Hi folks, sorry I haven't been posting to the blog the past few weeks. I've been super busy with collaborative projects. I'm struggling hardcore with this dinosaur scene so I figured it about time I reach out for help. Anything physical or simply getting a character from point A to point B is something I still don't have a reliable approach or workflow for. There's always a technical problem I don't know how to avoid or fix.
Rex is going to chase after the iguanadon, but actually animating the run is hard to wrap my head around (even with all of the reference I've collected). When I do walks or runs it's almost always a cycle in place - so I'm heavily dependent on the graph editor and a layered approach. I've tried, and this isn't working out here since Rex is translating diagonally to the world - movement in one direction is unequally affecting the TX and TZ curves in the graph editor which is a royal pain in the ass since I'm sure rotations are affected as well.
I thought of animating a run cycle on a clean scene and copying that animation here using the dkAnim script - but I figure things wouldn't carry over due to Rex's current orientation to the world (multiple curves for one translation).
BLAAAAAARG - any advice that doesn't include starting all over would be greatly appreciated,
-Kyle
UPDATE
So I presented my problem to my friend Alvin Geno and Mr. Dauterive in the lab. Both explained to me that the character's world control actually dictates all of his axis orientation verses the WORLD world. My mind was blown and I feel incredibly dumb for not already knowing this. My plan is to align his world control to his running path the second Iguanadon passes the camera, thus hiding the mess that Rex will undoubtedly go through. Hopefully I can plan better in the future for knowing this.
Cheers.