I laughed when I first rendered this. I was trying to create a simple 3D walk cycle animation, re-learning the ropes becuase it had been so long since I played with animating moving objects. When this spewed out, I thought I had created a good animation, but when ran it, it quickly became apparent that I needed to do a lot more work with it. But then I thought, maybe I did succeed with this result, and I was closer to a polished animation than I could have been if I was learning this for the first time. Nonetheless, I am posting this becuase it is funny to watch.
Oh, before you read this, unless you have some knowledge of using 3D software, like Blender, this maybe a pointless post to read. If you are remotely interested, then why not check out the Blender website. Blender is free, and is open source, and works on all major platforms.
The first problem that I saw, even though I was using the Inverse Kinematics Constraint, I made the legs straight. Having that natural bend in the legs would have prevented the way the knees seem to buckle backwards each time each leg moved upwards.
The second issue I see, I should have added more leg meshes (or blocks), so I would have had a dedicated knee mesh–something that would pivot while the leg and thigh moved independently. If I had five blocks in each leg, then I think the armature (or skeleton) would have worked right the first time. This ties with having a natural bend in each leg. In this case, I kept the legs straight in Pose Mode, so Blender assumed that the knees would work forward or backwards.
Still, I made this in about an hour, from start to finish. After getting used to Blender’s interface and the work-flow, it took no time to create. But tweaking this “Egg man” guy, may take from time to prefect. Will I do it; hard to say.
Hey, it killed a Friday night before it was my bed time. 🙂