

Fairly straight forward with minimual math and effort. So theres how you can attach a walk cycle to a motion path. With that number (163) set the motionPath U value to frame 163 You'll see a field called Arc Length and a value next to it (72.286 in my example) *If your working with a custom scene, you'd want to replace Motion_PathShape with whatever name of the curve your using.ĬreateNode -n "walkingCurveInfo" curveInfo ĬonnectAttr Motion_PathShape.worldSpace walkingCurveInfo.inputCurve Quick, easy and I like adjusting keys instead of more math. You could adjust the motionPath1.uValues and get the results you need. Since you know that your foot will plant fine when its moved linearly over time.

There are two ways, and depending on preference or time requirements, both work fine.ġ. Now this is a bit tricky, finding out the length of your curve. Animate > Motion Paths > Attach to Motion Path > Option Box Select Leg_Rig, then shift select the motion_Path curve Delete the existing keys on Leg_Rig, making sure that all the translates and rotates are set back to 0 However, a common question is how to attach a walk cycle to a motion path? Using the above procedure it's pretty straight forward. Now the leg will walk forward and the foot will stick to the ground appropriately. So our leg is moving 4.434 units over 10 frames. *simply put, just add the numbers together, disgarding any negatives, so 2.359 + 2.059 With those values in mind, some basic math equations: You'll want to do this same process on the other axis' (X and Y) to prevent skewing there as well. So now, as your foot is planted on the ground, it won't simmer or shift.

What you'll want to do is select the two TZ keys (f2 and f12) and set them to Linear. While the foot is planted (ty = 0) from frame 2 to frame 12, the initial translate z keys have a slight bow in the curve. *All values are using the supplied file as a base, in your own files the values will be different. To download the animation example file, click the link below: The steps below will show you how to achieve both of these. The two key elements for getting a character to move without sliding feet is making sure their foot plants are static and their movement rates match their stepping rate. Though theres only one leg, but the same princibles would apply for two or more. In this example file, I did a leg doing a quick walk cycle. “Attaching a Walk cycle to a motion path in Maya”
