Week Seven: Let’s make progress by identifying the errors in our animations. 

Upon inspection, there might not seem to be anything amiss at first glance. However, trust me, the striding motion I’ve implemented here inadvertently makes the character resemble a lady struggling to take a step rather than a gentleman urgently striding due to warfare.

Therefore, it’s crucial to note that when we use character controllers for animating walk cycles, the master controller is designed to handle the overall rotation of the stride and the vertical movement of the body. The hip controller, on the other hand, primarily utilizes its Y-axis, which is the vertical rotation, to aid the motion of the stride. This was an oversight on my part in this instance.

When executing the walk cycle, the amplitude of the movements need not be so large. As the leading foot descends, our stride should lean towards the side of the lifted foot.

So, for the waist: It will rotate towards the side of the front foot, reaching its maximum angle. 

For the center of gravity sub-controller: We can use it to adjust the overall tilt of the body.

Action Choices

A good animation choice can enhance our animation, so we can step out of our reference to find poses that are more character-specific. Here, we can see that the modified S-curve and the bent arms make the character’s silhouette more pronounced and visually appealing.

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