resources for the transition.


I couldn't get the animation to import into Misfit. It said it was the wrong version. But I guess I didn't really need that to create one anyway.smile.gif

Wish me luck, Or skill, or whatever the going wish fad is these days.smile.gif

Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#14 rampa

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Posted 23 February 2012 - 11:29 PM

QUOTE (corthew @ Feb 23 2012, 02:04 PM) <{POST_SNAPBACK}>
I have a movie example. smile.gif

http://www.moviestor...p;vid_id=107926

That was how the teacher walked sideways to the door. It wasn't the best way to do it though which is why I'm going to try modding the walk. smile.gif


I didn't get to see that one when it came out. Slow internet. Just got a fast connection though, so should catch more movies now.

Glad you figured that one out! smile.gif


#15 corthew

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Posted 24 February 2012 - 02:03 AM

It works. smile.gif

Here is the proof:
http://www.moviestor...p;vid_id=108039

Thank you Ben! It didn't need to start in mid stride either. Well, unless that's the reason for the foot slide that wasn't present in Misfit as far as I noticed.

More experimentation needed. smile.gif
Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#16 corthew

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Posted 24 February 2012 - 07:56 AM

Hey, Ben,

What is the purpose of the "sounds like" part of the .gait file?

Is it for placement on the different gaits list?

If so I could use that to keep the ones I created, together.
Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#17 Ben_S

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Posted 24 February 2012 - 10:37 AM

When a character walks over a surface, we have three parameters that are used to determine the sound for the footsteps.
There is the surface, the shoe type, and the walk type (which is the purpose of the 'sounds like' parameter).

So for example, a character in trainers walking across a wooden floor would use one of these files for footstep audio:
wood_trainders_walk01.mp3
wood_trainders_walk02.mp3
wood_trainders_walk03.mp3
wood_trainders_walk04.mp3

Where as if the gait was labled as 'sounds like' run, it would be from:
wood_trainers_run01.mp3
wood_trainers_run02.mp3
wood_trainers_run03.mp3
wood_trainers_run04.mp3

The walking audio is in AddOn/Core/Data/Sound/Foley/Footsteps
You can use a 'sounds like' value based on the third section of the filenames in there, which seems to be selecting from
walk
run
scuff

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#18 corthew

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Posted 24 February 2012 - 10:51 AM

QUOTE (Ben_S @ Feb 24 2012, 06:37 AM) <{POST_SNAPBACK}>
When a character walks over a surface, we have three parameters that are used to determine the sound for the footsteps.

...

The walking audio is in AddOn/Core/Data/Sound/Foley/Footsteps
You can use a 'sounds like' value based on the third section of the filenames in there, which seems to be selecting from
walk
run
scuff


So if I added an mp3 for example, called "wood_trainers_taps04.mp3"

I could have a gait that sounded like "taps" that would pull that sound?


Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.

#19 Ben_S

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Posted 24 February 2012 - 11:59 AM

If you wanted to have a 'taps' sound, start with 01 (there are four variations of the sounds so that each footstep doesnt sound identical).
And make a version for each floor type and shoe type too.

Ben Sanders
Moviestorm Ltd

#20 corthew

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Posted 24 February 2012 - 12:01 PM

QUOTE (Ben_S @ Feb 24 2012, 07:59 AM) <{POST_SNAPBACK}>
If you wanted to have a 'taps' sound, start with 01 (there are four variations of the sounds so that each footstep doesnt sound identical).
And make a version for each floor type and shoe type too.


Cool. Thanks
Sango: "If it was really a miracle everyone would have been saved."

Vargas: "But if everyone was saved how would anyone know it was a miracle."

Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season.


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