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- [Instructor] In this video,
we will start polishing our walk cycle.
As following cycle, we will apply
some kind of layered method,
meaning that we will start by polishing the feet,
then the root of the torso,
and then the different features of the body.
As explained in the previous video,
we may have to change the timing of this animation.
Vanillia cycle is generally around one second,
maybe a little more,
since I'm animating a 30 frame per second.
A current animation is about 0.8 seconds.
To get a better feeling about this,
I will select all my keys and I will switch to Bezier
by pressing the T key.
Oh when I played the animation,
it definitely feels a bit too fast.
What I want to do is push the length of this animation
a little over 30 frame.
Let's try 32 frame.
So I will set the end of the animation on frame 31.
Now, with all my keys selected, I will put to play head
on frame 0 and press S scale
til the latest keys are aligned with frame 32.
This way, all the keys have been offset by one frame.
I now have a key pose every four frames.
My walk cycle rhythm looks way more natural.
With my amateur in pose mode,
I will select the foot and I will press control tab
over the action editor to switch to the graph editor.
I will then click to show selected only icon.
We will start by idling all the curve
but the location curves.
Whether you're working on the run or a walk cycle,
the first thing you want is to fix
whenever the feet is in contact with the ground.
This the contacting foot is supposed to move
at a constant speed.
You need a linear interpolation
between the first contacting frame
and the last contacting frame.
In our case, between frame 0 and frame 20.
You can easily get to this result
by converting the key frames on those contacting pose
to vector using the V key,
and then we can get rid of all the key frame in between.
The same then apply to the Z and X key,
won't be any up and down or side to side motion
while the foot is on the ground.
Select the Z and X curve keys
and I will press the dot key to zoom in.
There should be no variation between frame 0 and frame 20
so I will simply duplicate frame 12,
which is the same as frame 20,
and move it by pressing G and X on the x-axis
toward frame 20.
Pressing the V key, I can transform the end-alls
on frame 0 and frame 20 to vector
and get rid of all the keys in between.
And here we have fixed our curve
whenever the foot is in contact with the ground,
a little detail here.
Since I have created this animation
by duplicating our run cycle,
we can see that we have a loop modifier or cycling modifier
onto our curve and they do repeat over time.
I select all the curve, I can press shift E
and use a clear cyclic modifier to get rid of it.
But since we are walking on a cycle,
it does make sense to keep the modifier.
So I will press shift E and select make cyclic again.
Before I start polishing the curve,
I will calculate the motion path.
Use the foot controller as a reference point
or you can choose the toe controllers.
As explained before, I will press Q
to calculate the motion path since I've made it
one of my quick favorite, and I'm calculating it
over frame 0 to 32.
Before I jump into polishing,
I've tracked the motion of the foot on the reference.
And before whenever the foot is contacting the ground,
it's moving with a linear fashion.
Then we can see an ease in and ease out
whenever it's starting to raise.
It's accelerating until the passing pose
but also losing altitude.
And then, it raise again,
go a little beyond the contact pose and fall.
On the run cycle, we will polish one foot
and then we will mirror the animation onto the other one.
To help myself, I will go in front of you and press Alt B
and frame off of the character
so that I see only the left foot,
the one I'm going to work on.
From there, let's start polishing the location of the foot.
I will start with the Y location.
As usual, I will display the polish curve as a reference.
In studying the reference,
we've seen that the foot was traveling a bit backward
when leaving the ground.
So I'm pushing a bit the curve on frame 22
as if it was some kind of overshoot.
We get a smooth arc in the curve and then an acceleration
toward the next contacting pose.
And as shown in the reference,
the foot travels a bit further than the contacting pose
before contacting on frame 32.
So the value of the curve on frame 31 is lower,
so further forward than on frame 32.
We'll go back in the front of view,
press Q to access my quick favorite
and update the motion path.
We now need to work on the up and down of the foot.
As you can see, it's very linear for the time being.
As seen in the reference, the highest point for the foot
is going to be just after leaving the ground
and just before hitting the ground.
I'm raising the control point on frame 24
and then I will lower it next to the passing pose.
We want the toes to almost touch the ground.
I will move the previous extreme up from from 24 to frame 23
to have a smoother motion.
I will also move the next extreme on frame 30
so that the foot gets high and then slap onto the ground.
And now we can see that we have a motion path
that is very close to what we had on the reference.
Note that the keys on the contacting frames
all have their end-alls set to vectors
so that we don't have any easing
when the foot is leaving the ground
or when it's contacting the ground.
We can now switch to front view,
editing the left to right motion
is going to be pretty straightforward.
I will frame the curve
and I will give it a little parabolic shape,
making sure that the foot is at its extreme on the side
that whenever we are hitting the passing pose.
We are starting to get decent results
regarding the location of this foot controller.
Let's work on the foot roll.
I prefer to start walking on the rotation
using the heel controller
because it's the main rotation controller of the foot,
at least on the walk cycle.
And then, I will get back on the foot to tweak
and input some subtle rotation to the foot.
To touch the ground, the foot should be slapping.
Though, I want a fast motion between the contacting pose
and the flat foot position.
So I will offset the key with a value of zero
on the frame 1 and I will switch the end-all to vector.
This way, the foot is getting flat on the ground
over one frame with a clean curve.
After the passing pose when the heel is raising,
I want a slight acceleration.
So I want my curve to look more like a parabolic one.
Also, I need to offset a bit
the moment the heels start to raise.
It's just after the passing pose,
around frame 10, not frame 8.
I will fix this a little later.
Right now, I'm just pushing the pose
to make sure that the foot has a smoother motion.
I want to hold a bit the pose
where the foot is pointing down.
So I will duplicate the key on frame 24 to frame 25
and create a slight plateau.
Then I want to create the flapping or whipping motion,
meaning that the toes will get higher
just before they hit the ground.
So I need to push the curve down
just before the contacting pose.
From there, I will kind of fine tune each pose.
It's more about motion feeling,
that's something I can't really explain.
And I will fix the moment the heel raise
by delaying it by two frames.
Next, we are going to work on the X rotation
of the main toe controller.
We're going to have the same behavior
as the tale of this hero character.
It will have a subtle overlapping or full of emotion.
In this case, we will be only animating
the axialer rotation of the toes.
It's very simple.
We want the toes to slightly drag.
So basically, you want them
to point toward their previous position.
As the foot flap on the ground and is getting flat,
I will slightly raise the toes.
Then later, I will make them flat
and then switch their end-alls to vector.
Then working on the moment the foot leave the ground,
I will switch the end-all on frame 20 to vector
to make sure that the rotation of the toes is accelerating
as they are pulled backward.
And I will make sure I have some dragging of the toes
until frame 30, not bending them too much
or the motion too stylized
and the foot will look very loose.
And as I a hard time getting the right position
for the toes on frame 30,
it's simply add another key frame here and animate on ones.
Animating on ones means that you add a key frame
or drawing on each single frames.
It's perfect when you have a complex motion
on very few frame to key each frame
and work each poses, one by one.
With our toes now polished, we can switch back to the foot
and work a bit on its rotation.
We will keep it simple and only work
on the Z quadrillion rotation.
Foot motion when going into details can be very complex.
We want to push the level of realism further.
You need to study your reference frame by frame.
Check out which part of the foot is contacting first,
whether the weight is more on the edge,
on the middle of the foot, on the ball of the foot,
et cetera, is there any squashing
or slight shaking motion of the ankle?
All those subtle movement brings what we call texture
to the animation and we'll make your animation looks less CG
and more subtle.
So in the end, I'm just slightly pushing the rotation
we have already input during the blocking.
And I will just input a bit of rotation toward the inside
when the foot is leaving the ground and toward the outside
when the foot is getting to the next contact pose.
This will translate the fact that there is more pressure
under the big toe when the foot is leaving the ground.
While we favorize weight over the outer edge of the foot
when contacting.
It's a subtle weight transfer from the outside of the foot
to the inside of the foot,
between the contacting pose and the pushing pose.
So we can translate this by inputting a bit of rotation
when the foot is leaving the ground toward the inside.
This is not a golden rule because it will vary
from people to people based on your weight,
the size of your hips, your orientation of your knees,
even a subtle foot rotation
will bring personality to your character.
Before we mirror the animation,
we need to slightly rework the knee.
So basically, we just need to rework
the left to right motion of the pole targets.
I will just input a bit of delay
based on the rotation of the foot.
Most of the time, your foot and your knee are aligned.
So when the toe is pointing inward,
I will push the knee in between inward.
And when the toe is pointing on the outside, guess what?
I will push a bit, the pole target, on the outside.
The X and Y curve don't have that much inference,
I prefer to remove any key frames that are not set to zero.
Once my keys were more or less defined,
I've moved them away one from the other
to get a smoother and slower motion.
With this to avoid any noisy motion of the knee.
There can be a bit of noise on the knee motion
during the impact, especially on the heavy character,
you will use the knee tweaker
and input a bit of up and down motion
whenever the feet are contacting the ground.
But since our character is pretty lightweight,
I prefer to keep a smooth motion of the knee
following the foot.
With the whole leg finally polished,
we can now mirror the motion onto the other leg.
This is something we have already done several time
in this course so I guess you know all to do it,
but I will repeat the process.
I first selected all the controller of the left leg.
Press Alt H to reveal all the curve
and press A to select them all, then press control C
to copy those curve.
Then I will select all the controller of the opposite leg.
I will also press Alt H
to make sure that there is no curve hiding.
I will select all the keys but the one on frame 0
and delete them.
Then I will select all the keys
and press control shift to V.
Now, both my legs are moving the same way.
I will press shift to D to duplicate X and 32
to offset by 32 frame.
That way, I have two cycle for the right leg
and now I can offset it back by half the length
of the motion by pressing G, X, and minus 16.
I have an alternate motion of both legs.
I will go on frame 0 and insert a key frame
on all the channels.
Then select those key frame,
press V and switch them to three.
This way their end-all curvature won't change
if I remove the previous keys.
Then press Shift to D to duplicate those frame
and move them on frame 30 to sway the first and last keys
of the cycle of the same and we can remove any keys
after frame 32 and before frame 0.
And we now have both our legs polished
and we can jump into the next video
where we will be polishing the torso.
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