7/31/2023 0 Comments Blender market auto walk cycleIf the scripting API was better, Geonodes could just have been an addon. Ultimately, I think one thing that should take priority is the scripting API, right now it’s basicallly just UI automation and it limits significantly what addons can do, this is why Animation Nodes was never really well integrated into Blender, because it relied on way too much hacks. Blender is a big project, and do a little bit of everything, but let’s be honest, MAYA non destructive modelling system is superior to Blender, CINEMA 4D effector/morgraph system much better than modifiers, so Blender will always be “just good enough” in a lot of domains. I was mad when the devs decided to remove the game engine but now I understand the tradeof in terms of maintenance. If Geometry nodes can completely replace the need for Modifiers which latter is not very flexible, it will be a huge step in my opinion. While Blender gets a lot of funding, it is neither Autodesk nor Maxon who have billions available and don’t rely on volunteers to fix things. ![]() You need to find someone willing to work on these and it’s no small task. I don’t think Geonodes is to blame, no more than EEVEE next, for the lack of improvement when it comes to animation, particles or physics. So any improvement in legacy code requires a lot of work.Īs I understand it, Blender’s core data model is a mess and touching anything related to it can bring down the entire application, the result is that some functions have barely evolved since 2.79, for instance some of the things you’ve highlighted. Blender codebase also has a lot of technical debt which makes things even more complicated, thus your point about the mismatch between geometry node system and the rest of Blender. So you need to either commit code yourself and hope it will be merged (hard if you’re not good at math and at C++), contract someone to implement the things you want (costly) or successfully convince a core dev to work on the issue (and there are a lot of issues). I get your point however as I understand things, dev contribution is purely on a voluntary basis. Has anyone tried it before? Or can someone give me a direction to start on? I’ve tried to make it with geometry nodes, but i’m probably way too dumb to make something this complicated. Which would be great, but not really good for all directions and changing speeds. There is a pumpkin sample file on the official blender website with a procedural walking action, but its legs are just snapping from grid to grid, not actually moving.Īlternatively, there’s this simple tutorial: I’m thinking of something similar to those modern game characters where the walking happens somewhat automatically as we move in all directions. I don’t need nice motions, the only important thing is to keep the feet from sliding on the ground, and have just a simple lift up and put down motion between the steps. So I can make its walk slower/faster (with smaller/bigger steps), in all directions (sideways, backwards, etc) without having to animate the whole scene by hand. Get a little more twist on the hips along the z axis and I think you're well on your way to a clean walk.I would like to create a walking creature, but instead of animating all the limbs by hand, using something more flexible. But that foot physically can't move until then or the body would topple over. It stores up energy to prepare for the full weight transfer of the passing position to follow. The down position is not only a way for our bodies to absorb the impact of this controlled fall of a step we just took, but it is also an anticipation. ![]() I also noticed on your animation in your down positions, the trailing foot is already lifting off the ground. The arc of the ankle is usually more S shaped than it is C shaped. Take a look at some walking reference as well. This happens in fewer frames than the bouncing ball but the principles are the same. Think of the foot like the bouncing ball exercise, as the foot comes down gravity takes over and the foot should have wider and wider spacing. This is indicating that its slowing down as the foot impacts. ![]() Notice it is even at the back and gets really close toward the front. ![]() In saying that, for a more vanilla "natural" walk I would be careful putting the lifted foot ahead of the posted foot at passing. Once you've got the body mechanics down you can arrange the feet and hips in so many fun ways to bring a character to life.
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