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sbtamu
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actions

Post by sbtamu »

I created a walk cycle with actions but now I want to import that action into the project with the character at a different spot. But when I import the action the character jumps back to the spot where the original action was made.

How can I use that action for my character for different spots?
Sorry for bad animation

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Imago
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Post by Imago »

Probably you put a "translate layer" or similar key on action's timeline...
Sorry for my bad english... Q_Q
sbtamu
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Post by sbtamu »

Yes I used translate layer in the action so his feet would not look like they were slipping.

If I can not use translate layer in an action how would I make a walk cycle useful in an action?

Would I delete the translate layer in the action and then redo it every time I reuse it in the mainline?


Image
Sorry for bad animation

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lwaxana
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Post by lwaxana »

could you put the whole character in a group layer and then translate the group layer?
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lwaxana
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Post by lwaxana »

Also when you create the walk cycle and need to correct for slipping, you can translate the parent bone. That leaves your layer free to translate when you use the walk cycle.
sbtamu
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Post by sbtamu »

lwaxana wrote:Also when you create the walk cycle and need to correct for slipping, you can translate the parent bone. That leaves your layer free to translate when you use the walk cycle.
Yes, that's seems the way it needs to be done.

Thanks
Sorry for bad animation

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pez
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Post by pez »

I created my walks such that the character would be walking stand-still, and I ran into similar problems.

When I'd insert the action into my main timelime, the character would slip back, either completely or some of its parts...I had to translate the layer to correct the situation. Translating the main bone would have been a good idea too.

Next time I'm not going to create them stand-still, i.e. I will let the character walk forward. By following the character with the camera, he will always appear in the center of the screen.

That's the approach I'm going to try next time.
Pez
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