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joanm83533953
Participant
May 3, 2017
Answered

Walk cycle behaviour: no arm movement after rigging

  • May 3, 2017
  • 1 reply
  • 2334 views

After rigging my character, I was able to get a good walk cycle with the arm movements, initially, but now the arms have remained stationery. When I rig new characters, there is still no arm movement. I'm not sure what I'm missing.

    This topic has been closed for replies.
    Correct answer Jeff Almasol

    Hi Jeff,

    Here is the link you asked for: Dropbox - Character_boy.puppet

    In addition to that, could you also take a look at whether keyboard triggers are set okay? They work differently each time I load CH.

    Thank you.


    Thanks for sharing the puppet.

    It seems like the Neck handle needs to be added for the arms to move. One way to do this is to add it to the same handle as the Head handle (e.g., select each Head group, then add the Neck tag).

    I noticed the heads were independent (with a crown), which means that they'll detach from the body. Just removing the crown will allow the head to stay attached to the body.

    The arms and legs were using the Weld attach style, which will cause a little bit of warping at the attach point. If you don't want that and want the arms and legs to pivot, use the Hinge attach style.

    On some keyboard triggers (e.g., the Q key, sometimes it's set to Latch and other times not -- e.g., one eyebrow will toggle only when held down, while the other will change as you tap & release the trigger key). Maybe that's contributing to the odd results with keyboard triggers?

    The hands associated with the 8 and 9 keys are shifted to the right.

    In the artwork file, there are two hidden <Path>s that will produce that Unnamed-1 layer in the Puppet panel. Just pointing that out, in case you didn't intend to keep those unnamed paths in the file.

    Nice work on the character so far. Hopefully this information helps you progress a bit more.

    Thanks.

    1 reply

    Jeff Almasol
    Adobe Employee
    Adobe Employee
    May 3, 2017

    Based on the screenshot it seems to be set up OK. If you remove one or more of those sticks, do the arms move?

    If you can send a link (via Dropbox, Google Drive, etc.) to a .puppet file for your character, we can investigate what might be going on.

    Thanks.

    joanm83533953
    Participant
    May 4, 2017

    I've tried that and it still they still don't move.

    Yes, I can do that, but this may seem like a silly question. Never sent a CH link to anyone before. Which files, precisely, should I upload?

    Jeff Almasol
    Adobe Employee
    Jeff AlmasolCorrect answer
    Adobe Employee
    May 4, 2017

    Hi Jeff,

    Here is the link you asked for: Dropbox - Character_boy.puppet

    In addition to that, could you also take a look at whether keyboard triggers are set okay? They work differently each time I load CH.

    Thank you.


    Thanks for sharing the puppet.

    It seems like the Neck handle needs to be added for the arms to move. One way to do this is to add it to the same handle as the Head handle (e.g., select each Head group, then add the Neck tag).

    I noticed the heads were independent (with a crown), which means that they'll detach from the body. Just removing the crown will allow the head to stay attached to the body.

    The arms and legs were using the Weld attach style, which will cause a little bit of warping at the attach point. If you don't want that and want the arms and legs to pivot, use the Hinge attach style.

    On some keyboard triggers (e.g., the Q key, sometimes it's set to Latch and other times not -- e.g., one eyebrow will toggle only when held down, while the other will change as you tap & release the trigger key). Maybe that's contributing to the odd results with keyboard triggers?

    The hands associated with the 8 and 9 keys are shifted to the right.

    In the artwork file, there are two hidden <Path>s that will produce that Unnamed-1 layer in the Puppet panel. Just pointing that out, in case you didn't intend to keep those unnamed paths in the file.

    Nice work on the character so far. Hopefully this information helps you progress a bit more.

    Thanks.