Remove Walk Cycle?

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vitorlfaria
Posts: 3
Joined: Wed Jul 11, 2018 7:18 pm

Remove Walk Cycle?

Post by vitorlfaria » Thu Jul 19, 2018 2:47 pm

Hello! I`m from Brasil, I love your work!
Have a way that I can remove the walk cycle of a Rig? I used it in my main rig to test if the rig was good, but I don't know how to remove it. When I delete the C| Walk Cycle, the Rig crash and don't obey more to the controllers. :cry:

vitorlfaria
Posts: 3
Joined: Wed Jul 11, 2018 7:18 pm

Re: Remove Walk Cycle?

Post by vitorlfaria » Thu Jul 19, 2018 4:00 pm

Oh I just found the solution, when the walk cycle is applied it disable de IK of the hand, and was the hand that was not following the controller. But, it keep showing me a massage of error in expressions after I delete the walk cycle controller. how can I solve these errors?

User avatar
Duduf
Posts: 416
Joined: Mon Jun 20, 2016 2:59 pm

Re: Remove Walk Cycle?

Post by Duduf » Sat Jul 21, 2018 3:58 pm

The Walk cycle adds some expressions in the controllers to control them; it won't prevent you from animating, but if you want to remove the alerts, you can just remove all the expressions with errors (and only the ones in error) ;)

Don't forget the Wiki, and especially the FAQ, where there's the answer about the deactivated IK with the walk cycle.

Jonas LH
Posts: 1
Joined: Wed Aug 15, 2018 7:35 am

Re: Remove Walk Cycle?

Post by Jonas LH » Wed Aug 15, 2018 7:37 am

Then is the best way to make a character walk, stop and then do hand movements to cut between two pre-compositions of the character, one with the walk cycle? Is there a simpler way?

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Duduf
Posts: 416
Joined: Mon Jun 20, 2016 2:59 pm

Re: Remove Walk Cycle?

Post by Duduf » Wed Aug 15, 2018 11:24 am

You don't need to switch between precompositions...

Just use the walk cycle, animate the "general motion" from 100% to 0% when you need it to stop, and do your animation on the controlers. You can even start again the walk cycle later. The walk cycle do not disable anything, so you can combine it with any animation on the controllers, at any time.

Studio35
Posts: 2
Joined: Thu Aug 30, 2018 12:04 am

Re: Remove Walk Cycle?

Post by Studio35 » Thu Aug 30, 2018 12:10 am

Hi,
first of all Bassel is one of the best things that hit AE in recent times... I just love it.

But I have this problem, similar to the problem above. When I generate a walk cycle it disables my hand rig (IK remains when the character is walking but Controllers for Hand 1 & 2 no longer work... so I cant move my character's arms when he stops).

any idea why that happens? everything else seems to work just fine.

Once again.. KEEP UP THE GOOD WORK!!!

User avatar
Duduf
Posts: 416
Joined: Mon Jun 20, 2016 2:59 pm

Re: Remove Walk Cycle?

Post by Duduf » Thu Aug 30, 2018 9:19 am

This is in the FAQ which has recently moved there: https://rainbox-dev.github.io/DuAEF_Dui ... -whys-that

Studio35
Posts: 2
Joined: Thu Aug 30, 2018 12:04 am

Re: Remove Walk Cycle?

Post by Studio35 » Thu Aug 30, 2018 10:03 am

Thanks so much!!!

Cheers from POLAND

Stoph
Posts: 1
Joined: Fri Oct 26, 2018 2:17 pm

Re: Remove Walk Cycle?

Post by Stoph » Fri Oct 26, 2018 2:20 pm

I really don't understand. As far as I can tell the walk cycle completely disables the hand controller, which is super annoying and there seems to be absolutely no way to animate the arms once you have a walk cycle. I can't find any info on here of how to have a walk cycle and still animate arms.

User avatar
Duduf
Posts: 416
Joined: Mon Jun 20, 2016 2:59 pm

Re: Remove Walk Cycle?

Post by Duduf » Sat Oct 27, 2018 7:20 am


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