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When the foot hits the ground, the entire foot should be flat on the ground after a frame of contact. The way the cycle works now has the heel holding the weight of the body until the leg is past the midline of center of gravity, and only then does the toe hit the ground. This is antithetical to a real walk cycle. Do you have actual animators working on this stuff? Sorry, just have to ask.
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The Walk behavior models its animation based on professionally animated characters, however it’s not a perfect model. You can get some control over the angles by repositioning handle positions in the Puppet panel. For example, if you place the Toe handles higher up on the foot, the resulting animation will end up with the foot sloping down more. The handle gets positioned in the same place in scene space, and since it’s controlling a point higher up on the toe, that part of the foot will move lower than before.
If you’re not satisfied with the automatic walk cycle provided by the Walk animation, you can use any hand-drawn cycle with the Cycle Layers behavior, though of course that’s a lot more work.
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