Walk Cycle - Bone Tool
This time we needed to create another walk cycle, however, for this exercise we was to use the bone tool instead. The bone tool is a tool in Adobe Flash that allows you to create a skeleton for your character.Again we were given a demonstration on this exercise and we were also given a file that contained an already built character with bone tool skeleton. This was only for us to have a slight play around with to understand how the bone tool works and how it moves. To move the character you only need to click on the body part and move it, this will cause all the connecting bones to move as well. Though without the use of constrain, the skeleton will move unnaturally. For example, the head should not be able to be upside down and lower than the neck, so to combat this you would set the constrain at the desired. Unless you are fine with fiddling around with the body parts to get the desired position, it is a good idea to add contrain to some areas, for example the arms and legs. You can also disable joints from moving, this is useful for the bone acting as the spine.
Just like the previous exercise the character again needed to have each body part a speerate symbol. However, this time each body part needed to be on the same layer as each other. Each symbol needed its own bone with the body requiring two. A problem with the body needing two is that only one bone can be on a symbol, it cannot have mulitple bones. So to correct this I added a small symbol and put it underneath the body to act as a second point. I then connected the symbol to the body and it allows me to have a point for the pelvis, to connect the legs, and a point for the shoulder, to connect the arms.
To the left is the character I created along with the skeleton I added using the bone tool. The two green crosses on the skeleton mean I have pinned those joints. It means you can move this joint.
However I had created my skeleton wrong slightly which means I need to remake the skeleton because I didn't realise my problem until I had spent some time trying to animate it. The problem is that one of the legs had the bone connected at the wrong area. Instead of connecting at the top of the leg, instead the bone was connected half way down the symbol which made animating very difficult.
I did try to combat this by using the transform tool to move the leg into place on each frame, however every time I did this, it would affect the previous frames and move other body parts out of place. I would try and go back and reposition everything however it was too time consuming so I decided it would be best to start again and remake the skeleton.
Update: Wednesday 23rd October 2013
I decided to redo the skeleton for my character and do the animation as I was having trouble animating last week. So this week I made a working skeleton and managed to create a walk cycle. For the walk cycle I tried to create a brisk walk, however it went a bit quicker than expected so it could do with keyframes inbetween some of the frames to slow the cycle down.Seeing as I remade the skeleton, I wanted to avoid making the same mistake twice. So this time I correctly positioned the bone tool on each symbol. To make sure I attached everything completely I seperated every body part and then made the skeleton. After the skeleton was made all I needed to do was to position the body parts together and arrange which parts needed to go to the back and the parts that need to come to the front.
As I said before I wanted to make my character do a brisk walk, however it could have been done better as the pace of the walk cycle is a bit too fast. To fix this I will need to add extra frames inbetween the keyframes, this will slow the animation down a bit. Another way I can slow down the animation, is by changing the frames per second. The reason my animation seemed too fast was because the frames per second was on 24 fps. When changing the frames per second to 12 fps, the animation goes to a more suitable walk cycle. However, I want a brisk walk for my walk cycle, so I'm leaving the frames per second at 18 fps. This gives the animation a bit more speed but it isn't too fast like it is on 24 fps.














