Walk Loop Cycle
texjones
Posts: 0
ok, I've asked this before and now since I paid for the animate2 and the Walk Construction kit, WHY can't the walk cycle be complete WITHOUT the kick back re-starts??? Every time the animation starts the new block I see the kick back as it re-starts the next cycle. HOW DO I STOP that so the walk flows like it should? It did it with just the basic walk cycle that comes with Daz and now it's doing it again with the Animate2 and Walk Construction. The character IS at 100%.
Comments
Could you post a Screen Cap of your AniMate time line? That might give me some ideas that could help you.
It's okay for now, I'll come back to it later. For now, it's about 5 secs and 2 secs cycles, the audience might notice the slight hesitation but for now it's not that noticeable when watching everything else. It goes by quick enough and I sped up the walking just a bit to 130%. The audience may not even notice it.
But I will say is what I do: in the animate line I add the Aniblocks Start and Walk Loops, nothing else. I stack the Walk Loops so the character walks for seven seconds. In a preview, the walk is beautiful it flows perfectly but when rendered in an AVI or still frames (to be animated in Flash) that's where I get the hesitant frames.
You do know you can EDIT the Tween time of AniBlocks don't you? Tweening is the Blend from one block to the next. That could clean it up some if not fully. Just a thought.
EDIT: You would need to set it on all the Walks blocks one at a time.
Ok, that's one of those things I still haven't learned about Daz. IN Flash I know about Tween, that's what helped me understand Daz last year. When I applied what I know about Flash to Daz. So I will see where I can find it in Daz.