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Remove Walk Cycle?
Remove Walk Cycle?
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.
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.
Re: Remove Walk Cycle?
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?
Re: Remove Walk Cycle?
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.
Don't forget the Wiki, and especially the FAQ, where there's the answer about the deactivated IK with the walk cycle.
Re: Remove Walk Cycle?
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?
Re: Remove Walk Cycle?
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.
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.
Re: Remove Walk Cycle?
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!!!
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!!!
Re: Remove Walk Cycle?
This is in the FAQ which has recently moved there: https://rainbox-dev.github.io/DuAEF_Dui ... -whys-that
Re: Remove Walk Cycle?
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.
Re: Remove Walk Cycle?
As posted before: https://rainbox-dev.github.io/DuAEF_Dui ... -whys-that