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- Let's start the blocking
of our walk cycle.
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I will start where I've
left in the last chapter
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and I will create a new action.
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So, I will go into Pose mode,
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select my character,
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and press this icon to
duplicate the run cycle.
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From there, I can rename it
and click the shield icon
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to make sure I won't lose this data
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whenever I restart Blender.
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Now I will select all the key frames
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but the one on frame zero
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and I will press X to delete them.
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Now we need to make sure
that we have clean channels.
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Since we have worked in the
graph editor on many curves,
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I need to make sure that
I reset those curves.
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In my action editor,
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I will press Control+Tab to
switch to the graph editor,
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and enable "show hidden."
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I will then press Alt+H to make sure
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that I reveal all the curves.
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And from there, I will
press A to select them all,
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press the T key and switch
everything to Bezier.
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Then I will press the V key
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and switch everything to Autoclamp.
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Now, everything is reset.
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If you have a look to the key frames,
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we can see that they have a round shape,
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meaning that they are
all set to Autoclamp.
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If I switched to Vector, for example,
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they become square.
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If I switch to Align,
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they will have this kind of diamond shape.
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Now, we need to reset
the pose of our character
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before we start working.
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So, I will make sure
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that I have all my controllers available.
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And as you can see
here, my UI didn't load,
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So what I will do is open the text editor
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and with trident rig script selected,
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I will press the play button.
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Now to make sure that
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it automatically play
whenever I reload the file,
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I will go to Text, and enable Registered.
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From there, in the rig UI,
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I will enable all the layers
and press A in the 3D view
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to select all my controllers.
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And I will press Alt+R, Alt+G and Alt+S
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to reset the rotation scale and location
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of all the controllers.
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Once I'm done with that,
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I can hide the controller
we won't be using.
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So we can hide the root,
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the torso tweak from the time being,
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all the face controller,
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keep the leg I-case,
keep the arm eighth-case.
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While we will be using
them, we can hide the hands.
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And we will hide every
weapons controllers.
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I will just rotate a bit
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the arm of the characters so that he looks
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a bit more relaxed and we can get started.
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The first pose we are going
to build is the contact pose.
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Let's have a quick look to the references
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to spot the key features of this pose.
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This is the moment where both
feet are contacting the ground
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and are further away, one from the other.
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Both are on the extreme.
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One on the heel, one on the toes.
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The hips are slightly tilted up
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from the back leg that is pushing.
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The chest is slightly tilting the same way
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as it is transitioning into the next pose
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where we will have the contrapposto.
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But it's twisted the opposite way
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compared to the hips toward the front arm.
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Toward the front arm,
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the center of gravity is almost centered,
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but it's a bit favorizing the back foot.
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Note that the reference on
the right is showing someone
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with an athletic walk,
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so the arm swing motion is a bit extreme.
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We will keep our walk cycle
a little more relaxed,
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with less amplitude.
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We will start our first
pose by posing the feet.
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You may choose to push
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whether the left or right foot forward
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and the other one backward.
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Then we can use the role controller
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to raise the toes for the front leg
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and raise the heel for the back leg.
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I will lower a bit the center of gravity
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to make sure that the
legs are not stretching.
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Don't forget to pose the
toes on the front foot
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as they are dragging a bit
before they contact the ground.
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On this walk cycle animation,
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I will try not to rotate on the side
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or twist the torso root controller.
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I will slightly rotate it forward
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to give a more dynamic
pose to our character.
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But we will mainly use
this root torso controller
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for the up-and-down and
side-to-side motion.
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I have twisted the hips
toward the front foot
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and I'm twisting the chest
toward the front arm.
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Remember to pose the arms
the opposite way as the foot.
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When the left foot is forward,
the right arm is forward.
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00:04:49,620 --> 00:04:53,070
Also remember that your
elbow is supposed to rotate
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only on its local Z axis.
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You can't rotate your
elbow around multiple axes.
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So when it comes to posing the arm,
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I mainly use the arm controller
to orientate the arm.
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Another thing to double check so that
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we don't get the same problem
as during the run cycle
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is to make sure that
both the neck and head
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have their rotation fully disabled.
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As usual, I'm showing the final pose
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we are supposed to reach.
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Don't forget to slightly shift
the weight of the character
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on its back leg by selecting
the torso root controller
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and slightly move it on the X axis.
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Left to right motion
will be more pronounced
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on the walk cycle than on the run cycle.
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Here you can see me
fighting a bit with the pose
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of the hips and the chest
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because I wasn't looking at the reference.
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So I was trying to set a contrapposto
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while the chest should
be almost horizontal.
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The only contrapposto that occur
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is the twisting.
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I'm tweaking the pose
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to make sure that my
character look balanced.
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Take the time to properly
refine this pose,
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because this is the
one we are going to use
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to build the other ones.
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And it will communicate a
lot about your character.
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00:06:10,680 --> 00:06:13,720
From there, I will
re-enable the hand layer
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and I will slightly pose the hands.
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00:06:16,200 --> 00:06:20,120
So I will build a default
pose on one of the hand,
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by slightly curving the palm
controller and each finger
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to make the hand pose a bit more relaxed.
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Then I will select all
the left hand controllers.
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Press Control+C to copy the pose
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and Control+Shift+V to paste it,
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mirrored on the other side.
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So as I explained before,
after watching my references
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I've decided to slightly
realign the chest,
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to have my shoulders more into
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an horizontal line as on the reference.
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00:06:50,750 --> 00:06:53,440
Don't forget to double
check the arm position,
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the hands position, using the reference,
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as this is the extreme pose for both arms.
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00:06:59,610 --> 00:07:03,790
Then you can push a little bit
the feet toward the inside.
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It will look a little more
natural and less robotic.
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00:07:07,340 --> 00:07:10,230
The more you push the
feet toward the inside
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on a central line, the more feminine.
154
00:07:13,230 --> 00:07:18,230
So if you were to animate
a stereotyped sexy woman,
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you would push the feet
toward a central line.
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This is the kind of pose you
will see in a fashion show.
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But it doesn't really fit our character
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so let's cancel this and
jump into the next video.
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