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Author Topic: Key poses...Walk cycle part 1  (Read 10238 times)

flipper

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Key poses...Walk cycle part 1
« on: April 26, 2011, 04:20:52 pm »

First off I am opening a new thread rather than continuing off old for better "searching". If I should continue old thread then just let me know and move this there.

I am working on my first walk cycle. ;D

I think I screwed up :-\

I started Keying in frame 0 then I did frame 4 then frame 8 then fram 12 so far.

It seems a bit fast.
I like the positions but would like them spread out a tad.
Is there a way of copying frames to another frame? and then deleting key frames that I no longer want? ???
If I am able to copy a frame, then should I copy frame 0 into last frame? or just let the last key frame loop to frame 0?
« Last Edit: April 26, 2011, 04:23:19 pm by flipper »
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davdud101

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Re: Key poses...Walk cycle part 1
« Reply #1 on: April 26, 2011, 04:23:13 pm »

Are you in scene or sequence mode? In either, you should be able to select the object, go to the keyframes you want, then copy and paste them. Usually, that is.
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flipper

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Re: Key poses...Walk cycle part 1
« Reply #2 on: April 26, 2011, 04:24:28 pm »

I am in Sequence mode.....
WOW fast reply!!!!!


OK found it.
Edit...
Frames....
Insert ;D
« Last Edit: April 26, 2011, 04:27:57 pm by flipper »
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flipper

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Re: Key poses...Walk cycle part 1
« Reply #3 on: April 26, 2011, 04:33:55 pm »

Next question:
How do I lower the frame sequence from 2 seconds to 1 second?
Puting 24 into the Frames in Sequence paremeter gives me an error.....

NVM. Value has to be higher than current frame
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flipper

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Re: Key poses...Walk cycle part 1
« Reply #4 on: April 26, 2011, 04:48:26 pm »

Hopefully last question:

take a "movie" from an ortho perspective. (I am forgoing using the camera at the moment.)
I am seeing the ground.
Using enviromental Parameters I have Background set to the desired color and I have ground grid turned off.
Unfortunately, I can not get the desired color on the ground.
Absolute desired affect is to alpha mask everything except sequence with a choosable color.
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rellik420

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Re: Key poses...Walk cycle part 1
« Reply #5 on: April 26, 2011, 05:57:59 pm »

the background color is not the ground. make a mesh ( a flat plane) make a material (the color u want) and apply the material to mesh. add object to scene and now you have a new ground. the background color is what the camera sees when nothing is there. so if you were to scale your ground really big and use it as a wall you would not see the background color.

a way to see what the background is to make a panoramic image and see what that does.

i hope i helped i was kind of confused with ur post to begin with.
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flipper

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Re: Key poses...Walk cycle part 1
« Reply #6 on: April 27, 2011, 01:22:57 pm »

Sorry about the confusion.
 Hopefully this will clear things up:
I want an image of the guy walking. Nothing else, no ground, no background, not nothing :)
I can't find a way of doing that, so I wanted to just set the ground to a particular color so that way I can select and delete it later.
Issue I forsee by making a mesh and laying it on the ground is that it will be affected by the light, and may (I have yet to try it)  hinder the selection of said color due to shadow/shading.

You mentioned scaling the ground.......
Can it be scaled to nothing?
I will play with the Alpha mask properties and see if that helps int he "removal process". Unfortunately, that will be a two step process for each image and with +200 images will take quite a bit of time.

 
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davdud101

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Re: Key poses...Walk cycle part 1
« Reply #7 on: April 27, 2011, 03:00:10 pm »

WHy not try to chroma-key it out, or just use an alpha and delete/hide the ground when you're rendering the alpha? I really don't understand the problem.
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flipper

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Re: Key poses...Walk cycle part 1
« Reply #8 on: April 27, 2011, 03:32:34 pm »

my problem is that this is all new to me :)
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davdud101

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Re: Key poses...Walk cycle part 1
« Reply #9 on: April 27, 2011, 04:52:48 pm »

Not that that's a problem to use veterans... Or at least intermediates. Can you go step-by-step in what your trying to accomplish, then in what problem occurs?
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flipper

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Re: Key poses...Walk cycle part 1
« Reply #10 on: April 27, 2011, 07:13:42 pm »

LOL
I used the mesh on the ground and that seems to work well enough.
I have a guy walking,
It will be for a game and the end result picture will be 32X64 so details are not very important. you can see my attempt here:
youtube.com/watch?v=9j9s5PKbkRM[/youtube]&feature=player_profilepage]http://www.
&feature=player_profilepage


What I wanted to do was create a background that will be easily selectable and removable so that way only the character will be left.

the movie is actually rendered as individual pictures, and the back ground will be alpha (100% transpararent/ 0% opaque)
hope this all make sense.


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davdud101

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Re: Key poses...Walk cycle part 1
« Reply #11 on: April 27, 2011, 07:20:15 pm »

That's what you were talking about the whole time. You know, you could've just set the scene background color like related to. There would be no shadows, no environmental interactions, no nothin. And you would've gotten the same results...
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flipper

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Re: Key poses...Walk cycle part 1
« Reply #12 on: April 27, 2011, 07:30:02 pm »

thanks for all of the help.

Sometimes it is hard to convey exactly what you want when you are still not versed in the verbage. What makes perfect sense to me looks like complete gibberish to others and vice versa.
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