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Inspiring
February 13, 2022
Question

Assign View for Walk Direction / Walk Behavior

  • February 13, 2022
  • 4 replies
  • 719 views

Hi all,

I've got a character for which I've created a front view, right quarter, left quarter, right profile, and left profile view, and assigned each one in the proper face/place. I've set the walk behavior to work with arrow keys. When I hit the right arrow key it walks with the right profile, but when I hit the left, it switches to left quarter and the walk looks funny. What's the manual way to set which view I want it to use for walking? I've also got another character that I have a front, right and left view for and when I set front to be the default view, when I set it to walk right, the front view drags along on top of it, but if I set the default to either left or right, it walks fine, and I just have to remember to manually trigger it back to front view when standing. Not the end of the world, but if I can manually set/fix the views used by walk, I think that would solve this issue as well. So, can I control what view the puppet uses when walking right or left?

Thanks!

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4 replies

Cherie2450573608fr
Inspiring
June 16, 2022

Sorry for reviving an old post, but did you ever solve this? I am having the same issues. I can see in "views" that it is tagging quarter and profile for walk behavior but I can't figure out how to untag the quarter views and only use profile. In swap sets there is usually a little x that you can click to untag. 

 

 

Inspiring
June 16, 2022

I haven't. I've been using a swap set for when it keeps the default view along with profile view for the walks, but for the puppets where it's picking up quarter view instead of profile for one direction of walking, I've just avoided having the character walk in that particular direction. If anyone figures this out, I'd love to hear more! It's an ongoing project for me

so it's still relevant - thanks for "reviving" it @Cherie2450573608fr 

Cherie2450573608fr
Inspiring
June 16, 2022

I made the body views into a swap set, then set left profile in the timeline, then when I activate walk it selects the profile as long as profile  is still on the timeline. Still can't figure out why it wants to use quarterview but at least I can walk with the correct view now.

alank99101739
Brainiac
February 14, 2022

Are you using head turner behavior? Or just walk for different profiles? I would go to the properties panel (in rigging mode) and find say the walk behavior, then expand the "Views" section. Which profiles did it find? If you bring up the "Tags" panel, Like clicking the "A" to go into to showing tag names rather than the pretty graphics. E.g. are the various profiles tagged correctly? I am wondering if it picked up two "left" profiles and two "right" profiles instead of "Left Quarter Profile" (or whatever it is called) - so it is picking the wrong profiles based on layer names.

 

Its important to realize behaviors use tags, not layer names. Tags are automatically added if a layer contains a tag name. But you can override the tags by hand (but I recommend against it). So I am wondering if "Left Side" and "Right Front" are being selected as the first ones with left and right in their names, which is why it is not looking symetrical. Have a look in the walk behavior views and handles sections in the properties panel to see if it is selecting the layers you want/expect.

Inspiring
February 14, 2022

I'm not using the head turner behavior and I have each tagged as only one view - here's the one that's not showing up in walk for example:

But the walk behavior seems to be picking up four views when I only need it to pick up two:

 

alank99101739
Brainiac
February 14, 2022

My general advice is to have the default profile standing then use "position" to make the puppet walk (not arrows) as it gives you more control.

 

As to why its looking strange, that is hard to say without more information. I would guess its a tagging problem - you can check all the tags on each profile, but sometimes when debugging I look through the behaviors looking for "handles" sections in the property panel. Expand them, and there should be "views" usually for different profiles, but you should also see the layers it found with tags on them. E.g. When you see Left Mouth, Frontal Mouth looking similar for handles, but Right Mouth missing (in the handles section for a viseme, or walk behavior, or ... etc) then it gives you a hint "oh, the right shoulder tag on the right profile must be messed up".

Inspiring
February 14, 2022

I don't know if these help explain my predicament better. 

 

 

As you can see, I have the puppet rigged with five (really six) views (I need them all, because it spins). With the walk cycle set to arrow keys, when I hit the left key, it pulls the left side view and for the most part works fine:

 

but when I hit the right arrow key, it's pulling the right quarter view (what I've called "right front") and the feet get skewed and the walk doesn't really work.

 

Here's what the walk behavior looks like at the moment.

 

Basically, I'm wondering if I can manually override which view it pulls for the walking direction.

 

Inspiring
February 14, 2022

Just checking in to see if adding to my post bumps it into more people's line of sight 🙂

I'd really appreciate any help on this!