exile wrote:Thanks for posting the files, some fascinating stuff. In the frame zero rig file with Mr. Bean, I noticed the walk was done without any movement of the bone layer, usually this layer is moved across the screen in tutorials on creating a walk. I take it the character was moved by the leg target bones and plopped into place on each step. Is the old way of programming walks obsolete? If so, a new tutorial on walks would be much appreciated.
Another interesting thing for me was the variable width shape that could be moved by lines - great for squishy characters, but how was the figure constructed and rigged?
Thanks,
Steve
First, the variable width shaped character, in the webinar video he shows exactly how that character was made. I can't remember the specifics of it, but draw a line for an arm or leg, create a shape out of it, duplicate the line/shape, make it's stroke width a bit bigger and send it to the back Then when you move it towards the body (which was created the exact same way) the yellow forefront merges with the body, and the outline merges with the outline. Animate the points to animate the character. Again, watch the webinar. The presenters actually answer this as a question toward the end, and show it with a bit more detail.
[EDIT]
I went back and watched the webinar, and it's not really a duplicated shape, it's two shapes created from the same line. In the Webinar, adroun 51:56 they start, show it created at 52:57, then again at 1:18:23...
As for the walk cycle... There is no standard way of anything really. There are so many different ways to animate a character, choose the methodology that best works for your current situation. Just because they chose a particular way to do it in these samples does not mean you have to do it this way, nor does it define it as a "standard". If you want to create a cycle action and translate the bone layer, go for it. Again, there is no right or wrong way, or even standard way.