Mastering the Blender Walk Cycle: Tips and Tricks for Animators! — Transcript
Full transcript
- 0:00why are animated walk Cycles important
- 0:02and what makes a good walk cycle I'll
- 0:04start with the obvious we need our
- 0:06characters to walk from place to place
- 0:07to help progress the story forward but
- 0:09the real reason why a walk cycle is so
- 0:12important is it says something about our
- 0:14character a character is what they do
- 0:16not what they say in building the
- 0:18actions of a walk cycle we are given an
- 0:20opportunity to express not only the
- 0:22physical requirements but also the
- 0:24emotional state of our character we have
- 0:26an opportunity to say something about
- 0:27our character through their walk hi
- 0:30everyone my name is Alex and I just
- 0:32talked about why a walk cycle is so
- 0:34important and that is it says something
- 0:36about our character so what makes a good
- 0:37walk cycle personality is the most
- 0:39important aspect of a walk because it
- 0:41says something about your character the
- 0:43better you are as an animator the more
- 0:45you can focus on personality the new
- 0:47animator has a harder time with
- 0:48personality because you're trying to get
- 0:51the character to move and cycle without
- 0:52popping we've all been there and that's
- 0:55where technique comes in and that's what
- 0:57I'm going to focus on in this video
- 0:58technique is the second most important
- 1:01thing when creating a walk cycle when
- 1:03you're new technique takes up all your
- 1:05focus but as you improve the scale
- 1:07shifts to prioritizing personality
- 1:09that's the goal there are two main
- 1:12principles of Animation that allow us to
- 1:13get personality out of our characters
- 1:15and those are posing and timing for
- 1:18posing we think of contact pose the
- 1:20clarity the shape the lines the
- 1:23silhouette and the exaggeration of a
- 1:25pose for timing we think of the speed of
- 1:27the Walk cycle itself we also think of
- 1:30varying the speed of the different parts
- 1:31of the body within the cycle we also
- 1:34want to consider how our character
- 1:35relates to other characters in the scene
- 1:38we're going to consider posing and
- 1:39timing in our technique as well as we
- 1:41build the walk cycle
- 1:43I'm going to jump into blender now and
- 1:45demonstrate a walk cycle for you let's
- 1:47do it I'm going to use Ellie for this
- 1:49demonstration she's a character from the
- 1:51blender movie Sprite fright I had no
- 1:53involvement in the film but like the
- 1:55design of this character let's first
- 1:57start by setting our workspace let's
- 1:59come on over here to animation and what
- 2:01I like to do is have this window on the
- 2:03right be my main camera that I view
- 2:06through
- 2:07and this will be my work window
- 2:09down here in the dope sheet I'm going to
- 2:12hit control Tab and that's just going to
- 2:14take us to the graph editor let's also
- 2:16pull up our timeline so we have access
- 2:18to that and I don't think I'm going to
- 2:20be working with the side panel the
- 2:22properties there so I'm going to also
- 2:24move that to the side so I'm just going
- 2:26to start hiding some stuff over here
- 2:28just cleaning up this view window and
- 2:31then for here I don't need this camera
- 2:33I'm going to get out of that and I'm
- 2:35going to show all my controls in this
- 2:37work window I'm just going to build a
- 2:39little ground plane
- 2:41so we have some something for her to
- 2:43stand on and walk on so we have the
- 2:45character in our scene the first thing
- 2:47we want to do is just think about what
- 2:49kind of walk we want to build and for
- 2:51this demonstration I'm just going to
- 2:52build a simple generic walk cycle I
- 2:55think that's going to be the easiest to
- 2:56learn from and then from there you can
- 2:58push it pull it and exaggerate it in any
- 3:01which way you want once you have an idea
- 3:03what kind of walk cycle you want to
- 3:04build whether it's a happy one sad one
- 3:07confident walk cycle
- 3:09you got to start posing so we're going
- 3:10to start that right now
- 3:12my hands are in ik so I'm going to
- 3:14switch that to FK in the properties over
- 3:16here we're going to come to the cloud
- 3:17rig and it's under settings and it's
- 3:20fkik switch
- 3:22I'm just going to turn the two hands
- 3:24from ik into FK let's just turn on the
- 3:27layers for this as well and we want to
- 3:29see our FK perfect I'm going to want to
- 3:31see my fingers because I'm going to pose
- 3:33that quickly
- 3:34let's also shorten our time frame here
- 3:36let's go 24 frames I'm going to hit a
- 3:39select all a in here select all all the
- 3:42keys and I'm just going to delete that
- 3:44so generic walk cycle a typical speed is
- 3:4724 frames and that's what we're going to
- 3:48do now if we make this walk cycle
- 3:51something like 18 frames 16 frames that
- 3:54becomes a very quick walk cycle if we go
- 3:5732 36 frames 48 frames that becomes a
- 4:00very slow walk cycle so 24 is right in
- 4:03the middle and it's a good starting
- 4:05place for anyone to start from okay so
- 4:08let's work on the pose and in blender we
- 4:10have this x mirroring so I'm going to
- 4:11turn that on just at the beginning while
- 4:12I poser
- 4:15perfect nice and simple just gonna add a
- 4:18little bit of shape to these fingers
- 4:20nice and quick
- 4:33okay so nice little starting pose for
- 4:37the fingers and we can always adjust
- 4:38those as we actually get into it
- 4:41I'm going to turn this x mirroring off
- 4:43now and start working on that contact
- 4:45pose so I'm going to pick a leg and just
- 4:48pull one forward and the other one back
- 4:51perfect
- 4:53now what we want to look at is the more
- 4:55distance between the two feet that
- 4:57bigger the step is going to be
- 4:59also it's going to be harder to animate
- 5:01that smoothness between the contact pose
- 5:04and the foot going back and then back
- 5:06again to continue the cycle the bigger
- 5:08the Gap is the more finesse you need in
- 5:10order to make that cycle look smooth the
- 5:13shorter that gap between the feet are
- 5:15the easier it's going to be so just keep
- 5:16that in mind so for the first foot here
- 5:19in the front Okay that toe is going to
- 5:20come up perfect and then for the back
- 5:22one it's the opposite so now the heel
- 5:25comes up and what we're after is we
- 5:28don't want any straight knees we want to
- 5:30avoid that so you can see if I pull it
- 5:32far enough that knee lock up so just
- 5:35before it locks up that little bit of
- 5:37curve is nice let's go over here same
- 5:39thing pull it back and there is a good
- 5:42distance something like that so we have
- 5:44a pretty good distance between the two
- 5:46feet dictated by that bend in the knee
- 5:49just that little bit of Bend tells me
- 5:51that's a good spot to stop at now with
- 5:53the arms everything on the bottom half
- 5:55is in One Direction then everything on
- 5:57the top half is in the opposite
- 5:59direction and that's how the walk takes
- 6:01place so here we have a right leg
- 6:02forward so we're going to have her left
- 6:04hand forward in this one so I'm just
- 6:06going to start posing that out
- 6:09nice and simple I really like this
- 6:11technique of building the pose and then
- 6:13playing with the timing because it
- 6:15allows me more finesse to dictate that
- 6:17personality now I'm going to start to
- 6:18think about the effect it has on the
- 6:21chest maybe the Cog maybe the head as
- 6:24well thinking about the subtleties so
- 6:26that when I mirror the pose there's a
- 6:28little bit of movement for the CLG I'm
- 6:30just going to add a little bit of
- 6:31rotation not much
- 6:34there we go the chest is going to have
- 6:36just a little bit of rotation as well
- 6:37again not much
- 6:40and I can always tone that down or up as
- 6:43I see the the cycle progressing so I've
- 6:45rotated the Cog and the chest in this
- 6:48case two degrees to her right and so
- 6:50that also turns the head a little too
- 6:52much so I'm going to turn the head back
- 6:54for this one pose
- 6:57okay I'm still looking at the pose so
- 6:59I'm spending a good four or five minutes
- 7:00just on this pose I'm going to start to
- 7:02include a little bit of the shoulders
- 7:04here so this shoulder is going to go
- 7:06back just a little bit
- 7:08perfect not much and this one's going to
- 7:10go forward a little bit
- 7:13okay so here's our pose we spent a good
- 7:17three four minutes
- 7:18um posing her in this in this idea and I
- 7:21think it looks good I'm gonna hit a to
- 7:23select all the controls and hit I and
- 7:26that inserts a key normally what happens
- 7:27when you hit I you get that menu and
- 7:29that menu asks what do you want to
- 7:31insert a key on how you don't get that
- 7:33anymore when I hit I
- 7:35it just Keys what I want you got to be
- 7:37in object mode and you go to object
- 7:40animation and you gotta change the key
- 7:43set
- 7:44and so I like to put it to location
- 7:46rotation so now when you go back to your
- 7:48Armature
- 7:49you select all hit I it's always going
- 7:52to key those two things so in the graph
- 7:54editor hit a selects all and then period
- 7:56numpad just to frame for it so we got
- 7:58this one pose and we just keyed
- 8:00everything
- 8:01we selected all the controls and
- 8:03inserted a key and now what we're going
- 8:05to do is we're going to come to frame
- 8:0725. and also hit I insert a key and
- 8:12you'll notice that the key on frame one
- 8:14and the key on frame 25 they're the same
- 8:16that's important in a walk cycle in the
- 8:18first frame in the last frame they need
- 8:20to be the same pose as we build the walk
- 8:21cycle we're going to be adjusting either
- 8:23the first frame or the last frame and
- 8:25when we make an adjustment we always
- 8:27copy it to the other frame so it's
- 8:29always the same
- 8:30the other thing that's very important in
- 8:33A Walk to Remember is whenever the foot
- 8:35contacts the ground to the moment it
- 8:37leaves the ground that portion that it
- 8:39stays on the ground is a linear move
- 8:41that translation back should be linear
- 8:43so those are the two main things on a
- 8:46technique aspect that needs to happen in
- 8:49order to build a seamless walk cycle so
- 8:51at the beginning we have frame one and
- 8:53here I'm going to insert a key on frame
- 8:5613. so what we have is from frame one
- 8:59all the way to frame 12 that's the first
- 9:01half of our walk
- 9:02and then from frame 13 all the way to
- 9:05frame 24 is the next 12 frames of the
- 9:08second half of the Walk
- 9:10frame 25 is just a repeat of frame one
- 9:13so when we set our timeline as well here
- 9:17I don't need to see frame 25 because
- 9:19it's a duplicate of frame one we have
- 9:21everything selected
- 9:23let's come in over here we have this key
- 9:25it doesn't matter all three keys are the
- 9:27same for now and you're going to
- 9:28highlight one of them hit Ctrl C and
- 9:32then hover where you want to paste this
- 9:33next bit and I have it on hockey to
- 9:36paste flip so you get some options where
- 9:38you can you can copy the pose and then
- 9:40you can paste the pose or you can in
- 9:43this case paste flip the pose and where
- 9:46you find that is under key
- 9:48and paste flip so let's click that and
- 9:51you saw that your hands and your feet
- 9:53they swapped they mirrored each other
- 9:55hit a in My Graph editor period numpad
- 9:58and you can see what's going on here
- 10:00we have this pose at the beginning frame
- 10:03one and frame 25
- 10:06they're the same frame 13 is just the
- 10:09opposite of those two other frames I'm
- 10:10going to hit a select all and V and just
- 10:14go Vector right now I'm just going to
- 10:15set everything to linear and let's just
- 10:17go ahead and play it
- 10:22okay
- 10:23so getting to this stage is a big deal
- 10:26it's a big deal because you've made some
- 10:28decisions on what kind of personality
- 10:30you want and just getting the pose
- 10:32pasting it from one to frame 25 and then
- 10:36flipping it on frame 13. just getting
- 10:38here is very important
- 10:40from here you make some big decisions
- 10:42remember we talked about personality now
- 10:45we can start to think okay what is the
- 10:47personality that I want in this case
- 10:49Ellie to have
- 10:51and when we talked about personality
- 10:53before there are two things that we can
- 10:55consider the pose
- 10:57and the timing let's focus a little bit
- 11:00on the timing right now so this is a
- 11:02generic timing a generic walk cycle if I
- 11:05was to walk right now it'd most likely
- 11:06be at this pace
- 11:08that's about a second we take three
- 11:10steps in the span of a second
- 11:13or we contact the ground three times and
- 11:16let's suppose that I thought this walk
- 11:18cycle with the same pose I thought it
- 11:21lacked maybe some energy so a very quick
- 11:23way to do that instead of affecting the
- 11:25pose to make it larger to exaggerate the
- 11:28pose maybe make the stride longer the
- 11:31hands swing more you could do that but
- 11:33in my case I might want to just tighten
- 11:35the timing speed up the cycle let's make
- 11:37it a 16 frame walk cycle so I'm going to
- 11:40grab these two last frames
- 11:42and I'm going to go frame eight
- 11:45frame 16 and then I'm going to play
- 11:47frame 17. remember frame one and
- 11:50whatever your last frame is is the same
- 11:53but I'm not gonna I'm not going to play
- 11:54that right there
- 11:56frame 17.
- 11:57oh pardon me there you go and I'm going
- 12:00to make this 60. so what we have is
- 12:02eight frames and eight frames and then
- 12:04that frame 17 is a repeat of frame one
- 12:07so let's go ahead and play that
- 12:08and already Ellie's walk is snappier
- 12:11maybe she's being pursued by someone so
- 12:13her Pace just quickened so that's how
- 12:15quickly we can affect her personality
- 12:17she's more nervous or let's take the
- 12:20opposite idea let's make it 36 frames
- 12:23here let's select these last two keys
- 12:25again and we'll come on over here to
- 12:27frame 18 and then make and make this
- 12:29last frame frame 37. so let's play that
- 12:35now she's more mellow just in her timing
- 12:37at least so let's put her back to a
- 12:39generic walk cycle at 24 frames so let's
- 12:43put this back to 12. this one back to 25
- 12:45and then this can go back to 24 frames
- 12:49those are some of the big decisions
- 12:50you're going to make once you get to
- 12:51this stage and it's just cycling
- 12:54you're going to make the decisions do I
- 12:56affect the pose
- 12:57most likely
- 12:58and do I affect the timing the timing
- 13:01once you're happy with the timing you're
- 13:02going to stick with him but the pose you
- 13:04can keep her finding a little bit I'm
- 13:06going to show you a quick way to
- 13:08exaggerate the pose a little bit so I'm
- 13:10going to select all hit a and I'm going
- 13:13to come in over here to my first frame
- 13:14I'm just going to select that Ctrl C and
- 13:18just move over a little bit Ctrl V same
- 13:21pose being held here's what I like to do
- 13:23I like to use the computer to help me
- 13:25exaggerate my pose a little bit once
- 13:28I've defined what the pose looks like
- 13:31and I'm pretty happy with him I can
- 13:33still refine the pose and typically what
- 13:35I do when I refine the pose is I put a
- 13:38keyframe and then another keyframe
- 13:40beside it and I'll pull and push and do
- 13:42whatever I need to to refine the pose
- 13:44and then I flip back and forth and I
- 13:46decide is this pose stronger does it
- 13:48have better shape line Clarity
- 13:50silhouette whatever it is
- 13:51and if the answer is yes I keep the new
- 13:54pose I delete the old pose and I might
- 13:56do that a couple times
- 13:58another method as well is I can use the
- 14:00computer here and go V and just go
- 14:02automatic and you saw right there that
- 14:04the pose just elongated a little bit it
- 14:07it stretched out so what it is is this
- 14:09keyframe and this keyframe are the same
- 14:11between them is a spline and a computer
- 14:15takes the information from this keyframe
- 14:17and it goes into this keyframe and it
- 14:19overshoots here basically is what's
- 14:21happening you can see the graph right
- 14:22there so I use that information just to
- 14:25elongate the pose sometimes it really
- 14:26gives you a nice feel
- 14:28so now I'm going to scrub over here and
- 14:30I kind of already like what the computer
- 14:32is giving me based off what I initially
- 14:35had done
- 14:37and I like I like I like this the space
- 14:40between your feet a little more and I
- 14:42like the Gap in our arms a little more
- 14:44so I'm going to keep that I'm going to
- 14:46insert a key I
- 14:48I'm going to delete this Frame now
- 14:50delete this Frame I'm going to move this
- 14:52over
- 14:53I have to refine the pose a little bit
- 14:56because now the legs are are too
- 14:58stretched so I'm going to do that
- 15:01just a little bit there it is right
- 15:03until that knee starts to bend just a
- 15:05little bit
- 15:06and then this back foot can be pulled in
- 15:08just a tiny bit there
- 15:10okay
- 15:11so this is my pose and I'm happy with it
- 15:13and you saw a little bit of technique to
- 15:16refine the pose once you've identified
- 15:18parts of the personality within the pose
- 15:20and timing so I went back refined the
- 15:22pose a little more
- 15:24okay I'm going to hit a just insert a
- 15:27key One Last Time Ctrl C copy and then
- 15:30coming over here Ctrl V paste you saw
- 15:32those little changes that were just made
- 15:35first frame and last frame they need to
- 15:37be the same so I copied and then pasted
- 15:40I'm going to come in over here and I'm
- 15:42going to go
- 15:43paste flip and you saw those changes as
- 15:46well okay
- 15:48so V vector and remember Pace flip you
- 15:51can be it can be found under key paste
- 15:54flip so just what we did right here is a
- 15:57big deal is a big deal because once you
- 15:59start moving past this point it's hard
- 16:01to refine the personality here are the
- 16:04big decisions that you're going to make
- 16:05that are going to be very broad you're
- 16:07not you haven't committed much time and
- 16:09yet you affected the outcome to a
- 16:11greater amount right here just by just
- 16:13by posing and timing
- 16:15what we're going to focus on now is the
- 16:17foot contact so we're just going to do
- 16:19one foot let it cycle and we're going to
- 16:21refine it once we're happy with that
- 16:23foot we're going to paste it to the
- 16:24other foot and we're going to go to the
- 16:26CLG find that find that Cadence really
- 16:28that up and down and then work a little
- 16:31bit on the upper body work on the swing
- 16:33in the arms we're find the head a little
- 16:35bit and this walk cycle is done so here
- 16:37we go let's focus on this front foot
- 16:39that's what I like to start on because
- 16:41this first half of the Walk cycle from
- 16:43frame 1 to 13 is going to be linear
- 16:46everything on the ground needs to in
- 16:49terms of this the movement back needs to
- 16:51be the same I'm going to hit a hit
- 16:53period numpad and you can see what the
- 16:55graph looks like here this right here
- 16:58this green line if I move it you can see
- 17:01all that is is affecting the movement of
- 17:04the foot back that's the only thing
- 17:05that's really being keyed
- 17:07even though I have other channels but
- 17:09that's the one curve that's being
- 17:11affected right now
- 17:12and it's linear and so that's contact in
- 17:15the ground
- 17:16and then here when we scrub forward you
- 17:19can see that the foot just starts to
- 17:20move forward here we're going to start
- 17:22to add an arc so it smoothly comes back
- 17:25and then it kind of it does a little bit
- 17:28of an S shape really is what is what
- 17:30it's going to look like here it's going
- 17:32to be flat and and straight and then a
- 17:35bit of an s-curve what I like to do is
- 17:37over two frames come down so I'm going
- 17:40to select that heel and toe um control
- 17:45and I'm going to reset it I'm going to
- 17:47grab that key
- 17:48and I'm just going to make a vector
- 17:51and again I put all my hotkeys instead
- 17:54of going V and then vector
- 17:57I just put it over here on On Cue again
- 18:00sometimes that's really nice because
- 18:02even in here I did that as well so
- 18:04speeds me up a little more I'm going to
- 18:06control C copy that pose
- 18:09or you can just come in over here and
- 18:11reset the value and hit I
- 18:14and really what I'm doing now is the
- 18:16foot this one control this heel control
- 18:19there the foot's in the air the toes in
- 18:22the air over two friends it contacts the
- 18:24ground now it's flat
- 18:27flat flat flat and then it starts to the
- 18:30heel starts to lift and this is what
- 18:32this value is here
- 18:35so the only two controls being animated
- 18:37right now is this one foot control which
- 18:40goes back and forth
- 18:42and this heel up and down and the toe up
- 18:45and down those are the only two controls
- 18:49okay so we're looking at this front leg
- 18:52here
- 18:53this one right there foot is contacting
- 18:55the ground perfect starts to be lifted
- 18:58as it's being lifted I'm just going to
- 19:00make that uh
- 19:02flat tangent there
- 19:05cool and I think you can start lifting a
- 19:07little sooner
- 19:09awesome
- 19:12so all I'm looking at is this front leg
- 19:14and how it's looking while it's on the
- 19:16ground and I think that's looking good
- 19:19now so the first half of the the step is
- 19:21done now we've got to work on the second
- 19:23half to get it back to its original spot
- 19:26so it can cycle again
- 19:29so here's what I'm going to do I'm going
- 19:30to come back to my foot control
- 19:33see the curve and what I like to do is
- 19:36just pose it out and then refine the
- 19:38pose and I just realized that my middle
- 19:41pose is on frame 12 which isn't the true
- 19:44Center so I'm going to select all the
- 19:46controls
- 19:47just grab this key and move it over one
- 19:50frame so now it's 12 frames
- 19:53contact 12 more frames and it repeats so
- 19:57frame 13 there so let's focus on the
- 19:59second half of this walk cycle so we
- 20:01have the first half which is the contact
- 20:03on the ground and it's linear
- 20:05and for the second half I like to just
- 20:09pose it out and then refine the pose I
- 20:11go every four frames now so here from
- 20:13frame 13 I'm gonna go four frames over
- 20:15to frame 17 and just refine that pose so
- 20:18here's what I'm going to do I'm going to
- 20:19pull that leg back
- 20:23and really what it is is this leg is
- 20:25starting to roll over so it can come
- 20:27forward something like this
- 20:30don't be too precious just go ahead and
- 20:31pose it and you can always refine it
- 20:35cool so it's just starting to lift here
- 20:37it's coming straight back
- 20:40and now let's take a look at the pose or
- 20:43pardon me the graph editor
- 20:45so I'm going to grab this I'm just going
- 20:46to make this Auto clamped I can select
- 20:49which curve I want here shift H and take
- 20:52a look at it
- 20:54make sure that's Vector so it's straight
- 20:57and then you can see there's a little
- 20:59bit of a bump here and all I'm going to
- 21:00do is just straighten that out so now
- 21:02the curve is smooth and it's coming back
- 21:04and then back into place so here's what
- 21:07that looks like as I scrub over you can
- 21:09take a look at this back foot
- 21:11so it's coming on the ground and it's
- 21:14rolling over
- 21:17that's where most people are going to
- 21:19have some issues is where there's a
- 21:22little Bend in the knee
- 21:24and all of a sudden the knee is straight
- 21:27and when the cycle happens you see that
- 21:29popping so that's what we're going to
- 21:31avoid but it's it's normal at this stage
- 21:33to to be seeing that and I'm aware of it
- 21:36and that's what we're going to refine
- 21:38okay so let's keep going with the pose
- 21:40what I like to do now is come over here
- 21:43to my last frame so this Frame and this
- 21:46Frame are the same but you can see the
- 21:47curve is going down this way and the
- 21:50curve on getting into that pose is
- 21:52coming up
- 21:53so
- 21:54I'm just going to make that flat tangent
- 21:55and actually even inverse it a little
- 21:57bit so now as it comes into the cycle
- 22:00it's going to come a little more
- 22:02smoothly down
- 22:03let's go ahead and play that
- 22:07cool so it still looks very rough
- 22:09because it is but we're refining just
- 22:12the one leg okay let's keep working on
- 22:15it a little bit and then we're going to
- 22:16paste it to the other leg then I'll work
- 22:18on the Cog and once the Cog gets
- 22:20involved I'll go back to the leg and
- 22:22make the final adjustments and so I went
- 22:25four frames I'm going to go four more
- 22:26frames to frame 21. and I'm going to
- 22:29work on this pose this leg is too high
- 22:31in the air so I'm going to pull that
- 22:33down
- 22:39keep it low to the ground something like
- 22:41this
- 22:42insert a key
- 22:46okay
- 22:47so this leg is is getting somewhere yes
- 22:50there's some popping but that's okay and
- 22:53I want to see everything here so I'm
- 22:54going to go alt H just show everything
- 22:56let's start pasting it to the other side
- 22:58select the foot
- 23:00select that heel just those two controls
- 23:02a to select all period numpad to see
- 23:05everything I'm going to hit Ctrl C to
- 23:07copy and go to your other foot now
- 23:09select this select this and I'm going to
- 23:12delete these other keyframes at the end
- 23:14and just leave this first one and I'm
- 23:16going to go
- 23:17to my paste flip and you can see it's
- 23:20basically matching
- 23:22cool
- 23:23everything is here I'm going to go Ctrl
- 23:25C and Ctrl V perfect select everything
- 23:29again and remember frame 13 is the
- 23:32middle
- 23:33so I'm going to remember what this
- 23:34keyframe kind of looks like and move
- 23:36that frame with everything selected
- 23:39to frame one
- 23:41so everything's selected I hit a and I'm
- 23:43going to hit G and move that back 12
- 23:45frames
- 23:47perfect
- 23:50so here we have
- 23:52the beginnings of our walk once you add
- 23:54that bounce in the Cog it starts to come
- 23:57alive and it's going to help in the
- 23:59refinement of the knees as well
- 24:01so let's do that I'm going to select the
- 24:03Cog select everything and frame for it
- 24:06I'm going to hit a and make everything
- 24:09Auto clamped so I'm going to smooth it
- 24:11out so the foot contacts the ground and
- 24:14then the foot toes contact the ground on
- 24:16frame three here I like to go couple
- 24:18frames after and that's where really all
- 24:21her weight is being taken
- 24:23and just drop that down I to insert
- 24:26perfect and all I care about now is
- 24:29seeing this translate this up and down
- 24:31translate so I just set a key and now I
- 24:33can see it in the graph editor so she's
- 24:35taking that step and she's taken that
- 24:37weight a little bit I'm just going to
- 24:39push that weight down a little bit more
- 24:42perfect
- 24:44nice
- 24:47and I might even lean it
- 24:50this way a little bit more
- 24:52so it just stays down a little longer
- 24:54before we go back up
- 24:55okay I'm happy with that I'm going to
- 24:57select this one key here Ctrl C and this
- 25:00was four frames so I'm gonna go four
- 25:02frames from here to frame 17 control V
- 25:05and it's a cycle so let's play that
- 25:09cool so that's looking really good feels
- 25:12like she's
- 25:13she's stepping and what I'm going to do
- 25:15as well is just to lay that weight
- 25:17coming down a little bit more so what
- 25:19I'm going to do select the two keys and
- 25:21then with control deselect the key and
- 25:24the handle and just leaving this handle
- 25:26here G to move it and X to keep it on
- 25:30that one axis you can see just by
- 25:32pulling it
- 25:34to the right I'm keeping her body her
- 25:37Cog up a little higher and then it's
- 25:39going to come down just a little bit
- 25:41more forceful
- 25:44cool and I like that okay the next thing
- 25:46we want to do is just look a little bit
- 25:48at the rotation let's go over to our
- 25:51chest control
- 25:52and really the chest and the head
- 25:56there's still vector still linear so I'm
- 25:59just going to select all the keys keys
- 26:00and make them Auto let's go back down
- 26:03here and we're going to start to affect
- 26:05the hips as well you're not going to
- 26:06notice her hips and they're not going to
- 26:08have as much impact in the appearance
- 26:10but a larger character a heavier
- 26:12character you're really going to see
- 26:14that weight you're going to see what
- 26:16when that weight's being taken the hip
- 26:18on that one leg that's contacting the
- 26:21ground is going to go up it's going to
- 26:23play a bigger role but here's what I
- 26:24would do kind of the same timing as when
- 26:27the CLG goes up and down roughly would
- 26:29be the same time in there I'm going to
- 26:30keep this one quite simple because it's
- 26:33generic and she's a simple character
- 26:36perfect I'm going to copy that Ctrl C
- 26:39and go four frames over and in this case
- 26:42I'm not just going to paste it but I'm
- 26:43going to paste flipped so it goes the
- 26:46other way cool it's starting to look
- 26:48pretty good I'm still seeing a couple
- 26:49things that are very evident to me the
- 26:52legs obviously and the chest is feeling
- 26:54stiff so I'm going to start focusing a
- 26:56little bit on the chest area
- 26:58and then going back to the feet before I
- 27:01move up and finish the chest area and
- 27:02the hands so let's come on up here as
- 27:05the hands go back the chest is also
- 27:07rotating in that same direction but I'm
- 27:09going to add a little bit of delay here
- 27:11so the chest is leaning this side just a
- 27:14little bit I'm just going to delay that
- 27:15rotation a little more insert a key so
- 27:17it's delaying there and then it's going
- 27:19to go into that next pose a bit quicker
- 27:21somewhere in here as well I think I'm
- 27:24gonna have her chest go down not by much
- 27:28perfect I'm going to delete this one key
- 27:30I don't need it
- 27:32and then delete this key here so I'm
- 27:34going to come in over here and do the
- 27:36same thing
- 27:41nice just keep it there a little longer
- 27:43automatic I like that I'm going to
- 27:46select this one key here Ctrl C coming
- 27:50over here to the other side control V
- 27:52and it's going to paste it there
- 27:57so thy chest is loosening up a little
- 27:59bit
- 28:00once I add the arms and the shoulders
- 28:02it's going to really loosen up but I'm
- 28:04happy with that for now and let's go
- 28:06back and focus on the legs and get those
- 28:08cleaned up so here at the leg I'm going
- 28:10to focus on that
- 28:12um y translate which is the contact on
- 28:15the ground remember this one
- 28:17just slides forward and when it's
- 28:19sliding on the ground or moving it's
- 28:21always going to be the same speed this
- 28:23is what that curve looks like straight
- 28:25linear and then like I was describing
- 28:27that s-curve here's what you're going to
- 28:29want to do from time to time just to
- 28:31make sure that your first frame and last
- 28:32frame are the same go to frame one and
- 28:35then go to frame 25 and just by moving
- 28:38back and forth if you see any movement
- 28:40then just copy and paste it in this case
- 28:43there was no movement so the two keys
- 28:45are the same let's try to figure out
- 28:46what some of the issues are that's
- 28:48causing the popping so here you can see
- 28:50that frame three straight leg okay so
- 28:54that's one area let's keep scrubbing and
- 28:56then we have knees bent knees bent and
- 28:59then two frames here of pure straight
- 29:01and then one frame quickly where the
- 29:04knees Bend so we basically have three
- 29:06frames that are giving us some problems
- 29:08right now and we have a couple ways to
- 29:10deal with it we have the foot speed
- 29:12itself and location we have that heel
- 29:14control and now we have the Cog and even
- 29:16the hip control control so there's four
- 29:18things that are going to play a role in
- 29:20getting rid of that knee Palm so you
- 29:23just have to play with those different
- 29:24things and get rid of that knee ball so
- 29:27here on frame three I could keep this
- 29:29one leg up a little bit more so I can
- 29:31delay this one one contact a little bit
- 29:34more that's one option
- 29:37and that's that that almost did it
- 29:38except now it looks a little strange and
- 29:40here's what I'm going to do maybe move
- 29:42this over insert a key and together have
- 29:45a contact it's almost there now so do
- 29:47what you can know that you have those
- 29:49four things that affect the knee pop now
- 29:51so that took care of that one we're
- 29:53coming in and now we're knee straight
- 29:55just increase the value here okay that
- 29:58took care of that maybe I'm gonna lower
- 30:01her Cog just a little bit as well
- 30:06so I'm going to select all those three
- 30:08keys there and just barely move it down
- 30:12perfect
- 30:14that might just do it
- 30:16there we go
- 30:21okay looks like that beginning pop is
- 30:23gone we're coming over and then there's
- 30:26one big pop there
- 30:28I kind of got rid of all the knee
- 30:30straights
- 30:31and then there's this one big one that
- 30:33stands out so let's try to mitigate that
- 30:35so maybe what I'll do is
- 30:38just pull that out more
- 30:40and with this one curve selected key
- 30:43only selected curve and grab this one
- 30:46and just pull it back a little bit I'm
- 30:48now going to add just a little bit of
- 30:49toe drag not much just as the toes being
- 30:53lifted
- 30:54right here
- 30:56insert a key and as it's swinging
- 30:59forward
- 31:00just barely
- 31:03add a little bit of toe drag even just a
- 31:06little bit more here
- 31:09insert remember whatever you do to the
- 31:12last frame or the first frame you have
- 31:14to then paste to this side perfect and
- 31:17now this one can come up
- 31:20and spank the ground a little harder
- 31:30okay that leg's looking a lot smoother
- 31:32so select the three curves now this one
- 31:35and then that toe one perfect select all
- 31:38awesome
- 31:40Ctrl C
- 31:42and come back over here
- 31:49I'm just going to insert a key on on
- 31:51that beginning frame remember this one
- 31:53we pasted more because we we cycled it
- 31:56but opposite so I'm going to lead delete
- 31:59all those keyframes except the frame one
- 32:01I'm going to keep that one and now
- 32:04I'm going to paste flipped perfect
- 32:07select all go to the last frame and Ctrl
- 32:11C Ctrl V you can see what happens after
- 32:15you start to add more detail when you
- 32:17copy your cycle and then paste it on
- 32:20frame 25 so it repeats frame 1 and 25
- 32:22when I pasted it it ruined the curve a
- 32:25little bit on this side let me
- 32:26demonstrate again
- 32:28it ruins the curves a little bit one way
- 32:31I found that does a good job I have my
- 32:33three foot controls selected and I'm
- 32:36going to insert a key on frame 24. so
- 32:38when I paste into 25
- 32:40it meets frame 24 and it doesn't affect
- 32:43anything after that I found that to be a
- 32:45nice way of controlling my curves select
- 32:48all Ctrl C and Ctrl V perfect select all
- 32:52again
- 32:53remember frame 13 now needs to go to
- 32:55frame 1.
- 33:00okay
- 33:03so her legs are looking a lot smoother
- 33:05now so that's a second pass and maybe I
- 33:08could do one more refinement pass but
- 33:10already with that CLG influencing
- 33:15um the legs I now have more information
- 33:17to go back to the legs okay let's focus
- 33:20on her shoulders and her arm swing a
- 33:23little bit of her head and then this
- 33:26cycle is done I'm going to focus on this
- 33:28side first for some reason I like to
- 33:29focus on whatever leg or foot is in the
- 33:32front I found find that easier for me
- 33:34I'm going to start with the shoulder
- 33:36everything still Vector from the
- 33:38beginning I'm just gonna make it smooth
- 33:39and just like we did with the chest when
- 33:41it's rotating and it's coming back I
- 33:43deleted I'm going to do the same with
- 33:45the shoulders so as the shoulder is at
- 33:47its peak forward and then it's coming
- 33:50back
- 33:51I'm gonna pull it forward a little bit
- 33:53more and I'm just delaying it and doing
- 33:55that just adds a little more oomph to
- 33:57your to your animation because you're
- 34:00dictating the timing so I'm going to go
- 34:02to frame five and all I'm going to do is
- 34:03rotate It Forward just a little bit
- 34:05forward and maybe up
- 34:08just like that then it's just going to
- 34:10swing naturally back
- 34:12and same thing when it's back I'm going
- 34:14to delay it and in this case I might
- 34:16even pull it down a little bit
- 34:18and rotate it down
- 34:20something like that
- 34:23cool and that's all I'm looking for then
- 34:25I'm going to take it one curve at a time
- 34:28just to see what it's coming in and out
- 34:30of so this one's doing its thing there
- 34:32oh that's just the translate that's okay
- 34:34I think the translates are good as is
- 34:37yes they are let's look at the rotates
- 34:42so you can see here's a good example I'm
- 34:45just going to clean this up a little
- 34:46it's coming into this rotation then it's
- 34:48flat tangent flat tangent but then it
- 34:51goes down what I'm going to do select
- 34:53the two keys
- 34:55and rotate them
- 34:57just enough so then it smoothly goes
- 35:00into the cycle again it doesn't have to
- 35:02line up 100 but
- 35:03it does help when you at least
- 35:06avoid the flat tangents so it's just
- 35:09that shoulder that I'm affecting
- 35:13yeah I think that looks good and you can
- 35:15see the difference here it's very stiff
- 35:19and there it has a little more life to
- 35:21it a little more life because it's
- 35:24breaking out of that mold it's it's
- 35:26overlapping a little bit and that helps
- 35:28let's go to the upper arm and let's even
- 35:31select the uh elbow and then her wrist
- 35:34so everything was still Vector from
- 35:36before and I'm going to make it smooth
- 35:38uh flat tangents same thing as before
- 35:40same thing as the upper chest and the
- 35:42shoulder all I'm doing to the upper arm
- 35:44and then the elbow
- 35:45is as it's coming out of a pose I'm just
- 35:49delaying that pose affecting uh the
- 35:52timing and and the posing but really
- 35:54it's the timing here we are at the front
- 35:56and I want her arm to swing forward a
- 36:00little bit all my timing for the most
- 36:02part happens over four frames four
- 36:05four and then we're into the half in
- 36:08this case I'm going to start delaying
- 36:10the the the overlap okay so normally I'd
- 36:14be on frame five just four frames I'm
- 36:15gonna go one frame over and just pull
- 36:17her arm forward a little bit that's all
- 36:19that's all that needs to happen and on a
- 36:22bigger character or even on a more
- 36:24energetic character
- 36:25I would start to think about the curve
- 36:27in the hand at this point but this one's
- 36:30a generic walk-in just keeping it simple
- 36:32I think is okay okay so all I've done is
- 36:34pulled that arm forward I'm delaying her
- 36:36arm swing
- 36:38perfect insert a key and that's what it
- 36:41looks like it's just overshooting a
- 36:42little bit and then her arm swings back
- 36:45and same thing I'm going to delay her
- 36:48arm
- 36:49not much just a little bit and maybe
- 36:51over here I'm going to open her arm up
- 36:54just a tiny little pin
- 36:56cool so there's her arm swing
- 36:59now let's do the elbow just like all the
- 37:02other ones I'm just delaying that pose a
- 37:04little bit more there we go just having
- 37:07fun with it
- 37:10and then her arm swings back
- 37:12and there's going to be a really nice
- 37:14big delay right there
- 37:19cool just like we've done with the other
- 37:21ones I'm just going to make sure the
- 37:23start and end go into each other a
- 37:25little better
- 37:30cool I think the beginning here can be
- 37:33bigger that bend
- 37:38cool and then even this one
- 37:42can probably last longer and what this
- 37:44curve is here is that straight when her
- 37:47elbow goes straight
- 37:50cool I like that cool so that's looking
- 37:53good let's do her LR let's do her wrist
- 37:56now and then a little bit of her fingers
- 37:58so the wrist just like all the other
- 38:00parts of the arm again we're just
- 38:01delaying a little bit and each time I'm
- 38:03moving a frame further away so
- 38:07that rotation is Amplified and then the
- 38:10wrist goes this way
- 38:12and a little bit of rotation there
- 38:18cool
- 38:19so for the fingers I'm not going to do
- 38:21much but I'm just going to add a little
- 38:23bit of drag to them
- 38:26like I said not much just a little bit
- 38:28so you can feel it
- 38:34cool
- 38:36and I forgot to also smooth out the
- 38:38fingers
- 38:41so I'm liking the way her arm is looking
- 38:43so let's go ahead and select her
- 38:45shoulder upper arm elbow and everything
- 38:48to do with the hand
- 38:49copy those keys paste flipped to the
- 38:53other side
- 39:00select all that and the graph Editor to
- 39:02hit a control C coming over to the other
- 39:05side and do the same
- 39:07selection perfect
- 39:10I'm going to delete these two keyframes
- 39:13here just leaving that first one
- 39:17and being on frame one I'm going to
- 39:19paste flipped perfect and this part's
- 39:22always fun just to see
- 39:24either the foot or the hand working
- 39:26together that's always kind of fun
- 39:29cool just like we did with the foot
- 39:31after we refined it I'm going to go one
- 39:33frame from the end to frame 24 and
- 39:36insert a key hit a select all control C
- 39:38go to frame 25 remember frame 1 and 25
- 39:42do the same and paste it over there and
- 39:46so that frame 24 that we just inserted
- 39:49protects all the curves over here
- 39:52so that's what that the purpose for that
- 39:54is Select everything
- 39:56here's frame 13 and I'm going to make 13
- 39:58I'm going to move everything over up
- 40:01into the point this key is at frame one
- 40:03so G
- 40:05and frame one perfect
- 40:13so Ellie's walk is starting to take
- 40:15shape it's looking pretty good
- 40:18um I'm going to work a little bit on her
- 40:19head and then we'll add a little bit of
- 40:21jewelry
- 40:23um animation a little bit of ponytail
- 40:25animation and we'll call this cycle done
- 40:28oh pardon me and then we'll have her
- 40:30moving forward so I can show you how
- 40:32that works as well for the head control
- 40:33I'm going to keep it simple and I'm
- 40:36actually just going to do just a little
- 40:37bit of rotation forward and back so as
- 40:40the Cog goes down the chin is going to
- 40:42be delayed up a little bit
- 40:44insert a key
- 40:47it comes down the CLG goes down then the
- 40:50head goes forward a little bit just like
- 40:52that
- 40:54Ctrl C
- 40:57and go ahead and paste that
- 41:00don't need this keyframe delete
- 41:03and delete it's just that that rotate X
- 41:05here just this red curve
- 41:08okie dokie let's focus on her earrings a
- 41:11little bit her ponytail
- 41:12and we'll call this walk cycle done and
- 41:16we'll make your walk forward as well
- 41:17let's turn on her clothing layers
- 41:20clothes perfect for the clothing it's
- 41:23just nice and simple don't overdo it I'm
- 41:25going to select just the one earring for
- 41:27now frame one insert a key frame 25
- 41:30insert a key for a 13. so that's my
- 41:32timing so the body's just about to go
- 41:34down
- 41:35and I'm going to delay her earring just
- 41:37a little bit so it's rotating up
- 41:40perfect
- 41:41and then it's going to rotate down just
- 41:44a little bit there we go Ctrl C copy
- 41:46that and paste that as well there is a
- 41:49little bit of rotation on a ring just to
- 41:52give it a little bit of life
- 41:53that's how quick that was and if you
- 41:55don't like it because it's so quick you
- 41:57can undo it try something else select
- 41:59all Ctrl C coming over to this side and
- 42:02first you just have to insert a key
- 42:03there we go and now we can paste flipped
- 42:10you got to be careful because it does
- 42:12start to Tween so you might not want
- 42:15that and I might just go the other way
- 42:18a little bit or just tone tone some of
- 42:20the values down or add a different type
- 42:23of rotation just so it's not the same
- 42:24but in this case toning it down seemed
- 42:27to help so be aware of that okay let's
- 42:30take a look at the ponytail
- 42:32let's turn on hair perfect
- 42:34and same thing for the ponytail I'm just
- 42:36going to keep it very simple hit I
- 42:38insert a key 25i 13. so let's go ahead
- 42:42and just add a little bit of delay a
- 42:45little bit of drag not much
- 42:51cool
- 42:55insert key
- 43:01and a little bit
- 43:04of delay again not much
- 43:06because we don't want to draw attention
- 43:08to itself all right so here's Ellie's
- 43:09walk cycle and it's a nice simple walk
- 43:12cycle took about 30 minutes to get here
- 43:14and this is what I would consider a
- 43:16first pass
- 43:18at this point I would show the director
- 43:20or the supervisor and get notes on the
- 43:23walk is it hitting the right personality
- 43:25do we like how it's working with other
- 43:27characters and then I would refine again
- 43:29so you with this method you can iterate
- 43:33on different versions quite quickly let
- 43:36me show you how to get Ellie to walk
- 43:37forward in space that's really important
- 43:39that these characters look good while
- 43:41they're cycling but also can walk
- 43:43forward in space so let's do that
- 43:46together now really there's only one way
- 43:48to get this character to walk correctly
- 43:50and that's at that foot control you can
- 43:52see this curve here how it's linear on
- 43:55the ground
- 43:56that's the speed that we need Ellie to
- 43:58walk forward on what I'm going to do is
- 44:00just select this curve and and copy it
- 44:03Ctrl C what we're going to paste it to
- 44:06is our y translate so I'm going to
- 44:09select the Y Translate
- 44:11just isolate it
- 44:13there we go
- 44:15and control V
- 44:16and it's just going to paste it there
- 44:19okay let's start scrubbing and all of a
- 44:21sudden Ellie's walking forward and then
- 44:23Ellie's walking back so all I did is
- 44:25copy that exact curve from the foot and
- 44:28pasted it to her move on and now what we
- 44:31have to do is just keep this key and
- 44:33keep this key everything else we're
- 44:35going to blow away just like this
- 44:38X
- 44:39X we have the Curve
- 44:42which looks great and then you can see
- 44:44there's no foot slipping on the ground
- 44:46because the translate value is the same
- 44:48so we've nailed that part now we just
- 44:51have to continue that curve so here's
- 44:53how we do that with this y curve let's
- 44:55come in over here to modifiers and we're
- 44:57going to add a Cycles modifier and after
- 45:00mode we're going to go to repeat with
- 45:03offset and we can even do it at the
- 45:04beginning repeat with offset so now it's
- 45:07a continuous line okay that's very
- 45:09exciting let's add a few more frames of
- 45:12alley now so we're going to go a select
- 45:14all deselect the move all control there
- 45:17we're going to go to frame one insert a
- 45:19key I'm just going to make sure I'm sure
- 45:21everything's keyed but I like to double
- 45:23check go to frame 25
- 45:26insert a key I'm going to go to frame 24
- 45:28also insert a key perfect I'm going to
- 45:30delete these
- 45:32and all those extra keys were on the
- 45:35side was when we copied and pasted the
- 45:38foot control when we paste flipped the
- 45:40foot and hand control offset it that's
- 45:43what those keys are we have everything a
- 45:46to select all control C go to frame 25
- 45:48Ctrl V and I'll do it a couple times we
- 45:52have four seconds I'll just go 96.
- 45:55awesome and here we have Ellie walking
- 45:58forward in space
- 45:59I'm also going to show you how to
- 46:01present it so I'm going to create a
- 46:02little runway for Ellie and I'm also
- 46:04going to create a little box if I was to
- 46:07present the walk cycle stationary I
- 46:09might animate the box with that same
- 46:11curve value moving the opposite
- 46:14direction in this case Spock doesn't
- 46:16need any animation because Ali is moving
- 46:18forward through space
- 46:20but I'm just going to create a couple
- 46:21markers shift d we'll just give it a
- 46:23little value
- 46:24perfect
- 46:26awesome
- 46:27alright that's it for this demonstration
- 46:29we have Ellie walking and she's walking
- 46:31through space if I had multiple
- 46:33characters of different sizes and I
- 46:36needed them to walk together and still
- 46:38have a dialogue you could achieve that
- 46:40by making sure that foot contact speed
- 46:42is the same between the two characters
- 46:43remember you can affect the pose and the
- 46:46timing to achieve that speed so either
- 46:49Quicken up the timing or increase or
- 46:52decrease the stride length to achieve
- 46:54that overall speed so then the
- 46:56characters are walking together I hope
- 46:58you enjoyed the video and got some value
- 47:00from it if you did please like it so
- 47:02that I know this content is useful okay
- 47:05everyone bye bye
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