16.0

81AutoRigger and CMotion
The Finishing Touches
Play the animation again and observe how the arms swing back and forth. We have created a simple walk cycle
animation, which of course can still be fine-tuned quite a bit. Copy and paste the Push (P.Z) action to the other
arm. To tone down the movement we have to modify one setting for the arms. Currently, each arm moves with
the leg on its own side, which is far from a natural walk behavior. To change this, select the L_Arm object in the
CMotion menu and set its Phase value to + 25 %. This will set this arm‘s phase to the exact opposite to that of
the right arm. Change the Phase value of the R_Arm object to – 25 %, which will cause this arm also to have an
opposing motion. You can, for example, make the character actually walk past the camera instead of having it
walk in place. To do so, all you have to do is set the Walk parameter to Line or Path (which lets you move the
character along a given Spline) in the CMotion’s Attribute Manager’s Object menu.
You can also fine-tune the character’s gate, for example by modifying the Lift Action’s sinus curve. This curve
defines now far the feet rise and fall. Currently, the curve is smooth, which causes the feet to also rise and
fall smoothly. If you move the crest of the curve to the right near the end of the curve, the character will walk
with a more stomping motion.
You can also add Actions. You can, for example, assign Tilt and Rotate actions to the Root and set their
respective values to 4°. This will make the gate more natural. You can also begin modifying the character’s
characteristics much earlier by fine-tuning the character’s weighting during the binding process via the Weights
Manager. You can ensure a more accurate deformation of geometry at the joints by adding a Smoothing
parameter, or you can add a Muscle parameter to make muscles bulge. All of the available parameters and
options can be used to fine-tune your character’s motion and characteristics until you have an ultra-realistic
animation.