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Duik (Bassel) V 16.0.9 How to keyframe AFTER auto walk cycle?

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Aaron Booth
Duik (Bassel) V 16.0.9 How to keyframe AFTER auto walk cycle?
on Jan 20, 2019 at 10:31:17 pm

I'm sure there is super obvious I'm missing but I've been looking for a solution to this for over a month and its driving me mad:

I have used the auto rigging feature in Duik 16.0.9 to make a simple walking character. No problem so far.

Now, within that walk cycle, I want to make the character lift his arm and wave. - With know luck.

When I first try to grab the hand controller, it doesn't budge. Then somebody told me, quote, "You need to keyframe the ik/fk switch in each hand controller to enable the IK controls once the walk cycle has finished."

But I still can't figure it out. The IK hand switch can either be set to off, or on, and not be keyframed. If its off, the arms swings with the walk cycle, and if I set it to on then I can move the arm around but it will just jump to that new position, not move from point a to point b :(

What am I missing?

<a href=""><img src="" border="0" /></a>

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Cassius Marques
Re: Duik (Bassel) V 16.0.9 How to keyframe AFTER auto walk cycle?
on Jan 21, 2019 at 11:44:38 am

For all its wonders, DUIK really dropped the ball on that feature. Its easily fixable though.

Can you work with basic AE expressions?

You'll have to change the IF/ELSE expression that selects the type of kinematic to a LINEAR expression that can transition between them.

For example: The "S | Arm" rotation expression has in its end, this little snippet of code.

result = IKFK ? ik() : fk();

If you change that to something like this and you add a slider control to the Hand Controler (for example)

result = linear(thisComp.layer("C | Hand").effect("Slider Control")("Slider"),0,100, ik(), fk());

You'll be able to smoothly swap between them. Keep in mind you'll have to swap that code in a couple of more places. If I remember right, three layers control one arm.

Cassius Marques

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