Welcome to a new update blog post of the Bodynodes Blender UI. Today we are going to talk about a new function we have added. It is called "Steady Feet" and let us creates much better steady animations for our character using bodynodes tracking data.
In traditional animations you would animate your character in order to do what you want him to do. Bone by bone and frame by frame you would set all they keyframes in order to make the animation as realistic as you can. For steady animation you would probably have to anchor the feet somehow and then animate all the rest of the armature.
With bodynodes animation data the situation is very different. We start with an already animated character that moves realistically but still has some problems which have do be fixed.
In fact, one of the problems with bodynodes animation data is that the feet would not stay still in a steady animation. And there are 2 reasons for this:
- First the animation data is not perfect because the sensors might have introduced some errors while recording the animation data
- Second while in real life your body would move around your moving foot, in Blender the character moves all round the root bone of the armature. The centers of movements are different.
An animator would find himself in a very similar situation as having a character to animate from scratch. He would basically have to bo bone by bone and frame by frame to fix them.
That's where the Steady Feet comes in!
We noticed that this problems can be solved automatically and we made a new function for it in our UI. Meaning that an animator would have to do no effort in using and adapting bodynodes animation data for steady animations.
Are you curious to know more ? We made a video to show what the Steady Feet is and how it works in details, check it out!
If you are interested to know more just get in touch!
Manuel
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