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# 15 02-03-2006 , 04:20 PM
skywola's Avatar
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Join Date: Jan 2004
Location: Tempe, Arizona, USA
Posts: 224

The WalkerMan code

Read the install file!

You have to copy the MEL files into your Maya scripts folder and rather than bother sourcing them, the easier way would be do it before you start Maya or shut Maya down and re-start it so it will load all the scripts. Then you can just type "go" in the command line and a window will come up that will allow you to drag-drop the icons to your shelf. After that you can press an icon, a window will come up with a bunch of controls . . when you press the play button, you will see the biped walk, all you have to do is put on the character mesh. The quadraped is set up so it does not move horizontally, until you set the speed, so it is easy to see the four gates that you can put the quadraped in, then when you want to actually animate, all you have to do is play with the speed control to get it to go.

When you set it up with the character, there is a "Stabilize" button that you need to hit just before you skin the character. This reduces the amount of painting skin weights you need to do. . . . There is a stabilize button for the biped and for the quadraped.


Also . . I have it set up so that you can attach the eyes to the joints that are located where the eyes should be . . . . The way to set them up is:

After you have skinned the character, select the character, then select one of the "eye joints" (you have to do it in this specific order) then go to Skin>Edit Smooth Skin>Remove Influence. Do that for the left and right eye. The parent the actual eyes that you have to these joints, and you will now be able to control them by the window sliders.

Attached Files
File Type: zip walkerman.zip (160.1 KB, 250 views)

"The Sage as an Astronomer: If you still see the stars as something above you, you lack the eye of knowledge." Friedrich Nietzsche