The upper end of the thigh-bone is fixed to the hip while the knee
follows a B-Spline curve. The upper end of the shin-bone is fixed to
the knee while a route for the ankle is defined by a B-Spline. Because
of hierarchical construction, the parameters used for rotating
shin-bone are rotated with the thigh-bone.
Play the animation and your leg should behave a bit like a real leg.
However, in order to make it work perfectly, we have to analyze how a
real leg works.
The first observation is that the shin-bone and the thigh-bone comprise
a straight line until the leg starts to return back from its back
position. In other words, our shin-bone should not be rotated until the
time reaches the value 0.5. So, define the Start time value of the
hip-bone sweep method to that value, set the End time value to 1.0 and
play the animation. Now the shin-bone should not be rotated until the
leg starts to rotate back to its starting position. How to create
another leg?
1. Duplicate the leg. Now you have two equally functioning legs.
2. Select the method rotating the thigh-bone of the duplicated leg and
define the Phase = 0.5 using the function Modify/Properties/Animation.
Play the animation and ... you have walking legs.
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