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Character shifting x position whilst still with idle motion library animation

Participant ,
Feb 10, 2023 Feb 10, 2023

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Hi

 

I've got a puppet with the motion library "Weight Shift 2" animation on, and it is causing my puppet to shiftto the left and right a little. I've tried adding fixed pins to the leg layer at the feet which didn't work, and then also on the entire body layer for frontal but that didn't work either.

Issue.gif

 

This is how my puppet is set up:

UnstableFocus_1-1676017958005.png

 

Thanks

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Puppet movement , Rigging

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correct answers 1 Correct answer

Adobe Employee , Feb 12, 2023 Feb 12, 2023

I am unable to reproduce your original sliding issue. The feet do look distorted, but the behaviors are acting on legs fine. This is how it looks like on my end:

Scene_-_BL_Puppet_Master_11_02_24_AdobeExpress.gif

 

Since the legs are at least reacting to the body movement, the basic behavior setup is fine.

To deal with the distortion, you need to play around with the handle placement, in particular the placement of heels, toes, and stick handles. Here is my tweaked result:

Scene_-_BL_Puppet_Master_11_02_23_AdobeExpress.gif

And here is how my right leg handle placement looks like:

jsaito_0-1676305069327.png

 

Tips

  1. Do n
...

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Community Expert ,
Feb 10, 2023 Feb 10, 2023

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Have you tried the "Treadmill" settings on the Motion Library Root Position?

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Participant ,
Feb 10, 2023 Feb 10, 2023

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Yeah, that doesn't fix it

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Adobe Employee ,
Feb 10, 2023 Feb 10, 2023

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It looks like behaviors are not acting on the legs at all. You can test this by trying out one of the kicking motions in the "Fight" category.

 

If you confirmed that the behaviors are not acting on legs, then other things to check:

  1. Limb IK: make sure "Apply to" is set to "Arms and Legs"
  2. Limb IK: make sure "Ground Detection" is checked
  3. Motion Library: under "Tracked Handles," make sure Left Heel and Right Heel are checked
  4. From the Rigging mode, under "Handles" of Body and Limb IK behaviors, make sure the Left Heel and Right Heel are picked up

 

There can be many other reasons. If you can share a link to your puppet, I can be more specific.

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Participant ,
Feb 10, 2023 Feb 10, 2023

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Hi

 

The kick animations don't look right at all. It's none of those things you listed unfortunately, they are all turned on.

 

It would be great if you could have a look at my puppet! If you're having a look at it, it would be amazing if you have time to check another couple of issues i'm having...

  • I can't get the feet to look right on frontal view (they bend inwards without being fixed, but distort horribly with being fixed)
  • I've tried several things to get the head right but can't figure that out either
  • Elbows don't face the right way even when I reverse the arm bend and mess with the flip threshold

 

I've uploaded the puppet here:

https://drive.google.com/file/d/1AEf8ioN3ieHXwNZU-nSXgnU3vp4GdJhv/view?usp=share_link

 

Many thanks!

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Adobe Employee ,
Feb 11, 2023 Feb 11, 2023

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@Unstable Focus I just requested access to the puppet. Let me know here if you did not receive an email to grant me access.

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Participant ,
Feb 12, 2023 Feb 12, 2023

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Ah sorry about that, I thought giving you the link would be enough, I've added you as an editor now

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Adobe Employee ,
Feb 12, 2023 Feb 12, 2023

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I am unable to reproduce your original sliding issue. The feet do look distorted, but the behaviors are acting on legs fine. This is how it looks like on my end:

Scene_-_BL_Puppet_Master_11_02_24_AdobeExpress.gif

 

Since the legs are at least reacting to the body movement, the basic behavior setup is fine.

To deal with the distortion, you need to play around with the handle placement, in particular the placement of heels, toes, and stick handles. Here is my tweaked result:

Scene_-_BL_Puppet_Master_11_02_23_AdobeExpress.gif

And here is how my right leg handle placement looks like:

jsaito_0-1676305069327.png

 

Tips

  1. Do not expect "Fixed" to lock the handle to a global position. It is to prevent deformation within the layer. In your case, I would take out all "Fixed" from feet
  2. Try extending stick handles as much as you can through body parts. Try placing horizontal stick handles at the bottom of feet.
  3. Place the heel and the toe at a near-even horizontal level
  4. Try placing body-tagged handles at anatomically-correct locations. I tweaked the hips placement in your puppet to get a better upper leg deformation
  5. Make sure your main body mesh is not attached with "Weld" but set to "Free" - in your case, you should change "Left Quarter," "Frontal," and "Right Quarter" layers' attach style from "Weld" to "Free"

 

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Participant ,
Feb 13, 2023 Feb 13, 2023

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1. Ah ok, i didn't realise fixed didn't work like that.

2. I thought by making sticks extend too far it wouldn't allow things like knees to bend properly, i'll do some experimentation with them.

3. Yeah, i thought it would be weird with the feet pointing straight.

4. I wasn't sure where the best place for the hip markers should go. Do you remember which direction you moved them? I'll play around with this too.

5. Aah, i didn't realise I had done that.

Thanks very much!

 

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Adobe Employee ,
Feb 13, 2023 Feb 13, 2023

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4. Correction: your original hip positions were fine. The origins of the leg layers, however, should be higher as the origin is where the layers weld/pin to other layers. I would place the origins of the legs close to the left/right hip handles.

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Adobe Employee ,
Feb 13, 2023 Feb 13, 2023

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2. You are correct, if you put a stick handle through the knee, the leg will not bend. My suggestion is to make your stick handles longer where you want more rigid deformations.

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