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- [Instructor] In this video,
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we will start polishing our walk cycle.
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As following cycle, we will apply
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some kind of layered method,
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meaning that we will start
by polishing the feet,
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then the root of the torso,
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and then the different
features of the body.
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As explained in the previous video,
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we may have to change the
timing of this animation.
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Vanillia cycle is generally
around one second,
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maybe a little more,
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since I'm animating a 30 frame per second.
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A current animation is about 0.8 seconds.
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To get a better feeling about this,
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I will select all my keys
and I will switch to Bezier
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by pressing the T key.
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Oh when I played the animation,
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it definitely feels a bit too fast.
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What I want to do is push
the length of this animation
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a little over 30 frame.
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Let's try 32 frame.
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So I will set the end of
the animation on frame 31.
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Now, with all my keys selected,
I will put to play head
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on frame 0 and press S scale
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til the latest keys are
aligned with frame 32.
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This way, all the keys have
been offset by one frame.
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I now have a key pose every four frames.
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My walk cycle rhythm
looks way more natural.
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With my amateur in pose mode,
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I will select the foot and
I will press control tab
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over the action editor to
switch to the graph editor.
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I will then click to
show selected only icon.
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We will start by idling all the curve
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but the location curves.
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Whether you're working on
the run or a walk cycle,
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the first thing you want is to fix
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whenever the feet is in
contact with the ground.
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This the contacting
foot is supposed to move
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at a constant speed.
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You need a linear interpolation
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between the first contacting frame
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and the last contacting frame.
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In our case, between frame 0 and frame 20.
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You can easily get to this result
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by converting the key frames
on those contacting pose
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to vector using the V key,
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and then we can get rid of
all the key frame in between.
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The same then apply to the Z and X key,
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won't be any up and down
or side to side motion
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while the foot is on the ground.
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Select the Z and X curve keys
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and I will press the dot key to zoom in.
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There should be no variation
between frame 0 and frame 20
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so I will simply duplicate frame 12,
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which is the same as frame 20,
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and move it by pressing
G and X on the x-axis
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toward frame 20.
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Pressing the V key, I can
transform the end-alls
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on frame 0 and frame 20 to vector
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and get rid of all the keys in between.
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And here we have fixed our curve
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whenever the foot is in
contact with the ground,
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a little detail here.
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Since I have created this animation
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by duplicating our run cycle,
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we can see that we have a loop
modifier or cycling modifier
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onto our curve and they
do repeat over time.
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I select all the curve,
I can press shift E
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and use a clear cyclic
modifier to get rid of it.
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But since we are walking on a cycle,
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it does make sense to keep the modifier.
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So I will press shift E and
select make cyclic again.
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Before I start polishing the curve,
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I will calculate the motion path.
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Use the foot controller
as a reference point
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or you can choose the toe controllers.
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As explained before, I will press Q
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to calculate the motion
path since I've made it
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one of my quick favorite,
and I'm calculating it
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over frame 0 to 32.
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Before I jump into polishing,
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I've tracked the motion of
the foot on the reference.
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And before whenever the foot
is contacting the ground,
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it's moving with a linear fashion.
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Then we can see an ease in and ease out
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whenever it's starting to raise.
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It's accelerating until the passing pose
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but also losing altitude.
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And then, it raise again,
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go a little beyond the
contact pose and fall.
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On the run cycle, we will polish one foot
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and then we will mirror the
animation onto the other one.
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To help myself, I will go in
front of you and press Alt B
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and frame off of the character
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so that I see only the left foot,
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the one I'm going to work on.
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From there, let's start polishing
the location of the foot.
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I will start with the Y location.
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As usual, I will display the
polish curve as a reference.
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In studying the reference,
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we've seen that the foot
was traveling a bit backward
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when leaving the ground.
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So I'm pushing a bit the curve on frame 22
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as if it was some kind of overshoot.
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We get a smooth arc in the
curve and then an acceleration
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toward the next contacting pose.
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And as shown in the reference,
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the foot travels a bit further
than the contacting pose
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before contacting on frame 32.
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So the value of the curve
on frame 31 is lower,
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so further forward than on frame 32.
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We'll go back in the front of view,
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press Q to access my quick favorite
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and update the motion path.
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We now need to work on the
up and down of the foot.
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As you can see, it's very
linear for the time being.
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As seen in the reference, the
highest point for the foot
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is going to be just
after leaving the ground
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and just before hitting the ground.
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I'm raising the control point on frame 24
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and then I will lower it
next to the passing pose.
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We want the toes to
almost touch the ground.
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I will move the previous extreme
up from from 24 to frame 23
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to have a smoother motion.
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I will also move the
next extreme on frame 30
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so that the foot gets high
and then slap onto the ground.
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And now we can see that
we have a motion path
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that is very close to what
we had on the reference.
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Note that the keys on
the contacting frames
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all have their end-alls set to vectors
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so that we don't have any easing
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when the foot is leaving the ground
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or when it's contacting the ground.
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We can now switch to front view,
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editing the left to right motion
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is going to be pretty straightforward.
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I will frame the curve
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and I will give it a
little parabolic shape,
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making sure that the foot is
at its extreme on the side
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that whenever we are
hitting the passing pose.
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We are starting to get decent results
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regarding the location
of this foot controller.
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Let's work on the foot roll.
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I prefer to start walking on the rotation
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using the heel controller
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because it's the main rotation
controller of the foot,
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at least on the walk cycle.
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And then, I will get
back on the foot to tweak
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and input some subtle
rotation to the foot.
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To touch the ground, the
foot should be slapping.
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Though, I want a fast motion
between the contacting pose
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and the flat foot position.
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So I will offset the
key with a value of zero
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on the frame 1 and I will
switch the end-all to vector.
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This way, the foot is
getting flat on the ground
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over one frame with a clean curve.
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After the passing pose
when the heel is raising,
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I want a slight acceleration.
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So I want my curve to look
more like a parabolic one.
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Also, I need to offset a bit
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the moment the heels start to raise.
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It's just after the passing pose,
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around frame 10, not frame 8.
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I will fix this a little later.
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Right now, I'm just pushing the pose
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to make sure that the foot
has a smoother motion.
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I want to hold a bit the pose
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where the foot is pointing down.
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So I will duplicate the
key on frame 24 to frame 25
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and create a slight plateau.
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Then I want to create the
flapping or whipping motion,
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meaning that the toes will get higher
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just before they hit the ground.
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So I need to push the curve down
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just before the contacting pose.
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From there, I will kind
of fine tune each pose.
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It's more about motion feeling,
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that's something I can't really explain.
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And I will fix the moment the heel raise
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by delaying it by two frames.
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Next, we are going to
work on the X rotation
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of the main toe controller.
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We're going to have the same behavior
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as the tale of this hero character.
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It will have a subtle
overlapping or full of emotion.
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In this case, we will be only animating
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the axialer rotation of the toes.
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It's very simple.
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We want the toes to slightly drag.
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So basically, you want them
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to point toward their previous position.
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As the foot flap on the
ground and is getting flat,
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I will slightly raise the toes.
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Then later, I will make them flat
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and then switch their end-alls to vector.
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Then working on the moment
the foot leave the ground,
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00:09:46,980 --> 00:09:50,030
I will switch the end-all
on frame 20 to vector
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to make sure that the rotation
of the toes is accelerating
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as they are pulled backward.
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00:09:56,050 --> 00:09:59,460
And I will make sure I have
some dragging of the toes
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until frame 30, not bending them too much
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or the motion too stylized
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and the foot will look very loose.
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And as I a hard time
getting the right position
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for the toes on frame 30,
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it's simply add another key
frame here and animate on ones.
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00:10:18,150 --> 00:10:21,990
Animating on ones means
that you add a key frame
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or drawing on each single frames.
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00:10:25,550 --> 00:10:28,230
It's perfect when you
have a complex motion
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on very few frame to key each frame
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and work each poses, one by one.
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With our toes now polished,
we can switch back to the foot
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and work a bit on its rotation.
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We will keep it simple and only work
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on the Z quadrillion rotation.
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Foot motion when going into
details can be very complex.
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We want to push the
level of realism further.
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00:10:52,130 --> 00:10:55,000
You need to study your
reference frame by frame.
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00:10:55,000 --> 00:10:58,610
Check out which part of the
foot is contacting first,
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whether the weight is more on the edge,
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on the middle of the foot,
on the ball of the foot,
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et cetera, is there any squashing
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or slight shaking motion of the ankle?
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00:11:09,740 --> 00:11:13,080
All those subtle movement
brings what we call texture
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to the animation and we'll make
your animation looks less CG
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and more subtle.
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00:11:19,120 --> 00:11:22,370
So in the end, I'm just
slightly pushing the rotation
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we have already input during the blocking.
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00:11:24,760 --> 00:11:28,540
And I will just input a bit
of rotation toward the inside
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when the foot is leaving the
ground and toward the outside
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00:11:31,720 --> 00:11:36,043
when the foot is getting
to the next contact pose.
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00:11:36,043 --> 00:11:39,270
This will translate the fact
that there is more pressure
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under the big toe when the
foot is leaving the ground.
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00:11:42,800 --> 00:11:47,800
While we favorize weight over
the outer edge of the foot
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when contacting.
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It's a subtle weight transfer
from the outside of the foot
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to the inside of the foot,
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between the contacting
pose and the pushing pose.
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00:11:58,610 --> 00:12:02,440
So we can translate this by
inputting a bit of rotation
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when the foot is leaving the
ground toward the inside.
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00:12:06,800 --> 00:12:09,560
This is not a golden
rule because it will vary
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from people to people
based on your weight,
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00:12:12,740 --> 00:12:16,520
the size of your hips, your
orientation of your knees,
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even a subtle foot rotation
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will bring personality to your character.
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Before we mirror the animation,
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we need to slightly rework the knee.
248
00:12:27,670 --> 00:12:29,880
So basically, we just need to rework
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the left to right motion
of the pole targets.
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00:12:33,050 --> 00:12:35,140
I will just input a bit of delay
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based on the rotation of the foot.
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00:12:37,700 --> 00:12:41,730
Most of the time, your foot
and your knee are aligned.
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So when the toe is pointing inward,
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I will push the knee in between inward.
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00:12:46,810 --> 00:12:50,560
And when the toe is pointing
on the outside, guess what?
256
00:12:50,560 --> 00:12:53,660
I will push a bit, the pole
target, on the outside.
257
00:12:53,660 --> 00:12:57,010
The X and Y curve don't
have that much inference,
258
00:12:57,010 --> 00:13:02,010
I prefer to remove any key
frames that are not set to zero.
259
00:13:02,100 --> 00:13:04,750
Once my keys were more or less defined,
260
00:13:04,750 --> 00:13:07,260
I've moved them away one from the other
261
00:13:07,260 --> 00:13:10,260
to get a smoother and slower motion.
262
00:13:10,260 --> 00:13:13,610
With this to avoid any
noisy motion of the knee.
263
00:13:13,610 --> 00:13:16,410
There can be a bit of
noise on the knee motion
264
00:13:16,410 --> 00:13:20,290
during the impact, especially
on the heavy character,
265
00:13:20,290 --> 00:13:22,400
you will use the knee tweaker
266
00:13:22,400 --> 00:13:24,970
and input a bit of up and down motion
267
00:13:24,970 --> 00:13:27,750
whenever the feet are
contacting the ground.
268
00:13:27,750 --> 00:13:30,220
But since our character
is pretty lightweight,
269
00:13:30,220 --> 00:13:32,810
I prefer to keep a
smooth motion of the knee
270
00:13:32,810 --> 00:13:34,990
following the foot.
271
00:13:34,990 --> 00:13:37,410
With the whole leg finally polished,
272
00:13:37,410 --> 00:13:40,470
we can now mirror the
motion onto the other leg.
273
00:13:40,470 --> 00:13:43,610
This is something we have
already done several time
274
00:13:43,610 --> 00:13:46,550
in this course so I guess
you know all to do it,
275
00:13:46,550 --> 00:13:48,620
but I will repeat the process.
276
00:13:48,620 --> 00:13:52,030
I first selected all the
controller of the left leg.
277
00:13:52,030 --> 00:13:54,670
Press Alt H to reveal all the curve
278
00:13:54,670 --> 00:13:57,890
and press A to select them
all, then press control C
279
00:13:57,890 --> 00:13:59,570
to copy those curve.
280
00:13:59,570 --> 00:14:03,090
Then I will select all the
controller of the opposite leg.
281
00:14:03,090 --> 00:14:05,330
I will also press Alt H
282
00:14:05,330 --> 00:14:08,410
to make sure that there
is no curve hiding.
283
00:14:08,410 --> 00:14:11,410
I will select all the keys
but the one on frame 0
284
00:14:11,410 --> 00:14:12,460
and delete them.
285
00:14:12,460 --> 00:14:14,410
Then I will select all the keys
286
00:14:14,410 --> 00:14:16,180
and press control shift to V.
287
00:14:16,180 --> 00:14:19,460
Now, both my legs are moving the same way.
288
00:14:19,460 --> 00:14:23,250
I will press shift to
D to duplicate X and 32
289
00:14:23,250 --> 00:14:25,370
to offset by 32 frame.
290
00:14:25,370 --> 00:14:28,640
That way, I have two
cycle for the right leg
291
00:14:28,640 --> 00:14:32,270
and now I can offset it
back by half the length
292
00:14:32,270 --> 00:14:37,270
of the motion by pressing
G, X, and minus 16.
293
00:14:37,270 --> 00:14:40,170
I have an alternate motion of both legs.
294
00:14:40,170 --> 00:14:43,440
I will go on frame 0
and insert a key frame
295
00:14:43,440 --> 00:14:44,910
on all the channels.
296
00:14:44,910 --> 00:14:47,520
Then select those key frame,
297
00:14:47,520 --> 00:14:50,700
press V and switch them to three.
298
00:14:50,700 --> 00:14:53,300
This way their end-all
curvature won't change
299
00:14:53,300 --> 00:14:55,840
if I remove the previous keys.
300
00:14:55,840 --> 00:14:58,740
Then press Shift to D
to duplicate those frame
301
00:14:58,740 --> 00:15:03,740
and move them on frame 30 to
sway the first and last keys
302
00:15:04,080 --> 00:15:07,720
of the cycle of the same
and we can remove any keys
303
00:15:07,720 --> 00:15:11,150
after frame 32 and before frame 0.
304
00:15:11,150 --> 00:15:13,630
And we now have both our legs polished
305
00:15:13,630 --> 00:15:15,690
and we can jump into the next video
306
00:15:15,690 --> 00:15:17,540
where we will be polishing the torso.
24539
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