{"id":137,"date":"2008-06-13T12:13:47","date_gmt":"2008-06-13T17:13:47","guid":{"rendered":"http:\/\/scope-eye.net\/?p=137"},"modified":"2012-03-07T11:09:40","modified_gmt":"2012-03-07T16:09:40","slug":"second-zaku-kai-walk-cycle","status":"publish","type":"post","link":"https:\/\/scope-eye.net\/?p=137","title":{"rendered":"Second Zaku Kai Walk Cycle"},"content":{"rendered":"<p>There were a few problems with my first Zaku Kai walk cycle (I&#8217;d messed up a keyframe which caused the left leg to intersect the foot during the stride &#8211; and additionally the animation had an excess of hip movement) so I did a new one and rendered it properly.  It turns out rendering on my machine at work is a whole lot faster than the machine at home &#8211; rendering the walk cycle at home took a good chunk of an hour (single core, 1.8 GHz, etc.) while at work (four cores, 2.8GHz, etc.) it took a couple of minutes&#8230;<br \/>\n<!--more--><\/p>\n<p>For this walk cycle I also tweaked the armature a bit to get better interaction between the lower leg and the foot.  Specifically I added a pole target to the leg&#8217;s IK chain (which was kind of a pain, since pole targets apparently make the negative X direction of the bone point at the target &#8211; and on my armature X is always the main direction of movement for a bone &#8211; meaning the X axis for the leg bone (which bends front-to-back) points to the side&#8230;  Additionally, the pole targets for both the left and right legs had to be placed to the left of the foot&#8230;  I also moved the ankle joint (the point where the leg bone ends and the location of the IK target for the leg) a bit forward and down so that when the leg tilts forward the leg will clear the top of the foot.<\/p>\n<p><a class=\"fancybox\" href=\"\/model-data\/1_100_Zaku_Kai\/Zaku_Walk_2.swf\" title=\"Zaku Kai Walk Cycle v2\">Video<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>There were a few problems with my first Zaku Kai walk cycle (I&#8217;d messed up a keyframe which caused the left leg to intersect the foot during the stride &#8211; and additionally the animation had an excess of hip movement) so I did a new one and rendered it properly. It turns out rendering on [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[8,24],"_links":{"self":[{"href":"https:\/\/scope-eye.net\/index.php?rest_route=\/wp\/v2\/posts\/137"}],"collection":[{"href":"https:\/\/scope-eye.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/scope-eye.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/scope-eye.net\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/scope-eye.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=137"}],"version-history":[{"count":31,"href":"https:\/\/scope-eye.net\/index.php?rest_route=\/wp\/v2\/posts\/137\/revisions"}],"predecessor-version":[{"id":270,"href":"https:\/\/scope-eye.net\/index.php?rest_route=\/wp\/v2\/posts\/137\/revisions\/270"}],"wp:attachment":[{"href":"https:\/\/scope-eye.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=137"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/scope-eye.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=137"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/scope-eye.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=137"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}