Mastering the Blender Run Cycle: Tips and Tricks for Animators! — Transcript
Full transcript
- 0:01[Music]
- 0:02foreign
- 0:09[Music]
- 0:13welcome to this Run Cycle tutorial my
- 0:16name is Alex the process of creating a
- 0:17run cycle is similar to creating a walk
- 0:19there are two differences the posing and
- 0:22the timing are different the posing in a
- 0:24run is pushed so the distance between
- 0:26the body parts in extreme poses is
- 0:29greater than in a walk the timing is
- 0:31also quicker so the tempo is snappier
- 0:33those are the only two differences
- 0:35between a run and a walk a run is useful
- 0:37for getting the character from point A
- 0:38to point B quicker
- 0:40cinematically run as grade for getting
- 0:42the viewer up close and into the action
- 0:44World a typical Run Cycle is 12 frames
- 0:47I'll start with those 12 but will most
- 0:49likely end with a 14 frame Run Cycle
- 0:51those two extra frames help slow things
- 0:54down just enough so the action reads
- 0:56more clearly I find in a run you get
- 0:58less personality than you do in a walk
- 1:00mainly because you have half the frames
- 1:02to work with if you have seen my walk
- 1:04cycle tutorial you'll know how important
- 1:06personality is to a wand I'll leave a
- 1:09link in the description to that tutorial
- 1:11but despite having half the frames to
- 1:13work with broadly speaking there's only
- 1:15one purpose for a run and that is
- 1:16determination
- 1:18maybe a character is trying to save
- 1:19someone catch a bus maybe trying to run
- 1:22away from someone generally people run
- 1:24for a reason and that's the kind of run
- 1:25I'm going to demonstrate a run with
- 1:27purpose I'm going to jump into blender
- 1:29now so we can get started for this Run
- 1:31Cycle tutorial I'll be using this free
- 1:33Mario rig I got from Agora websites I'll
- 1:36leave a link in the description to the
- 1:38rig really the most important part is
- 1:40the posing once you have a nice pose you
- 1:42mirror it now you have two poses then
- 1:45you duplicate it to the end and it just
- 1:47Cycles between that same pose that you
- 1:49build so we're going to spend quite a
- 1:51bit of time five minutes
- 1:53just on that one pose
- 1:55then we'll mirror it like I said and
- 1:57we'll just watch that animation
- 1:59if it's playing well we know we can
- 2:01continue if we don't think it's playing
- 2:03well I'll keep iterating on that pose
- 2:07until I'm happy with him and then I'll
- 2:09move from there I'll move forward from
- 2:11there after that the timing is is going
- 2:14to be a 12 or 14 frame Run Cycle we'll
- 2:16decide as we do it so the timing is
- 2:19locked that's what we'll stick to
- 2:21but after the posing I mirror it and
- 2:24like I said I watch the animation
- 2:26once I'm happy with it I'll start
- 2:28working on one foot just the contact
- 2:31and I'll essentially do a first pass a
- 2:34cleanup first pass on that one foot
- 2:36making sure it's cycling pretty nicely
- 2:38then I'll copy those keys mirror to the
- 2:40other foot all of a sudden it looks
- 2:42pretty good
- 2:43at this point that Cog that center of
- 2:46gravity control hasn't been moving up
- 2:48and down
- 2:49we'll add that second and that's when
- 2:51the Run starts to take shape once I add
- 2:54the Cog up and down
- 2:56I'll go back to the foot and refine the
- 2:57foot the contact the knee popping then
- 3:00I'll duplicate it to the other foot
- 3:02and then it then it starts to really
- 3:05take shape the smoothness at least then
- 3:07from there I work up the spine the
- 3:10rotation from the Cog up to the spine
- 3:13then I'll do the shoulders and the arms
- 3:15the timing tighten the timing up and
- 3:17lastly I'll do the head so that's the
- 3:18process so let's do that together right
- 3:20now okay so first thing go ahead and go
- 3:23to the animation workspace in here you
- 3:25greeted three panels you got your left
- 3:28window your right window and you'll be
- 3:31greeted to your dope sheet here I like
- 3:34to change it by hitting control tab it
- 3:36takes us to our graph editor
- 3:39and you got your timeline down here I
- 3:41just pull it up let's set our frame
- 3:44range to 12 right now we're not going to
- 3:45be using the panel uh the properties
- 3:47panel here I'll pull that to the side
- 3:49for the windows we have these buttons
- 3:51here
- 3:52these just display different uh things
- 3:55in your scene what I like to do is turn
- 3:57this one off
- 3:58so then I'm only seeing the geometry and
- 4:00then over here if it's off just go ahead
- 4:02and turn it on I'm going to select the
- 4:04rig control tab to get into pose mode
- 4:06I'm going to hit a to select all the
- 4:07controls and you can see the keys in the
- 4:10timeline and also in the graph editor
- 4:12I'm going to go Ctrl R Control G and
- 4:15we'll redo the post together so you can
- 4:16see what I think when I do a pose a to
- 4:18select all X and I'm just going to
- 4:21delete all those keys the reason Mario
- 4:23looks like this and not what we expect
- 4:26him to so up here we have shaded mode
- 4:28you have a textured mode here so if I
- 4:30were to play my animation now you can
- 4:33see in the display my frames per second
- 4:35is 15 frames if this particular rig
- 4:37showed the textures and played the
- 4:39animation on 24 frames I would keep it
- 4:41on texture mode but it doesn't so I just
- 4:43turn it to smooth shading here and you
- 4:45can see that I'm getting 24 25 frames
- 4:47per second so that's important to know
- 4:50where you find that is in your options
- 4:52over here
- 4:53and you can hit this text info so we're
- 4:56ready to animate we have our Windows
- 4:58ready Mario's in the scene and we have
- 5:01our timing our our frame range set so
- 5:04let's start posing together in blender
- 5:06we have this xmir option over here so I
- 5:09turn that on only at the beginning when
- 5:11I'm posing the finger so I don't have to
- 5:13do the other hand for this I'm just
- 5:15going to select Mario's fingers those
- 5:17top four and just deselect everything
- 5:19else if you do alt said you can see
- 5:21through your through your mesh just
- 5:23making sure I didn't select anything
- 5:24else and one important thing you'll see
- 5:26that I cycle between my move tool my
- 5:29rotation tool in a different way than I
- 5:31found most people to do that and I just
- 5:34hit spacebar you see G and R and so
- 5:36that's all I do I hit spacebar G
- 5:38spacebar R and that's how I jump between
- 5:40gizmos so with those fingers selected
- 5:42I'm just gonna curl them together and
- 5:44we're going to create a fist
- 5:48so there's my fingers
- 5:50and it's the same on the other side also
- 5:52I'd like to just start with those hands
- 5:54down a little bit
- 5:56okay so I'm going to turn this x
- 5:58mirroring off hit a to select all and on
- 6:01frame one I'm just going to set a key I
- 6:03and what I did there is I hit I and it
- 6:06set a key on location rotation but
- 6:09typically when you hit I it brings up
- 6:11that menu and asks you what you want a
- 6:13key and that that bothers me here's how
- 6:16you how you get rid of that you have to
- 6:17be in object mode so you're coming over
- 6:19here go to object animation and change
- 6:22King set and then I set it to location
- 6:24rotation so now when I key anything and
- 6:27I hit I it always Keys those things
- 6:29without asking I have this initial kind
- 6:32of default pose I just manipulated the
- 6:34fingers and brought down brought the
- 6:36hands down now I'm going to start to do
- 6:38the extreme pose the contact pose when
- 6:41he when that back foot pushes off the
- 6:43ground and in a run what's different
- 6:45from a run as compared to a walk and we
- 6:48talked about it in the intro really it's
- 6:49just posing and timing but there is one
- 6:52other difference and that is in a run
- 6:53there is a portion of the run where both
- 6:56feet are off round in a walk at least
- 6:58one foot is always on the ground let's
- 7:00go ahead and go create that contact pose
- 7:03just as he's leaving the ground
- 7:05so I'm going to pick this this right leg
- 7:07here
- 7:08and push that back and all I'm going to
- 7:10do is try to make it an aggressive pose
- 7:12something that you saw just earlier as I
- 7:15as I had the scene open you saw Mario
- 7:17really pushing off the ground and and I
- 7:19liked how that looked I'm going to grab
- 7:20that Cog and just rotate him for it as
- 7:23well cool and let's bring him up and
- 7:25what we're doing is just sculpting that
- 7:27first pose very rough just getting the
- 7:29idea there if we look at his feet his
- 7:32left leg is forward and in a run or a
- 7:34walk whatever happens on the feet in
- 7:37terms of what leg is forward it's the
- 7:40opposite for the hands and the chest so
- 7:43his left leg is forward that means his
- 7:45right hand is going to come forward so
- 7:47I'm just going to grab that chest here
- 7:49and rotate it so now it's opposite to
- 7:52what's happening on the bottom and just
- 7:54being aggressive about the post for now
- 7:56not worrying too much about cleanliness
- 7:58and the back arm and shoulder would go
- 8:01back we're more worried about the idea
- 8:03at the beginning is it working is it
- 8:05reading well and if it's a no then you
- 8:08keep shaping it and if the idea is
- 8:10starting to work then you know you're on
- 8:13the right track so here's a first pass
- 8:15of this pose I'm going to select all
- 8:18insert a key and now what I'm going to
- 8:20do is go one frame over
- 8:23and refine the pose so here's an idea
- 8:25and what I like to do now is push this
- 8:28pose compare it to what I've done
- 8:29already
- 8:35here's the update to the pose I spent
- 8:37maybe another minute or two just
- 8:39updating things so here's that original
- 8:41one we just did together and
- 8:43you can see that just scrubbing through
- 8:45it the poses pushed a little more and
- 8:48that's what I'm after you can see
- 8:49there's a really nice line I'm not
- 8:52worried still about the bending and knee
- 8:53I'll add that after but it's much
- 8:55stronger here and I like that it feels
- 8:57like he's pushing off I'm starting to
- 8:59get a little bit of silhouette depending
- 9:00the angle of course between the arms so
- 9:03yeah I'm on the right track there this
- 9:06is the process I do once there's a pose
- 9:08that I know is important I'll iterate on
- 9:11that pose
- 9:13twice five times depending how important
- 9:15the pose is but here's what I'm going to
- 9:17do now so I know this pose that I just
- 9:20updated is stronger because it looks
- 9:22better so I'm going to go back to this
- 9:24pose and delete it no longer is useful
- 9:25to me
- 9:26and now I'll just move forward a few
- 9:28frames
- 9:29we're just still working on the one pose
- 9:32and frame three and frame seven are the
- 9:34same pose
- 9:35frame one is that an initial default
- 9:38pose we just modified it a little bit
- 9:40and now I can select these two keys hit
- 9:44V and just go automatic what happens in
- 9:47the graph editor is by doing automatic
- 9:50it overshoots it's the same pose but it
- 9:52overshoots because of that initial pose
- 9:54so that overshoot is important to me
- 9:57because I'm now using the computer to
- 10:00push my pose to elongate my pose and
- 10:04just see if there's a better appeal that
- 10:07the computer now is giving me all I do
- 10:09is I scrub between it and you can see
- 10:11how much more I pushed the pose here's
- 10:13that original it's a little better
- 10:15already I like even if it's a little bit
- 10:17I like that pose better if I keep going
- 10:21you can see how extreme it starts to get
- 10:23and maybe it's too much and you judge
- 10:25that I like this Frame because the the
- 10:29shape in the arms are a little more
- 10:30exaggerated and the feet is a little too
- 10:32much but I'll pull those in so I'm going
- 10:35to insert a key on that frame
- 10:36copy that Ctrl C and I'll just paste it
- 10:39back over here I'm going to delete those
- 10:42keys don't need them anymore and again
- 10:44now I'll just iterate on that pose you
- 10:46see how important this one idea is
- 10:49because in a Run Cycle the run is so
- 10:51quick really you're just trying to sell
- 10:53the attitude the personality but the
- 10:56attitude and it's for me usually a run
- 10:58is a determination so I loved seeing
- 11:01that angle on the on the body and so
- 11:03that's why I spend a good five minutes
- 11:0510 minutes sometimes if it's important
- 11:0720 minutes on a pose selling this idea
- 11:10now that I've liked the idea
- 11:13I'm going to start
- 11:15cleaning maybe some of the controls that
- 11:17I've used so that's what I'm going to do
- 11:19now mainly in the foot I don't want to
- 11:21hyperextend too much here on this
- 11:23particular rig there's this one control
- 11:24that I can start to pull down this
- 11:26little hip control
- 11:28and you can see it already cleans that
- 11:30up and I like that
- 11:31and you can see that this one contact
- 11:34pose it's almost his foot's off the
- 11:36ground
- 11:37but I'm not worried about that
- 11:40because you're almost sculpting every
- 11:42frame there's only 12 frames to work
- 11:44with so if you got up to this point nice
- 11:46job because it's not easy to pose so
- 11:49hopefully what you saw gives you some
- 11:52ideas for your own animations okay so we
- 11:54have this pose a to select all what
- 11:57we're going to do now is come to frame
- 11:5813. I'm going to insert a key and then
- 12:00frame 7 insert a key in the graph editor
- 12:03I can hit a select all the keys period
- 12:05numpad just frames frame V and I'm just
- 12:08going to set everything to vector
- 12:10you could set it to
- 12:13um clamped and that's really ease in and
- 12:16out between those poses and the reason
- 12:18for that is when I scrub between
- 12:20keyframes and it's in linear it's in
- 12:22Vector there's no warping of time or
- 12:25spacing between those keys it's linear
- 12:27so I find it a little more accurate to
- 12:30what I'm gonna get and then I can add um
- 12:32I can favor one pose or another so from
- 12:35frame one all the way to frame six is
- 12:37the first half of your run
- 12:40frame seven is the start of the second
- 12:42half of the Run Cycle so from frame 7 to
- 12:45frame 12 is the next six frames of the
- 12:48Run Cycle frame 13 is a duplicant of
- 12:51frame one and that's how it just repeats
- 12:54and Loops so whenever you're working on
- 12:56a on a run cycle or a walk cycle
- 12:58you can test your work to see if it's
- 13:00going to cycle properly just by going to
- 13:02frame one and frame 13. you can see
- 13:04right now the pose is the same because
- 13:06there's only one pose if there's a
- 13:08difference a movement of change you know
- 13:11that something's off with your cycle so
- 13:14that's a very quick way to test it okay
- 13:16so I'm just going to select one of the
- 13:18keys doesn't matter which one control C
- 13:20come to frame seven
- 13:22and I have it as a hotkey q paste flect
- 13:26so I'm going to undo that and show you
- 13:28where that is so I just did Ctrl C
- 13:31and over here under key you can come on
- 13:34over to paste flipped and it just
- 13:36mirrors your pose getting here is very
- 13:38important so we worked on the pose we've
- 13:40talked about the timing now we're going
- 13:42to play our animation
- 13:44and here's what that looks like
- 13:48cool
- 13:49so it doesn't look that impressive
- 13:52but again it's important step to to look
- 13:55at even at this stage it's a little
- 13:57easier on a wonk because the character
- 13:59is not angled it's the character is up
- 14:01and down but even at this stage you can
- 14:03make modifications before you commit
- 14:05because once you start laying a whole
- 14:06bunch of keys it's harder than to go
- 14:09back while there's more keys involved so
- 14:11even over here you can start to tweak
- 14:14your posing and just move around your
- 14:17your model your your animation your
- 14:19character
- 14:20and just see if you like what you're
- 14:22seeing so what I'm going to do before I
- 14:25move forward I'm going to add some
- 14:26rotation on the body right now there's
- 14:28there's barely there's nothing really
- 14:31so I'm going to come to frame one
- 14:33and let's start adding a little bit of
- 14:36rotation on the Cog and the chest and
- 14:39just so we're seeing that already built
- 14:41in and then we can we can always update
- 14:43that I'm going to grab this and maybe
- 14:45just say five degrees
- 14:48cool insert a key go back to the Head
- 14:51and minus five
- 14:54that's how simple that update is
- 14:57Ctrl C go back over here you saw that
- 14:59change so that's how I know it's not
- 15:01going to fully cycle nicely Ctrl V
- 15:04I'm going to come in over here
- 15:06and go paste flip okay let's watch it
- 15:09now so now there's a little more
- 15:11movement in that Cog a little more
- 15:13movement in everything because of that
- 15:14small rotation on the Cog already that's
- 15:17going to help now what we're going to do
- 15:19is work on the feet
- 15:20once we start seeing that foot cycle
- 15:22and then we paste it to the other side
- 15:24and then we finally add that Cog up and
- 15:26down that's when the Run Cycle takes
- 15:28shape so we're just going to worry about
- 15:30this back foot on our walk cycle it's
- 15:33easier because this other foot that's in
- 15:34the air normally would be on the ground
- 15:36and it's much easier to think about but
- 15:39in the case of the run it's in the air
- 15:40so we don't have a place that we know
- 15:43we're getting to right now so it's a
- 15:45little more difficult but that's okay
- 15:47I'm going to select this one and I know
- 15:49over this time period all it's doing is
- 15:52getting into the air so I'm going to I'm
- 15:53going to skip over this part for now and
- 15:55worry about the foot contact
- 15:57so here the foot's in the air
- 16:01and basically over six frames it's got
- 16:04to get back down here you can see how
- 16:06aggressive that is and one of the nice
- 16:08things I like about working on a
- 16:0912-frame run cycle is I like to work
- 16:12evenly spaced so you can see I'm on
- 16:15frame one I can go to frame three that's
- 16:17two frames apart frame five two frames a
- 16:20form apart then frame seven two frames
- 16:22apart
- 16:23so I'm going to go to frame nine and
- 16:26keep my spacing even alt R alt G and
- 16:29it's going to reset the values of that
- 16:32control and it's just going to set it
- 16:34back to what the default values are
- 16:36vector so I know and I'm going to just
- 16:38be aggressive about it this foot needs
- 16:40to be back here by frame 13. so it
- 16:43Cycles nicely let's just select this key
- 16:45with those two controls all I have is
- 16:46this foot control and then that roll
- 16:49those two controls G I'm going to move
- 16:51it over one and frame 10 is really that
- 16:53contact foot and then it goes back and
- 16:56when it goes back you want to make sure
- 16:57it's a linear its vector and so because
- 17:00when I block everything is linear to
- 17:02begin with it just makes it easier and
- 17:05on frame 13 on a walk cycle I would
- 17:08never rotate that foot control up only
- 17:11when it's in the air when I rotate it on
- 17:13normally it's the the heel control that
- 17:17lifts the foot that's what I would
- 17:18rotate on but here to achieve that pose
- 17:20I did this control
- 17:23which just plays with that heel lifting
- 17:26but I also rotated the foot control up
- 17:30to achieve this pose so I'm going to go
- 17:32to frame 12 and basically reset the pose
- 17:35again so I'm going to select those two
- 17:37keys or pardon me those two controls alt
- 17:39R alt G just resets your values and I'm
- 17:42just going to pull it back
- 17:44and kind of eyeball it
- 17:47take this control
- 17:49and this is my foot roll there it is
- 17:52in a run you're sculpting a lot more
- 17:54things than you would in a walk cycle
- 17:57things are just more aggressive and it
- 17:58depends on the Run Cycle this one is a
- 18:01very pushed pose and so the distance of
- 18:04the body parts are just further apart so
- 18:08be aware of that so all I'm doing in the
- 18:10second half is worrying about this foot
- 18:13contact really there's only going to be
- 18:15three frames of foot contact for this
- 18:17whole Run Cycle frame 10 frame 11 frame
- 18:2012. frame 13 is already kind of starting
- 18:23to left but you could consider it so
- 18:25three or four frames of foot contact on
- 18:27the ground
- 18:29um and really I'm working with these
- 18:31three frames here let's worry about the
- 18:33little Arc here and then we'll come back
- 18:35and and clean this up we'll copy the
- 18:38keys on this foot and then paste it to
- 18:41the other foot
- 18:42okay so I'm going to come to frame nine
- 18:45and frame nine is this foot almost
- 18:48contacting the ground just gonna select
- 18:51these two controls I'm only working with
- 18:52these two foot controls the main foot
- 18:54control and that heel
- 18:56control just reset the values insert a
- 18:59key
- 19:00and all I'm doing is
- 19:04posing the foot contact is almost about
- 19:07to hit the ground
- 19:09something like that
- 19:12so he's about to contact in any contacts
- 19:16and then here he's in the air there I'm
- 19:19going to add a pose
- 19:20let's just do it now you can see how
- 19:22quickly we can start to key every frame
- 19:24again we're only working with 12 frames
- 19:27and the foot
- 19:29in a walk and in a run is the most
- 19:31complicated
- 19:36cool so you can see how we've sculpted
- 19:38that idea
- 19:40we started with our key pose mirrored it
- 19:44and then we know we got to get into that
- 19:46foot extension again so we just picked a
- 19:48frame and reset the values so it's on
- 19:50the ground
- 19:51slit it forward
- 19:53then when two frames further down the
- 19:56timeline reset the values again and now
- 19:59we're just playing with that foot how
- 20:01how the distance
- 20:02that the foot is on the ground and then
- 20:05we came back and sculpted these two in
- 20:08between poses so let's worry about the
- 20:10first half Here and Now
- 20:12same thing let's go two frames it makes
- 20:15the timing a little easier
- 20:17and I find in a Run Cycle especially a
- 20:20determined Run Cycle like this
- 20:22that the very right as the foot's
- 20:26leaving the ground it's nice to continue
- 20:28that foot extending back and it just
- 20:30feels like you're really pushing off and
- 20:32then I'll use these other four frames to
- 20:34get back into this pose into this bent
- 20:36pose there so we're on frame three now I
- 20:40have this foot control selected and I
- 20:42also like to reset the value of of this
- 20:45one here so if I come to frame seven you
- 20:47can see on the graph editor
- 20:49that this curve right here gets reset I
- 20:53like to do that over a shorter amount of
- 20:55time so over these two frames already
- 20:58reset it
- 21:00so it's just like that
- 21:02I'm controlling
- 21:04when it resets and I want to do it in a
- 21:06short distance I might even do it over
- 21:09here but it doesn't really matter and
- 21:11then I'll pose it just with this foot
- 21:13that's the preference that I like so
- 21:15here's what we have this foot's pushing
- 21:18off
- 21:19and I want that toe to feel like it's
- 21:22still pushing so I'm just going to
- 21:23rotate it back
- 21:24and I'm going to pull it back I'm not
- 21:27worried about the hyperextension yet
- 21:29I'm going to fix that what I'm worried
- 21:31about are thinking about is making sure
- 21:34that this foot feels like it's still
- 21:36pushing back or propelling us forward so
- 21:39just just just posing that and now I'm
- 21:43gonna
- 21:44just pull it back a little more
- 21:46and maybe it starts to come up
- 21:49insert a key and then it's coming into
- 21:52that pose and even this post could
- 21:54probably already start pushing forward a
- 21:57bit more and then down you see this is
- 21:59Extreme
- 22:01the foot the just look at the shape of
- 22:04the foot right there
- 22:06on frame seven it's it's here very meat
- 22:09it's there that's pretty good and then
- 22:10all of a sudden frame nine it's down
- 22:11there the spacing between the placement
- 22:14of the foot over one frame is too big
- 22:16and so that's why I say on this
- 22:20particular run it's quite pushed
- 22:23um I'm starting with a 12 frame Run
- 22:26Cycle
- 22:27and then I'm going to add two more
- 22:28frames one frame on each side of the
- 22:30half of the run just to slow it down and
- 22:33that's where I'm going to slow it down
- 22:34right in between there and it's going to
- 22:37help
- 22:37not look so fast don't look so poppy so
- 22:40just be aware of that and when we do it
- 22:42I'll explain it I'm going to select the
- 22:43foot control and select our heel control
- 22:47there that comes up just those two
- 22:49controls perfect we can test that it's
- 22:52cycling correctly 13 and one you see
- 22:54there's no movement
- 22:55I have those two control selected one
- 22:58and one
- 22:59I'm going to come in over here
- 23:01and hit a that selects all the keyframes
- 23:04Ctrl C perfect then select the same
- 23:07controls and in that order as well I
- 23:09like to delete every keyframe except the
- 23:12first ones so I'm going to go to frame
- 23:14one
- 23:15and we're going to paste flipped
- 23:17and so sometimes this happens where the
- 23:21pace flip just doesn't work well
- 23:23and here's what I like to do I'm going
- 23:25to undo
- 23:27I'm going to reset the values it doesn't
- 23:29happen often that the payslip doesn't
- 23:31work for me but
- 23:33it happens sometimes I'm going to retry
- 23:35it again so I'm going to select the
- 23:36controls both controls
- 23:39Ctrl C
- 23:40coming over here
- 23:42perfect there needs to be at least one
- 23:45key
- 23:47and then let's Place flipped again
- 23:49and this time it worked so if it doesn't
- 23:51work try resetting the values of the
- 23:54control you're pasting to and then in
- 23:56rare cases if that still doesn't work
- 23:57try just copying one at a time and
- 23:59pasting it um
- 24:01so give that a try if you're having
- 24:02issues
- 24:04and this is always fun just to see
- 24:07the legs or the hands doing the same
- 24:09thing the left foot that I just pasted
- 24:11to the two controls are still there I'm
- 24:14going to select a Ctrl C copy everything
- 24:17and coming over here to frame 13
- 24:19remember frame 1 and frame 13 are the
- 24:22same so I'm going to paste over frame 13
- 24:24because frame one's the same I had a
- 24:26comment on my walk cycle tutorial from
- 24:28ganapathy and he made a very good point
- 24:31that now when we have to shift the keys
- 24:33over it might be hard to know exactly
- 24:36what frame you got to stop on so
- 24:37basically frame seven is going to end up
- 24:39on frame one and this is his suggestion
- 24:42right click
- 24:43and you can change the color change it
- 24:45to anything you want
- 24:47now it's visually different so I'm going
- 24:49to select a which selects all my keys
- 24:51and you can see that this key is
- 24:53different with everything selected a
- 24:55again I can hit G and move everything
- 24:58and now I know when I reach that color
- 25:01it needs to land on frame one
- 25:03once it's on frame one everything is
- 25:05offset correctly I can right click and
- 25:08just set everything so the color is the
- 25:10same
- 25:11so very good point thank you
- 25:13and you can see what the feet look like
- 25:15now
- 25:17kind of looks a bit like a duck
- 25:21but the feet are cycling pretty nicely
- 25:23even with the hyperextension let's add
- 25:25the Cog and this run cycle is really
- 25:28going to start to take shape
- 25:30how I'm playing my animation and going
- 25:34from panel to panel is they're just
- 25:36hotkeys and I go over that in my
- 25:39beginner's tutorial so if you're
- 25:40interested uh check that out let's
- 25:42select the Cog
- 25:43and we're going to worry about
- 25:46the up and down now so I always like to
- 25:49orient myself to the side
- 25:51um that's pushing off it's easier for me
- 25:53to understand that this leg is pushing
- 25:55off and for those first few frames after
- 25:57that push off basically Mario's pushing
- 26:01him myself up so that's how I know that
- 26:04CLG needs to go up and then
- 26:07just around here just before we go up
- 26:10again on the next half cycle somewhere
- 26:12in here the CLG needs to come down and
- 26:14Mario needs to take the weight so let's
- 26:17go two frames and all we're going to do
- 26:19is pull Mario up just like that
- 26:24insert a key so now he's pushing up
- 26:27and now I'm going to go two frames over
- 26:28we're going to pull Mario down
- 26:30and we're going to pull Mario down just
- 26:32enough you saw that knee Bend right
- 26:34there
- 26:35perfect
- 26:36that gives me a good idea that that's a
- 26:38good distance insert a key I'm going to
- 26:40select these two frames
- 26:42Ctrl C coming over here two frames over
- 26:45and I'm going to paste flipped
- 26:47perfect
- 26:49let's play our animation
- 26:52cool so it's a rough idea of of the
- 26:56Cadence of the distance of the up and
- 26:57down but already Mario starting to take
- 27:00shape
- 27:03so if you got to this point really nice
- 27:04job
- 27:05from this point it only gets easier
- 27:07because we're going to refine the the up
- 27:10and down of the Cog and then once we
- 27:12have the Cog looking well moving the way
- 27:15we want everything else on the top half
- 27:18falls into place the chest falls into
- 27:21place because of the timing of the Cog
- 27:23the hands they're kind of a little
- 27:25different but already the hands blocked
- 27:27are looking pretty good and then the
- 27:29head falls into place based off the
- 27:31timing of the chest so we'll spend a few
- 27:33minutes on the CLG just making sure
- 27:36we're happy with that timing once we're
- 27:38happy with the timing of the CLG as well
- 27:40we'll go back to the feet and do one
- 27:43more cleanup pass now that we have more
- 27:45information we can refine and get rid of
- 27:48the hyperextensions so sometimes I like
- 27:50to open this up and you can see I have
- 27:52values you can select those three and
- 27:55hit shift H and and then period on pad a
- 27:58to select all period num pad to zoom in
- 28:01so here's that up and down that's what
- 28:04that looks like
- 28:05this other two
- 28:08curves are pretty messy and they're not
- 28:11even important really what that is is
- 28:13the left and right
- 28:15and the forward and back
- 28:18for some reason this rig when right now
- 28:21I'm in local space so you can see I
- 28:24rotated Mario down and the the arrow is
- 28:28is on a diagonal but even if I go to my
- 28:30world orientation you saw I just changed
- 28:33I'm in global
- 28:35his Gizmo didn't change so
- 28:39um I
- 28:40if if I could change that yes I would
- 28:43pull him straight up you wouldn't see
- 28:44any of this mess here so
- 28:47that's the case I'm just going to delete
- 28:48these I don't need them
- 28:51you can see how easy that is all I'm
- 28:53worried about is the up and down so I'm
- 28:55going to go coming over here shift H I'm
- 28:57only going to look at that curve
- 28:59and we're just gonna make this curve
- 29:01look good
- 29:02you might find that at times
- 29:06your curve looks like this at the
- 29:08beginning and the end
- 29:09and if they do I what I would do select
- 29:12the two keys and together just rotate
- 29:15them because what's happening is this
- 29:18movement's coming up
- 29:20and it's coming up at the end into that
- 29:23same direction so that's how I how I
- 29:26make sure the cycle also continues
- 29:28smoothly
- 29:31so we're pushing up now all I'm doing is
- 29:33looking at
- 29:35um
- 29:36the up and down of the movement
- 29:38and overall I think the extremes the
- 29:40extremes meaning the the very height of
- 29:43the the run and the very bottom of the
- 29:45run the extreme poses I think are good
- 29:50and now
- 29:52if it was more what it would do it would
- 29:55make the head
- 29:57um more unrecognizable more movement and
- 30:01one important thing to note is so I'm
- 30:03building a determined rotten cycle it's
- 30:05great because Mario is going to look
- 30:07good in a full body from any angle but
- 30:10if I needed to then cut into a mid shot
- 30:13or close-up on Mario while running and
- 30:16talking
- 30:17I would just come to these curves and
- 30:20scale the values down just for that one
- 30:23close-up and all of a sudden there's
- 30:25less movement and you can see his
- 30:27expression so just know that that's how
- 30:30I deal with that and for me at the
- 30:32bottom I would still want to keep them
- 30:34um down a little more before he explodes
- 30:37out
- 30:38so I'm going to select these two keys
- 30:40because they're the same
- 30:42just going to make them Auto clamp and
- 30:44then I'm going to hit Ctrl deselect the
- 30:48key itself and the handle on both of the
- 30:50keys leaving me just with the handle on
- 30:52the right side G
- 30:55and X now I can pull it down and you can
- 30:58see if you're looking up at Mario he's
- 31:00just sliding further down so I'm
- 31:01controlling basically him staying lower
- 31:05for longer now he's coming up I like
- 31:07that and down here I want to be
- 31:11in the air longer same idea
- 31:13deselect deselect GX and you can see
- 31:18he's up in the error longer
- 31:22so all that is doing is the keys the
- 31:25extremes stayed the same
- 31:27but the the spacing
- 31:30the timing is snappier because I'm
- 31:32elongating the handles
- 31:34cool and so I'm happy with that
- 31:36and I got rid of Mario's side to side
- 31:40movement if Mario and I could go back
- 31:43and add it if this was a heavier
- 31:45character I would add it a little bit
- 31:48but you'll see I'll do a little bit of
- 31:50rotation and and I I find that looks
- 31:53good let's add a little bit of rotation
- 31:55on the on the X just forward a little
- 31:59bit and then the Cog is done let's
- 32:01select our rotate x shift H all we're
- 32:05going to do is look at this one value
- 32:07this one curve and same thing I start
- 32:09right back at the beginning because it's
- 32:10easier for me to understand Mario just
- 32:12pushed off and and he's going to open
- 32:15himself up
- 32:17really as he's coming down he's opening
- 32:19himself up when he comes down and we're
- 32:21just going to create that drag and so as
- 32:23he's pushing up really the Drake starts
- 32:25to come down it's more noticeable in the
- 32:27head but we'll do it in the Cog a little
- 32:28bit as well frame five I'm going to
- 32:30rotate him up so G and just find which
- 32:33way is up so it's the other way
- 32:36cool and you can see what's happening to
- 32:38the body it's just rotating up I'll make
- 32:40it more noticeable again so I'm building
- 32:42that dragons as the CLG goes down
- 32:44there's drag on the body rotating up and
- 32:47then when he lands the rotation goes
- 32:49back down and then the cycle is the same
- 32:51awesome so here's what we have so far
- 32:53we've cleaned up the CLG
- 32:56and we have the foot going
- 32:58the top half is still stiff because we
- 33:01haven't done anything really there let's
- 33:03go back clean up the feet and then we'll
- 33:05go and work on the chest
- 33:07so I like to start back with the same
- 33:10foot I was looking at and now what we're
- 33:12looking at is cleaning up some of the
- 33:14arcs overall I think it's looking pretty
- 33:16good and then the hyperextension
- 33:18and at this point too we can decide if
- 33:21we wanted to add those extra frames oh
- 33:23it's I think it's actually working on
- 33:25just as is here's what I was talking
- 33:28about before if I select all the
- 33:30controls hit a select all here's what we
- 33:33have so far frame 13 is the last frame
- 33:37so I'm just going to key that everything
- 33:38else here
- 33:40we just don't need that was the foot
- 33:42control that we pasted
- 33:44go to frame one I'm just going to insert
- 33:45a key make sure everything's keyed and
- 33:47I'm going to delete these keyframes
- 33:49frame 1 and 13 I can check you can see
- 33:52they're the same so the mirroring is is
- 33:54looking good so let's play this updated
- 33:56timing
- 33:59and you can see the end is is held a
- 34:02little longer and that's two extra
- 34:04frames actually help
- 34:06uh help see the Run Cycle a bit longer
- 34:08we just have to clean up that little Gap
- 34:10that we created so yeah I'll stick with
- 34:12the 14 frames frame by frame now I'm
- 34:15just pulling this one control down so
- 34:17there's a little bit of Bend in that
- 34:19knee so all I'm doing is now making this
- 34:23one leg as clean as possible looking at
- 34:26the spacing the arcs and then frame 12
- 34:29it can have a bigger change
- 34:32right in here kind of held up a little
- 34:34longer
- 34:36and then still a bit of a knee Bend
- 34:40like he's building that power and then
- 34:42he's going to explode down and I hope
- 34:44you can see by this process too we're
- 34:46trying to work broadly
- 34:48and we did the foot pasted it to the
- 34:51other side mirrored it then we added the
- 34:53Cog and then cleaned some stuff up there
- 34:55now we're going back and cleaning the
- 34:57foot and adding the detail
- 35:00instead of posing it with the detail and
- 35:03I think you get lost that way just pose
- 35:05it roughly but pose it so the idea is
- 35:07reading okay I think we've cleaned up
- 35:10the one foot I'm just gonna play it
- 35:13and I'm just trying to concentrate on
- 35:15the foot closest to the camera
- 35:18and I'm just looking at
- 35:20the cycling
- 35:21I think it's looking pretty smooth so
- 35:25um I like it
- 35:26and so I'm going to select the foot I'm
- 35:29going to select the heel I'm going to
- 35:31select that hip
- 35:33control that allows me to play with the
- 35:35or get rid of the
- 35:37um the hyperextension and I'm also going
- 35:40to then select the toe control those
- 35:41four controls now are what is animated
- 35:45to make his foot look smooth
- 35:48cool so I have those four selected I'm
- 35:51going to insert a key and insert a key
- 35:53just make sure everything is keyed
- 35:54nicely let's test that everything is
- 35:57looking good and now it is
- 35:59I'm going to hit a control C every key
- 36:02is selected
- 36:03and I'm going to come over to the other
- 36:05side now select in that same order I
- 36:09think it makes a difference I haven't
- 36:10tried it but I'm used to doing it in the
- 36:12same order
- 36:13foot
- 36:14heel
- 36:16then I did that hip control here
- 36:19and then I did the toe here
- 36:22okay
- 36:23come to frame one I don't need any of
- 36:25these
- 36:26X
- 36:28I'm going to insert a key make sure
- 36:29everything's keyed and then we're going
- 36:31to paste flipped
- 36:32so I have it on the hotkey but again you
- 36:34can come it over to key and
- 36:37paste flipped
- 36:39perfect this time it worked so before it
- 36:42didn't I wasn't sure why but I showed
- 36:44you a workaround this time with
- 36:46everything selected it works again you
- 36:48can play it and have some fun and just
- 36:50see him running in a funny way with
- 36:53everything selected I'm going to hit a
- 36:55Ctrl C and paste over
- 36:58perfect
- 36:59this time we had frame seven because it
- 37:02was a 12 frame Run Cycle now we've
- 37:06updated the timing it's now a 14 frame
- 37:08Run Cycle so the middle is eight frames
- 37:11I'm going to select this keyframe I'm
- 37:13going to right click coming over here to
- 37:16keyframe type and just pick a color last
- 37:18time we did this extreme I'll just say
- 37:20green for this Jitter it doesn't matter
- 37:22a select all what we're after is just
- 37:25making it visually different we know
- 37:27that this key needs to end up on frame
- 37:29one
- 37:30for the foot then to cycle properly so
- 37:33everything selected a
- 37:36and G and we're going to move to the
- 37:39left until
- 37:41that green key is back at frame one
- 37:44right click keyframe type keyframe now
- 37:48the keys back to the same color so let's
- 37:50play what we have
- 37:52so now both feet are cycling nicely
- 37:55and it's working with the Cog and let's
- 37:58start to take shape it's a good looking
- 38:00Run Cycle let's select the chest
- 38:02and now we'll worry about that what
- 38:05we're going to add all all this is right
- 38:07now is a little side to side movement
- 38:10for the chest we're going to keep the
- 38:12side to side movement we're going to
- 38:13rotate up and down and translate up and
- 38:16down two so I'm going to select all and
- 38:18I'm just going to make things Auto
- 38:19clamped he'll come from more of a
- 38:22compressed pose as he's pushing off and
- 38:25then once he gets to the very top things
- 38:27open up and as he starts to come down
- 38:29things really open up frames five or
- 38:31frame six is a good place to just add
- 38:34some drag on the body
- 38:36I'm going to go to frame six
- 38:38so all I'm going to do is pull it up
- 38:40that's it and rotate this way that's the
- 38:45drag
- 38:46so here's what we have with the updated
- 38:47chest just a little more organic
- 38:50breaking things up a little bit
- 38:52let's work now on the shoulders and the
- 38:54arms and that's really going to help
- 38:56break things up and then we'll work on
- 38:58the head you can see how the head's
- 38:59stiff we'll break that up as well let's
- 39:02select the shoulder the upper arm the
- 39:05elbow and the wrist
- 39:08everything selected a and I'm going to
- 39:10make things Auto clamp Perfect come on
- 39:13over here to the shoulder and I'm going
- 39:14to go two frames over
- 39:16and what we're going to do is just add
- 39:18some drag on on the shoulder so I'm
- 39:20going to physically pull it in the
- 39:22direction it was coming from
- 39:24and by pulling it and rotating it we're
- 39:27we're making things separated feel
- 39:31organic so we're creating drag as that
- 39:35chest is rotating as it's rotating back
- 39:38we're pulling that shoulder forward and
- 39:40creating the drag
- 39:42so we're just posing it and as they
- 39:45swing back forward again I'll just go
- 39:47maybe two three forms we'll decide
- 39:50and
- 39:52delay it that's the drag there
- 39:56don't be afraid to translate things as
- 39:59well
- 40:01okay and then here I'm going to add
- 40:04another breakdown pulling it down
- 40:07and back
- 40:10cool
- 40:13and then it swings back into into the
- 40:15same pose as frame one and so just with
- 40:19doing it
- 40:20um on the shoulder this arm is much more
- 40:24determined much more aggressive it's
- 40:27basically what it's doing it's favoring
- 40:29the extreme poses and it's staying there
- 40:31longer and everything in between is
- 40:33snappier
- 40:35it's more cartoony so be aware of that
- 40:37I'm going to select the upper arm now
- 40:39and we're going to do the same thing we
- 40:42went two frames with the shoulder now we
- 40:44can go maybe three frames of the upper
- 40:46arm and we'll add even more drag and
- 40:48then with the elbow we'll go five frames
- 40:49or four frames we'll we'll bump it even
- 40:51an extra frame so everything starts to
- 40:53bend and just show a little bit of
- 40:56overlap by doing that but same idea as
- 40:59the shoulder it's just being delayed a
- 41:00little bit
- 41:03the general shape has been set I'm not
- 41:05going to deviate much from that but
- 41:08we're favoring the one idea the one pose
- 41:10longer now as it's swinging through the
- 41:12body I'm going to now with this control
- 41:15just tuck it
- 41:17closer to the body it's coming into that
- 41:20back pose here and maybe it's too high
- 41:24so I'm more I'm going to pull it down so
- 41:26I have somewhere to go I'm going to go
- 41:28three frames and then still pull it up
- 41:31you can see now the delay that I'm
- 41:33building into it delay the elbow so I'm
- 41:36on the elbow now and I'm going to delay
- 41:38it
- 41:41cool I'm going to copy Ctrl C it's got
- 41:43to be the same beginning and end
- 41:45and for the upper arm wind three frames
- 41:48now I'm going to go four frames
- 41:51and
- 41:52it's really bending
- 41:54I'm just trying to build
- 41:56really just trying to show the organic
- 41:59um
- 42:00overlap yeah and I could see it I could
- 42:03see it starting to bend there so that's
- 42:04great Big Bend here we're coming out
- 42:08over here and now maybe frame 12.
- 42:14I'm almost going to make it straight
- 42:16a little Bend let's see what that looks
- 42:18like all right so here's what that elbow
- 42:21looks like
- 42:22and it you can feel the bend so it's
- 42:25starting to look good and if I compare
- 42:27it to the other side
- 42:29everything is
- 42:31just a little more stiff
- 42:35by coming over here timing timing is
- 42:38more aggressive but the elbow is
- 42:40starting to bend so that's that's
- 42:41looking good and now I'm going to paste
- 42:44flipped
- 42:45perfect so that's what that looks like
- 42:47without offset
- 42:50let's add the offset so just like we did
- 42:52with the legs paste it and move it until
- 42:55that blue key is on frame one right
- 42:59click
- 43:00keyframe type go back to keyframe yeah
- 43:02Run Cycle is nice and aggressive we're
- 43:06really close to being done the cycle now
- 43:07cool select the head and a to select all
- 43:10period numpad And so there's our curve
- 43:13and let's go ahead and do a little bit
- 43:16of drag just like we've done with the
- 43:18chest a little drag as the body comes
- 43:21down the chin is going to go up and we
- 43:23might even translate that head up and
- 43:25really that's all that's needed so we're
- 43:27coming up
- 43:28and as we come down the head can be
- 43:31delayed up and then on frame eight frame
- 43:331 and 15 I'm going to pull that head
- 43:35back down a bit
- 43:37so over here I'm just gonna
- 43:40pull it up a little bit not much
- 43:42but you can see the delay that's being
- 43:44added and chin up a little bit
- 43:47insert a key
- 43:49control C come on over because this is
- 43:52two frames from the end of the half of
- 43:55the cycle two frames here one two
- 43:58and paste flipped perfect that head just
- 44:02goes up and so that's the drag and it
- 44:03comes back down
- 44:06awesome so here it's coming back down
- 44:09and then it's going to go back into this
- 44:12pose that we pulled up so here I'm going
- 44:16to push the head down into the body
- 44:19and a little bit of drag on the nose as
- 44:21well insert a key
- 44:24control C
- 44:26coming over here to the end
- 44:28and paste flipped
- 44:30Ctrl C and Ctrl V okay and there's our
- 44:34Run Cycle so if you got to this point
- 44:36really nice job it's not an easy thing
- 44:39to build a seamless Run Cycle that
- 44:44um
- 44:45that doesn't pop
- 44:46that Cycles nicely so it's not an easy
- 44:49thing to do so give it a couple tries if
- 44:51you're new to this give it a try know
- 44:53that it's rough
- 44:55come back a couple days from now are
- 44:57from from your first try
- 44:59and try it again
- 45:01and just go through the different steps
- 45:03okay I'm gonna give this um a quick
- 45:06render and and then this tutorial is
- 45:09done so I'll be back in just a second
- 45:11[Music]
- 45:15Here's the final animated run I hope you
- 45:18liked the tutorial and got value from it
- 45:20if you did please like the video so that
- 45:22I know this content is helpful focus on
- 45:25your posing and everything else will
- 45:26start to fall in line good luck thanks
- 45:29everyone bye-bye
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