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- It's now time to bring some details
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to our feet by moving the toes.
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Again, it's gonna be
pretty straightforward
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since we already have the
base motion of our foot.
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We'll first work on the
front toe controller,
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and I will try to find the movement
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the foot is leaving the ground
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and duplicate the key Frame.
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Dissuade the toe will
remain flat on the ground,
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from Frame zero to Frame 30 foot.
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I will set the end-all type two vector
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for this new key frame.
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Go a little further in the animation,
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and simply rotate the toes backward
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so that they will drag during this motion.
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I will then adjust the end (indistinct)
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of the first key frame,
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so that it doesn't clip with the ground
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whenever the foot is going backward.
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Then I will adjust to dragging motion
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as the foot is moving forward.
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I want the toes to point
downward because of its weight,
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but also because of the
forward motion of the foot.
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She's the kind of motion we have practiced
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with this key role.
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Whenever we were moving the limps,
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we were making the hands
and the feet dragging.
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As we are done with this,
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we can go forward to the compacting frame,
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where we will make the toe raising.
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As the foot fall down,
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the toes are still dragging
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or there is a full of full motion.
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So there are pointing
up (indistinct) emphasis
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the flap of the foot.
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So as the foot is getting
flat on the ground,
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I will make sure that the toes are almost
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at their highest position.
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And then two frame letters,
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I will make the toes flat on the ground.
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Here, I will slightly offset
the foot roll controller
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by one frame at back.
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I will then re-adjust
the toe extreme position
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just before it hits
the ground to frame 60.
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I will go to frame letter and
press Alt+ R in the 3D view,
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to flatten the toe on the ground.
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Whenever I create a contacting post,
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I generally set the
end-all type two vector.
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As the current motion,
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is kind of stop brutally
as it hits the ground.
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So there is no easing
before the curve gets flat.
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(indistinct) tell that
will make the difference
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is to create a slight bounce of the toe,
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when it hits the ground.
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To do so, I will duplicate
the current key frame,
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and move it two to four frame later.
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And we then duplicate the post key frame,
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lower rate and put it in between.
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This way, we have a more clunky motion,
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and we finally get something
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that looks like an animation for the foot.
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It's indeed a robot,
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but we are kind of briefing
life into it if you will.
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From there, we can repeat the
process with the back toe.
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Beware because these toe has two joint.
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One at the base of the foot on the heel,
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and one for the current back toe.
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I will create a motion
for the first joint,
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that really looks like the
front toe but in reverse.
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And I will keep the motion pretty slight.
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Whenever you are working
on a chain of bone,
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we've Arrow Key,
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the more you move the
roots to more the deep tip,
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and the other controller we move
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and it might look a bit too extreme.
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So keep it subtle.
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It's easier then to amplify
the motion if needed.
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Remember that you have
to make the toe drugging,
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so whenever the foot is moving forward,
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each will point backward a little down.
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And whenever the foot is falling down,
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this will drag so it will raise.
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I didn't input any bones
on the contact bones,
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because it was a bit too much
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since I will input a bit of bouncing,
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on to the tip of the toe.
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So on the curve, the back
to root is kind of phrasing
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just before the contact pose,
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and whenever to contact pose occur,
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it will flatten on the ground.
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So I have canceled in your rotation.
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I've used a Vector and (indistinct)
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because I don't want anything,
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but I didn't input any bounds.
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I did input the bones in
motion on the tip, the toes.
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So on the next joint into the animation.
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So I did animate the tip of the back toe,
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as I did for the front
toe, making it drug,
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so that we feel like there is
a bit of delay in its motion,
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and then adding some bounds,
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as it contacts the ground.
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Be careful not to make it
clip through the ground.
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When that was done,
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I repeat the process
with the outer side toe.
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00:05:11,820 --> 00:05:14,800
And since the foot is
not tilting in space,
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I could then simply copy the
curve of this outer side toe,
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onto the inner side toe.
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Again, nothing crazy here.
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It's pretty simple.
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So you will be able to watch me
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kind of animating those
toes in the next video,
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that will be a short time
lapse of this process.
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As all the toes were animated,
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the foot animation was done,
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and we now need to copy
it onto the other foot.
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To do so, it's very simple.
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You just select all the
controllers from the left foot
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we just animated.
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Open the graph editor,
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and press Alt+H to make sure that
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all the curve are available.
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Press A again to select them all,
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Press Ctrl+C to copy those curves.
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Then Select all the
right foot controllers.
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Go on frame zero and press Ctrl+Shift+V.
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Since our rig is symmetrical,
Blender will Paste the curve
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taking care of the symmetry for us.
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Now, both foot are moving
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in the same fashion with the same rhythm.
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We now just need to offset
the motion of the right foot
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in time so that we get
an alternate motion.
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To do so, simply select all the curve,
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Press Shift+D and offset
them by the whole cycle.
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In my case, 72 frames.
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Then I will select again all the curve,
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and I will offset them back in time
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by half of the motion, 36 frames.
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We now have both our feet motion.
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Since I have now a better
vision of the motion,
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I feel like the foot are two forward.
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So what I will do is that
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I will select both foot main controller,
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isolate the Y Location
axis by inputting its name
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in the Search bar, Select
all the available keys
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for both to (indistinct)
location channels.
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And then I will slightly offset them up
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on the Y-Axis in the graph editor.
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This will push both feet backward,
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and it will look a little more natural.
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From there, you can adjust the eighth
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of the up-and-down motion by
simply offsetting dizzy curve.
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You can also scale it on this Y-axis,
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so that we'll have more up
and down motion if needed,
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or if you scale it down
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you will reduce the
bounciness of the motion.
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From there, it's really a
matter of personal taste
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and experience to make it look good
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but you have the whole method.
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Now we just need to get rid
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of the unused key frame on the right foot.
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To do so, we simply need to Select
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all the controller of the right foots.
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Go onto the Frame Zero,
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Press I to insert a key
frame on all the channels
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then Press V and set those
new key frame to Free.
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From there we can get rid
off any previous key frame
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and then, Select all those
key frame on Frame Zero.
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Press Shift+D to duplicate them,
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and move them on the very
last frame of our cycle.
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Frame 72 for me.
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Then I can get rid off all the key frame,
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after this frame 72.
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Our foot animation is done,
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the next step,
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will be to input some left to right motion
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to the toss or root,
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and animate a bit the feet.
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