Walk animation playback speed automatically matched to moves of model along a path
Created: 11/10/2020 by SeeBlend
This animation uses only four single keyframes on the X location of the red triangle. Takes 60 secs to change walk animation to a run cycle – see blend file for details.
The walk animation startframe in the NLA is controlled via a driver using pointer object X location, framenumber and stride adjustment.
Very simple to vary speed (even reverse direction) along the pathFoot sliding calibration only needs to be done once even if walk speed changes. Path curve can edited, moved and rotated in the scene without affecting the walk animation calibration.
Viewport Renders and onscreen previews work just fine. Blender deliberately blocks keyframes and drivers during full renders so I have included a super simple script 'RenderSequence.py' to do full EEVEE and Cycles renders, just press play button in the text editorto render an image sequence. Just make sure the render format is an image format and not a video format.
A big thanks to Quaternius below for the CC0 animated human model!
Also includes Idle, Walk, Run, Death, Working and Punch animations.
Animated Human by Quaternius.Consider supporting me on Patreon, even $1 helps me a lot!
https://www.patreon.com/quaternius
License:CC0 1.0 Universal (CC0 1.0) Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
暂无评论内容