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Game Animation Tutorial 1: quick walk cycle in Character Studio
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So, you want to animate characters that will fit into a game environment or you just want to make a 3D character walk? That's good, you've taken the first step. Now you need a 3d package. This tutorial is based on Character Studio, a plugin for 3ds Max, so break it out. It's one of the 2 big packages most gaming companies use. (The other being Maya)
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Before you start animating, turn on your animate button.
Once it's red, you're ready to animate. Also, we'll need to set the
length of the animation. Click on the Time Configuration button on the
lower right of your screen. Set the frame rate to NTSC (30 fps), the
start time to 0 and end time to 24. Click ok. Some game engines will
ask for a lower frame rate, but most modern ones will accept 30fps
So if you can, use it.
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With any bone or bones selected in the biped, choose
your motion tab on the right. It's the one that looks like a wheel in
motion. You will find most of the controls you'll need for animation
here. First, make sure you are in figure mode. Figure mode is the button
that looks like a stick figure (the blue button in the screen below).
When in Figure mode, you set up a character to fit a mesh. Right now,
we'll just use it to place his feet on the ground. In the track selection
rollout, click on the arrows pointing vertical. This will select his
center of mass and the move tool for you as well as constrain his movement
to the vertical (Z axis). By the way, the horizontal arrow and the circular
arrow are both selectors for his center of mass. Now, preferably in
a side view, move the biped up so the bottom of his feet rest at 0 on
the Z (the large black line defining the center of the world)
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The location 0 on Z is usually an easy location to imagine the ground plane in a game engine. As long as you treat 0 on Z as the ground when you're placing his feet, he'll always look planted and standing on the ground.
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