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Hello and welcome to this chapter, so in this chapter we are going to start animating our
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character as we essentially got done with the rigging and weight painting the items,
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the body, everything and it's ready for animation.
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Before we get into that though I noticed a tiny error with the rig that I just want to
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correct and it's something to do with the fact that when we move the main control here
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we get this kind of double translation on the wrists and they start floating away.
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And that's because they are parented to the master control and the item bones are also
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parented to the master control.
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And I think the best way of solving it right now is to select the IK handles and the item
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bones, go into edit mode and unparent them, so Alt P and then clear parent.
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So now that we moved this they just kind of stick in place.
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This could also be done for the feet potentially but I think for what we want to do this is
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the best solution right now.
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Another issue we were having or that I found was that when copying kind of movements from
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one bone to the other item bone then it wasn't being translated properly and essentially
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it was because the orientation on this one we had set it to be different than the other
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one so that the sword would be upright in this hand during rigging.
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But that wasn't right because then the stuff couldn't be copied between bones.
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Essentially the result we wanted was that I wanted to be able to copy this here with
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Ctrl C, go into the other bone, hitting Ctrl Shift V and then it should do the same thing
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and it wasn't before.
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So I fixed that essentially by going into edit mode and selecting the item bone, armature
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and just hitting symmetrize then that bone became the mirror version of the other one
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which is the behavior you would want.
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But it does mean that when you go into the sword and then you go to the constraints here
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and you say R.item then it flips and he's holding it the wrong way and you can't just
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rotate the bone in there but you can rotate the sword or something like that.
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So just something to keep in mind that there might be a little bit of imperfectness there
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and that's just a compromise.
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There's all kinds of solutions you could do in order to deal with it.
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But I think this is the simplest solution right now.
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I'm also going to take the sword and put it in the back scabbard instead.
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As the run cycle I want to do it's not really going to involve the sword at all but we're
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going to make it so that you could potentially use the sword in the animation if you want to.
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So with that out of the way I think we got everything and we're more or less ready to animate.
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So in order to have less clutter when we're actually animating we're going to hide some
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things out here.
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So we want to be doing both a run cycle and then an attack animation and for the run cycle
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the cloth will really get in the way to begin with.
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So we're going to hide the cloth and we're going to hide the bones associated with the cloth here.
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So all these bones here just have a little bit less clutter and like that we're going
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to hide those.
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So that's pretty good.
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And then the bones themselves I'm going to set them to stick instead like this and then
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it's a little bit clearer.
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Okay cool.
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And we're going to be doing a full run cycle.
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So now when you're doing a run cycle I'm going to be doing a run cycle for essentially a
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game so the characters can be running in place kind of like on a treadmill.
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And to better understand what's happening in a run cycle I like to break it down.
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Break it down into different keyframes which is how we're going to be dealing with the
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run cycle.
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So I've done that in 2D actually for myself.
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I copied some existing ones of these run cycle breakdowns from other animators and then I
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kind of made my own version.
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And I made my own version just because when I do something in 2D the information sticks
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a little bit better than when just doing it in 3D.
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It's kind of like writing information down then you remember it a little bit better.
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And it's a bit like that for me with 2D.
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Now I just have this handy chart that breaks down the entire movement for each of the key
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poses.
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And the way we're going to go about this is we're going to make each of these key poses
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for the character and then we're going to deal with the timing and stuff afterwards
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because that's also going to teach us a little bit about like how some of this stuff works
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in relationship to each other.
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So there's essentially five poses, the passing pose, the up pose, the float pose, the contact
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and the planting pose.
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This is also called the down pose sometimes.
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And I've given them my own names just so I have a concept of like how they function.
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And essentially only those five poses and then the next cycle are the same poses but
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flipped like mirrored over.
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So that's why that mirroring functionality in 3D was pretty essential.
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So I kind of made this cycle just like drawing them next to each other like this and then
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I tried putting them together as an animation just to see if it kind of worked and it kind
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of did.
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It created a somewhat fluid animation of a guy running forward.
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The head is quite erratic but we can definitely solve that out in 2D.
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And again, this wasn't meant to be an animation.
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It was just meant to be a, you know, I just literally took these drawings and put them
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together and then it kind of worked out.
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So I think that's where the information can be really helpful.
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I find that if I can do something in 2D, I can usually do it in 3D as well.
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Okay, going back there.
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So that's kind of, those are the poses that we are going to be dealing with.
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So I'm going to bring up this one on my right side here so I can always look at that.
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And then I'm going to create a new viewport from this one.
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I'm going to turn off stuff like this and set this to just so I can see it from the
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side so I have something to match up with.
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I'm going to put this on my left monitor just as a constant reference as I'm moving stuff
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around over here.
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So in order to animate here in Blender, I'm going to be turning on auto-keying.
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And auto-keying is going to just mean that every time I move a bone, a key will be set.
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So if I move it over here, then a key will be set over there.
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And so on and so forth.
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I'm going to select all my bones here and just delete all the keys.
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So we've got a completely clean model here.
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So we're essentially just going to start here on frame 0 and then we're going to check out
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each of the five poses and just create those up until frame 4, I guess it would be.
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Frame 4.
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And then we're going to mirror some stuff over.
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So let's create the first one here on frame 0.
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So this will be the passing pose and we've got a little bit of a forward tilting pelvis
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here.
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Always good to start with the pelvis.
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Something like that.
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I'm also going to move the eyes out just so that that works like this.
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Then we're going to move the body forward a little bit.
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And then the whole pelvis thing down.
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And then moving this out here, etc.
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And then moving this up here.
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And mind you, I'm looking at the reference on my right here to make sure that I'm doing
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stuff the way I want it to be done.
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Like that here.
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Maybe a little bit further down.
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Something like that.
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And then we want to bring the arms in.
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And you can do the arms before and after, it doesn't really matter.
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But I'm kind of just relying on a good reference right now.
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So I'm just going to do the arms straight away just so I get the feeling of the whole
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motion.
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But you can totally do the legs and the body kind of first as a unit and then make the
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arms work secondarily.
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But I like doing it this way.
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So I'm going to bring in the arms here and just pose them in a way that makes sense.
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And here the scabbard is kind of getting in the way.
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So I want to move the scabbard out a little bit out of the way here.
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So I'm going to just pose it a little bit differently.
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Maybe something like that.
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Something like that.
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And that's just going to be there on frame zero.
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Then we're going to move the arms into place.
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And here, before I move this one, and that's the IK handle, but that one is attached to
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this one.
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So what I actually want to do is I want to animate my arms with using this one instead
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of these ones.
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I could do these ones, but then if I ever wanted to attach just an item to the run cycle
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I'd already done, then I wouldn't be able to do that in the neat way that we had before.
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So in order not to use these ones, I'm going to just hide them.
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So I don't animate on those ones, and then I'll just animate these ones.
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And then I'm going to move this one in here, maybe something like this.
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And then I'm going to take the elbows here and just move them backwards, also the other
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one like that.
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Then I'm going to grab this one and set that to be somewhere around here, a little bit
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closer.
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And then we can already start doing just a little bit of twisting of the shoulders here,
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moving them back and forth.
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And here we kind of have like our first pose-ish thing.
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But then what I want to do is I want to rebalance it a little bit.
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So it's important to look at the front balance of the character also.
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Here what's happening with the pelvis is that the character needs to make space for the
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incoming leg sliding underneath him.
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So we're going to tilt the pelvis a little bit to the left, so there's more space underneath
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here for that leg swinging in.
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And then this one will come in to kind of balance it, so it's a bit more in the middle
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to balance it out.
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And the torso will counterbalance it, so it'll counterbalance that way.
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The torso will be twisting with the arms a little bit, so twisting this way.
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And the pelvis will be doing the opposite motion, like that, a little bit like that.
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And then we're back to middle-ish, just tiny movements for now.
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And so it's a lot of things at once, but try it out.
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So those are the things you need to worry about.
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Okay, so we've got that first frame-ish, and then we're going to move on to the next one.
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So now I'm on frame one here, and I'm going to be doing the up pose, which is the one
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we have right here, right, this one, where we're pushing ourselves up, and the character
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is going to be at their highest, something like that.
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And we're going to be stepping off our toes, so we have a little bit more leeway here.
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And I think now that I've bended the toes, the toes will also be bent in the next one,
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so I'm just going to Alt-R those ones, so now the toes are there.
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Then we're going to bring this pelvis up as much as possible.
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We've got that going on there, and the leg is really going to shoot forward here quite a lot.
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And we need to bring the knee forward as well, and bring this one also in there.
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And then this one comes something like that.
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And then we are going to make even more space for our leg here.
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I'm going to swing the pelvis out there.
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This one's going to go the other way, and come back into the middle here, something like that.
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We've got our leg there, and then we've got our arms that are also going to start really
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coming forward here.
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Coming forward here, bring in the elbow a little bit maybe.
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Bring the shoulder forward a little bit, take the other shoulder, bring that one back.
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Take this one and swing this one.
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We're starting to see this one on the other side here, so that's pretty good.
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I could probably swing this one back even more.
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Something along those lines here, and I'm also still checking the silhouette over here.
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That's kind of my reference for everything.
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Okay, then I got that.
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That there, that seems pretty good.
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See if I can stretch this one.
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Okay, that's where the leg starts to break, so I'm going to keep it there for now.
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That also looks not too bad.
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So we've got this kind of, and the character starting to push themselves upwards,
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getting ready for that floating stage.
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So we're going to go to the next one here.
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Then here we have our floating pose, and here the pelvis is actually going to come down
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a little bit, and the pelvis is going to start normalizing a little bit already here.
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So we're going to start bringing this one back a little bit, or actually maybe still
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keep a little bit of an extreme.
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That's up to you.
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And then we can do the opposite with this one here, showing more of the back.
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That could also look pretty good, actually.
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Yeah, let's do that.
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Let's make it really extreme.
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Bringing the shoulder back here, then the arms come back.
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And here I'm just doing the arms first, just because I felt like it.
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Nothing, no secret there.
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There, and then something like that, kind of.
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And then the head, I can see, is really wanting to come out.
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So I'm going to put that back in here, something like that.
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Just checking from the previous pose, I can see the pelvis is turning, but then I want
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to bring it down just a little bit for that floating stage.
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You could also do the opposite, where the floating is kind of your highest, and you
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get this very jumpy run.
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But I'm doing this one right now.
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And then this one shoots out here.
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Then we're getting this kind of a pose.
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I could bring up the arm even higher here.
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Just for getting something like that.
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It's also pretty cool, seeing it from the side here.
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Definitely getting a lot of energy put into that.
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Nice.
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So we're kind of seeing that bum, push, float, bum, push, float, boink, boink.
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And then we're going to move on to the next frame here.
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And there we're going to get the contact pose, and that's this one here, right?
225
00:15:40,542 --> 00:15:43,340
We're going to be meeting the ground, so our character is landing again.
226
00:15:44,940 --> 00:15:48,139
And here we're starting to swing the leg back.
227
00:15:48,142 --> 00:15:50,859
So the red leg here, the right leg is coming back under.
228
00:15:50,862 --> 00:15:54,699
So now we want to start bringing the pelvis back a little bit.
229
00:15:54,702 --> 00:16:02,300
So we're going to bring it back just a little bit here, and then swinging it upwards a little
230
00:16:02,460 --> 00:16:06,379
Just a little bit here, and then swinging it upwards a little bit.
231
00:16:06,382 --> 00:16:12,860
That also means swinging this one back a little bit, and then bringing it back.
232
00:16:14,140 --> 00:16:17,979
Then we bring the head back also, like that.
233
00:16:17,982 --> 00:16:20,540
And the arms are going to start coming back in.
234
00:16:23,580 --> 00:16:24,620
Swinging in like that.
235
00:16:25,580 --> 00:16:28,940
And the pose, the feet here, they're going to start meeting the ground.
236
00:16:29,900 --> 00:16:32,700
And we're going to be landing a little bit more here.
237
00:16:34,060 --> 00:16:36,220
So I'm going to bring it very close to the ground, like so.
238
00:16:36,940 --> 00:16:39,740
And then this one comes in, does something like this.
239
00:16:40,860 --> 00:16:42,860
We're swinging it in there.
240
00:16:45,340 --> 00:16:47,579
Let's see how far down we can go with this.
241
00:16:47,582 --> 00:16:48,540
Actually, a fair bit.
242
00:16:50,220 --> 00:16:50,700
Like that.
243
00:16:52,460 --> 00:16:54,300
I can actually bring it all the way down like this.
244
00:16:56,780 --> 00:16:57,580
That's pretty cool.
245
00:16:58,540 --> 00:17:00,140
Then I can get the arms in here.
246
00:17:01,500 --> 00:17:05,100
Arms can start swinging in again, like that.
247
00:17:06,140 --> 00:17:08,860
And this one can start coming closer to the chest here.
248
00:17:14,700 --> 00:17:15,260
Pretty good.
249
00:17:18,300 --> 00:17:22,540
Maybe this one can be a little bit more like that.
250
00:17:23,180 --> 00:17:24,939
And then we see kind of that.
251
00:17:24,942 --> 00:17:29,980
So the boing, push, float, land, and the arms are doing their things.
252
00:17:31,660 --> 00:17:32,460
Yeah, exactly.
253
00:17:34,300 --> 00:17:35,980
Push, float, land.
254
00:17:37,420 --> 00:17:38,620
That's kind of what we're going for.
255
00:17:40,540 --> 00:17:45,419
Then we're getting into the plant phase where we're stabilizing the character again.
256
00:17:45,422 --> 00:17:47,739
So we need to bring this in.
257
00:17:47,742 --> 00:17:50,299
And this is where the character is going to be at their lowest,
258
00:17:50,302 --> 00:17:52,380
not mentally, but physically.
259
00:17:53,500 --> 00:17:56,300
So we're going to bring that down a little bit here.
260
00:17:57,260 --> 00:17:58,140
Sliding in the foot.
261
00:17:59,740 --> 00:18:01,580
And then bringing this leg in.
262
00:18:03,100 --> 00:18:05,979
It's going to take a little bit of time for this leg to come forward.
263
00:18:05,982 --> 00:18:06,540
That's fine.
264
00:18:07,660 --> 00:18:08,539
Like so.
265
00:18:08,542 --> 00:18:13,739
And we need to start making room in the pelvis for these things here.
266
00:18:13,742 --> 00:18:16,620
Bringing this back here, something like that.
267
00:18:17,580 --> 00:18:20,380
Bringing in this leg for the middle here.
268
00:18:21,740 --> 00:18:26,700
And then correcting the torso.
269
00:18:28,460 --> 00:18:30,700
These ones are definitely coming back now.
270
00:18:33,740 --> 00:18:36,300
And bringing that in.
271
00:18:38,940 --> 00:18:39,660
Let's see here.
272
00:18:41,900 --> 00:18:43,180
Something along those lines.
273
00:18:47,580 --> 00:18:49,820
Bring in the head like this.
274
00:18:53,180 --> 00:18:54,700
Something along those lines.
275
00:18:58,780 --> 00:19:01,740
And let's see here.
276
00:19:02,460 --> 00:19:09,900
So we are pushing, making contact, going inwards, going inwards, going inwards.
277
00:19:10,860 --> 00:19:11,420
Like that.
278
00:19:12,300 --> 00:19:15,500
Maybe we could even make the chest fall over a little bit.
279
00:19:17,580 --> 00:19:19,580
And then I can correct itself.
280
00:19:23,020 --> 00:19:25,180
And I can come down a little bit here, I think.
281
00:19:27,020 --> 00:19:27,580
Like that.
282
00:19:30,620 --> 00:19:30,940
There.
283
00:19:31,580 --> 00:19:36,619
And then the arms, of course, they start swinging in a little bit more.
284
00:19:36,622 --> 00:19:37,580
Bring in the arm here.
285
00:19:39,500 --> 00:19:40,220
Something like that.
286
00:19:41,580 --> 00:19:45,180
And then this arm comes maybe down here.
287
00:19:45,340 --> 00:19:48,620
So it really takes a swing back here, the arm.
288
00:19:52,380 --> 00:19:53,579
Let's see here.
289
00:19:53,582 --> 00:19:56,620
So then we have this one coming in like that.
290
00:19:58,060 --> 00:19:58,860
That makes sense.
291
00:20:05,180 --> 00:20:08,299
Something along those lines.
292
00:20:08,302 --> 00:20:11,499
And here I kind of want to compare to what we did on the first frame.
293
00:20:11,502 --> 00:20:12,940
In the first frame, the arm is here.
294
00:20:13,340 --> 00:20:17,020
So that means that maybe this one is a little bit higher up.
295
00:20:18,860 --> 00:20:19,819
Something like that.
296
00:20:19,822 --> 00:20:20,300
Okay.
297
00:20:21,820 --> 00:20:23,019
Oh, that was the wrong frame.
298
00:20:23,022 --> 00:20:27,500
I'm just going to move that over there.
299
00:20:28,140 --> 00:20:29,340
Okay, there we go.
300
00:20:31,900 --> 00:20:34,700
So that's the past down pose here.
301
00:20:35,660 --> 00:20:38,220
And then this one is going to put on five.
302
00:20:38,780 --> 00:20:40,620
So I'm going to move that inwards.
303
00:20:43,340 --> 00:20:44,059
There we go.
304
00:20:44,062 --> 00:20:46,059
So this is essentially our first little step.
305
00:20:46,062 --> 00:20:50,539
So flying, contact, settling.
306
00:20:50,542 --> 00:20:54,860
And then now, as our run cycle kind of breakdown dictates,
307
00:20:55,900 --> 00:20:59,660
we are actually returning to the same pose as we had in the beginning,
308
00:21:00,380 --> 00:21:01,659
but mirrored, right?
309
00:21:01,662 --> 00:21:02,459
Flipped essentially.
310
00:21:02,462 --> 00:21:04,140
And that's where we can use our little trick here.
311
00:21:05,820 --> 00:21:08,460
So we are going to grab everything.
312
00:21:10,380 --> 00:21:12,140
Actually, we're just going to grab the first pose.
313
00:21:12,940 --> 00:21:13,440
Right now.
314
00:21:13,900 --> 00:21:15,899
So I'm going to select everything in the viewport here.
315
00:21:15,902 --> 00:21:16,620
Double tap A.
316
00:21:17,340 --> 00:21:20,220
Hit control C, right?
317
00:21:21,100 --> 00:21:25,660
And then go to control, go to five here and hit control shift V.
318
00:21:26,460 --> 00:21:32,619
So that essentially flipped it, which is what we wanted with one error, right?
319
00:21:32,622 --> 00:21:33,819
With one error.
320
00:21:33,822 --> 00:21:40,539
And that is that the scabbard kind of is not really lining up.
321
00:21:40,542 --> 00:21:41,980
So we're going to deselect those.
322
00:21:43,420 --> 00:21:45,100
Yeah, deselect those.
323
00:21:47,100 --> 00:21:50,619
Hit control and go to zero.
324
00:21:50,622 --> 00:21:55,260
Hit control C and go to control shift V.
325
00:21:55,980 --> 00:21:57,019
Then we get that flipped.
326
00:21:57,022 --> 00:22:00,620
But you will notice that probably it's not exactly the same.
327
00:22:01,580 --> 00:22:02,300
Oh, actually it is.
328
00:22:03,740 --> 00:22:07,339
It's just that the head is a little bit wonky on both of them, actually.
329
00:22:07,342 --> 00:22:07,899
So it's okay.
330
00:22:07,902 --> 00:22:08,940
So it's exactly lined up.
331
00:22:09,820 --> 00:22:10,619
That's great.
332
00:22:10,622 --> 00:22:13,980
So I can see that the head for some reason is a little bit wonky here.
333
00:22:14,620 --> 00:22:17,099
So that's because we probably started twisting the torso.
334
00:22:17,102 --> 00:22:20,540
So I'm going to go over here to the previous frames.
335
00:22:22,300 --> 00:22:23,900
And just correct the head here.
336
00:22:25,420 --> 00:22:26,219
Like that.
337
00:22:26,222 --> 00:22:27,339
Go back to the previous.
338
00:22:27,342 --> 00:22:27,840
There we go.
339
00:22:29,100 --> 00:22:30,859
And then we have that one that's still flipped.
340
00:22:30,862 --> 00:22:33,019
So I'm going to go back to frame zero.
341
00:22:33,022 --> 00:22:35,180
Select everything except for the scabbard.
342
00:22:37,820 --> 00:22:38,320
Like that.
343
00:22:38,960 --> 00:22:39,600
Control C.
344
00:22:41,200 --> 00:22:44,960
And then back to frame five here.
345
00:22:45,680 --> 00:22:46,559
Control shift V.
346
00:22:46,562 --> 00:22:47,599
And there we go.
347
00:22:47,602 --> 00:22:50,880
And there you can see that kind of becomes a full step here.
348
00:22:51,600 --> 00:22:56,319
If I do this and then just like bum, bum, bum, bum, bum, right?
349
00:22:56,322 --> 00:22:59,759
And that's the passing pose there where we start going up again.
350
00:22:59,762 --> 00:23:02,639
And we're repeating that cycle, right?
351
00:23:02,642 --> 00:23:07,119
So in order to fulfill the cycle, all we have to do right now
352
00:23:07,122 --> 00:23:08,880
is actually grab all of it.
353
00:23:09,840 --> 00:23:16,639
So grab everything in the dope sheet here in the timeline, right?
354
00:23:16,642 --> 00:23:18,080
So I'm going to grab all these nodes.
355
00:23:19,680 --> 00:23:21,440
And then except for the scabbard here.
356
00:23:23,680 --> 00:23:24,559
There we go.
357
00:23:24,562 --> 00:23:26,079
Grab all these nodes.
358
00:23:26,082 --> 00:23:26,800
Double tap A.
359
00:23:28,000 --> 00:23:28,880
Hit control C.
360
00:23:30,480 --> 00:23:32,240
And then I'm going to be on five.
361
00:23:33,280 --> 00:23:34,880
And hit control shift V.
362
00:23:35,840 --> 00:23:39,920
That takes all the nodes and flips them for the next couple of frames.
363
00:23:40,960 --> 00:23:41,440
Like that.
364
00:23:43,040 --> 00:23:45,760
So here we actually have a front cycle.
365
00:23:46,320 --> 00:23:50,639
So we've got the passing pose, the up pose, the floating pose,
366
00:23:50,642 --> 00:23:53,920
contact, down or resting.
367
00:23:54,560 --> 00:23:55,359
Or plant, actually.
368
00:23:55,362 --> 00:23:56,320
Plant, that's what I call it.
369
00:23:56,960 --> 00:23:59,120
Then passing pose again, but now with the other leg.
370
00:23:59,760 --> 00:24:01,279
Then we've got the up pose.
371
00:24:01,282 --> 00:24:03,360
We've got the floating pose, the contact pose,
372
00:24:04,160 --> 00:24:07,679
the plant pose, and the passing pose again in the end there.
373
00:24:07,682 --> 00:24:12,879
So if I set my time range to 10 right now and I just play through this,
374
00:24:12,882 --> 00:24:16,879
we actually got a very fast run, right?
375
00:24:16,882 --> 00:24:18,559
So this guy is speeding away there.
376
00:24:18,562 --> 00:24:20,559
But essentially it's a run, right?
377
00:24:20,562 --> 00:24:22,799
And it kind of works, right?
378
00:24:22,802 --> 00:24:29,119
It's not ideal, but it's very close to final actually.
379
00:24:29,122 --> 00:24:31,920
Because all we have to do now is do a little bit of tweaking
380
00:24:32,000 --> 00:24:34,479
with the timing, right?
381
00:24:34,482 --> 00:24:41,279
So from kind of what I expect timing-wise, I'm gonna zoom in here.
382
00:24:41,282 --> 00:24:45,359
I would want this to probably be a 16 frame cycle.
383
00:24:45,362 --> 00:24:46,879
But this all depends on what you want, of course.
384
00:24:46,882 --> 00:24:48,080
So I'm gonna say 16.
385
00:24:49,680 --> 00:24:51,439
And then I'm gonna go back here.
386
00:24:51,442 --> 00:24:57,039
And then I find that having some of these poses
387
00:24:57,042 --> 00:25:00,880
be resting for a little bit longer to really work out.
388
00:25:01,600 --> 00:25:07,119
So I think something like this pose here could use some spacing after it
389
00:25:07,122 --> 00:25:08,480
because that's quite a big leap there.
390
00:25:09,680 --> 00:25:10,320
Done, done.
391
00:25:10,960 --> 00:25:15,359
And if we take that here, do some spacing there.
392
00:25:15,362 --> 00:25:17,760
So I just select all the nodes here, right?
393
00:25:18,960 --> 00:25:20,399
Then we got that.
394
00:25:20,402 --> 00:25:24,079
Then this is kind of giving us a little bit more time here in the air.
395
00:25:24,082 --> 00:25:25,600
And then we're snapping back in.
396
00:25:26,560 --> 00:25:31,839
And then also we can show the rest here.
397
00:25:31,842 --> 00:25:35,440
So on this one, or actually also on the up pose,
398
00:25:37,680 --> 00:25:43,760
that also seems to give a nice like jumpy, a little bit of a jumpy run.
399
00:25:44,960 --> 00:25:47,440
So on this pose here, that could also get to.
400
00:25:48,240 --> 00:25:50,080
So I'm gonna just move that one over.
401
00:25:50,720 --> 00:25:52,319
So that one is doing that.
402
00:25:52,322 --> 00:25:55,440
So that the floating pose really becomes quite a lot.
403
00:25:55,520 --> 00:25:58,879
And then we're switching in between those two.
404
00:25:58,882 --> 00:26:01,840
And then I'm gonna go over here on this one.
405
00:26:02,400 --> 00:26:05,279
Also space that out with two, 10.
406
00:26:05,282 --> 00:26:06,960
Also space that one out with two.
407
00:26:08,000 --> 00:26:10,960
And then maybe a last one, as far as I remember,
408
00:26:11,520 --> 00:26:15,200
there's these two, then the switching stage here.
409
00:26:15,920 --> 00:26:18,639
And then that stage with the pass,
410
00:26:18,642 --> 00:26:22,240
which maybe is not necessary for exactly the thing we're doing here.
411
00:26:26,080 --> 00:26:27,200
That's actually kind of interesting.
412
00:26:28,560 --> 00:26:30,559
So we are doing that there.
413
00:26:30,562 --> 00:26:32,159
Then we have that one there.
414
00:26:32,162 --> 00:26:36,000
I might try setting this to 14 and just see what we get.
415
00:26:36,800 --> 00:26:38,000
Then we actually get this.
416
00:26:39,120 --> 00:26:43,120
And that actually, that has quite a lot of bounce and feel.
417
00:26:44,720 --> 00:26:49,439
The way that it runs here, that actually works pretty well,
418
00:26:49,442 --> 00:26:51,039
especially from up here.
419
00:26:51,042 --> 00:26:54,000
It's a little bit Terminator, like in how he's running.
420
00:26:54,400 --> 00:26:55,360
It's a little bit stiff,
421
00:26:57,120 --> 00:27:00,000
but it's also definitely serviceable and working.
422
00:27:01,200 --> 00:27:03,039
And the head there, we got that.
423
00:27:03,042 --> 00:27:05,280
It looks very determined the way the guy is running here.
424
00:27:07,520 --> 00:27:09,280
And that's also absolutely fine.
425
00:27:10,560 --> 00:27:11,519
Let's see here.
426
00:27:11,522 --> 00:27:17,759
Can we do anything to make it a little bit less stiff?
427
00:27:17,762 --> 00:27:18,879
So maybe it's the timing.
428
00:27:18,882 --> 00:27:23,039
Maybe it's just that it could use a little bit more time in certain frames.
429
00:27:23,042 --> 00:27:24,080
So we could say that like,
430
00:27:26,320 --> 00:27:28,959
so the floating does seem pretty good here.
431
00:27:28,962 --> 00:27:31,839
So we're getting a lot of floating time there.
432
00:27:31,842 --> 00:27:34,079
And then we're switching that over pretty fast.
433
00:27:34,082 --> 00:27:35,040
And that floating time,
434
00:27:36,080 --> 00:27:38,400
maybe even more floating time would be interesting.
435
00:27:39,120 --> 00:27:44,960
So I'm going to take this pose here and just give it that.
436
00:27:46,480 --> 00:27:48,880
And take this one and give it that.
437
00:27:49,920 --> 00:27:51,439
And then I'm going to set this to 16.
438
00:27:51,442 --> 00:27:53,599
So you can really play around with your things in that sense.
439
00:27:53,602 --> 00:27:56,720
Now you get this kind of more bouncy run,
440
00:27:58,000 --> 00:28:02,559
where he's really taking every stride really seriously
441
00:28:02,562 --> 00:28:04,879
and running quite distinctly.
442
00:28:04,882 --> 00:28:07,760
That can also look really good.
443
00:28:10,240 --> 00:28:12,640
I'm actually getting a little bit of shake on the scabbard also.
444
00:28:13,520 --> 00:28:15,120
That actually doesn't look too bad.
445
00:28:16,960 --> 00:28:19,440
And that's just from it being attached to the pelvis.
446
00:28:21,440 --> 00:28:22,879
But it does create quite a nice motion.
447
00:28:22,882 --> 00:28:25,120
But he's obviously clipping with the scabbard quite a lot.
448
00:28:26,000 --> 00:28:28,239
So if we jump into the scabbard here,
449
00:28:28,242 --> 00:28:29,999
we could put the scabbard somewhere else.
450
00:28:30,002 --> 00:28:31,519
I can see it's gotten some key frames here.
451
00:28:31,522 --> 00:28:33,200
I'm just going to delete all the key frames on it.
452
00:28:34,000 --> 00:28:41,760
And just try turning this somewhere slightly different.
453
00:28:42,720 --> 00:28:44,959
It's a little bit unruly, this scabbard here.
454
00:28:44,962 --> 00:28:48,160
But maybe we can find a spot where he's not clipping as much.
455
00:28:48,960 --> 00:28:50,480
We can put it lower down here.
456
00:28:53,920 --> 00:28:57,760
And let's see if we rotate it upwards a little bit like that.
457
00:29:00,800 --> 00:29:03,279
Are we clipping with it a lot here?
458
00:29:03,282 --> 00:29:04,800
Well, we're definitely still clipping with it.
459
00:29:06,960 --> 00:29:08,479
Well, that is a gamey thing, right?
460
00:29:08,482 --> 00:29:09,760
Having stuff clip.
461
00:29:12,640 --> 00:29:15,680
It really has to sit a lot further up for it to make sense.
462
00:29:16,640 --> 00:29:19,120
But I kind of decided that it had to be here.
463
00:29:22,960 --> 00:29:25,840
It's a little bit of a shame having it clip in the way that it's clipping.
464
00:29:30,480 --> 00:29:32,720
We can also bring it in on this side here.
465
00:29:38,720 --> 00:29:42,320
Let's see what we're getting with that.
466
00:29:46,240 --> 00:29:50,479
Let's see if we're having the leg clip here.
467
00:29:50,482 --> 00:29:51,840
Whoa, what's going on here?
468
00:29:52,880 --> 00:29:56,400
Okay, so that's not what I was thinking.
469
00:29:57,760 --> 00:29:59,199
It's a little bit of a hiccup.
470
00:29:59,202 --> 00:29:59,700
There we go.
471
00:30:01,440 --> 00:30:04,400
Let's see if we had that there.
472
00:30:06,320 --> 00:30:06,960
Let's try...
473
00:30:15,920 --> 00:30:17,279
Then what do we have it clipping?
474
00:30:17,282 --> 00:30:19,040
Do we have it clipping on the leg here?
475
00:30:22,240 --> 00:30:23,440
Yeah, a little bit on the leg there.
476
00:30:24,240 --> 00:30:28,799
But then we could say that we want it to be there.
477
00:30:28,802 --> 00:30:34,080
But then here we're going to maybe move it up a little bit.
478
00:30:38,160 --> 00:30:42,480
And it's almost like it's on the wrong side.
479
00:30:43,040 --> 00:30:46,079
I guess it would be the same on the other side.
480
00:30:46,082 --> 00:30:46,960
It wouldn't make a difference.
481
00:30:48,480 --> 00:30:50,400
Then we can make it come out there a little bit.
482
00:30:53,120 --> 00:30:56,160
So here it's kind of just floating a little bit.
483
00:30:56,800 --> 00:30:59,600
And then coming back.
484
00:31:01,040 --> 00:31:02,399
Okay, so it's glitching back there.
485
00:31:02,402 --> 00:31:05,120
But then if I take this one here, put it here.
486
00:31:05,840 --> 00:31:07,520
I'll take that one, put this one in the middle.
487
00:31:08,640 --> 00:31:11,760
Then it's just floating around there a little bit.
488
00:31:13,360 --> 00:31:16,480
So that almost looks like a little bit of secondary motion.
489
00:31:19,200 --> 00:31:24,559
The way it's bouncing around on his back there as he's running.
490
00:31:24,562 --> 00:31:27,839
And it's not clipping super much with the leg right now.
491
00:31:27,842 --> 00:31:32,079
He would cut himself on the sword, but that's also fine.
492
00:31:32,082 --> 00:31:33,280
Let's see here if we can...
493
00:31:34,000 --> 00:31:35,679
So here he's coming down.
494
00:31:35,682 --> 00:31:41,040
And then I want maybe the sword to have some secondary downwards motion here.
495
00:31:42,000 --> 00:31:44,000
So I can bring that down there.
496
00:31:46,160 --> 00:31:50,720
And then maybe around here.
497
00:31:52,880 --> 00:31:53,999
It could be there.
498
00:31:54,002 --> 00:31:57,200
This one here could also come down a little bit.
499
00:32:03,600 --> 00:32:06,240
And then here you would see the sword kind of bouncing around.
500
00:32:06,320 --> 00:32:11,280
And that actually works pretty well when I'm seeing it from here.
501
00:32:12,320 --> 00:32:14,719
And from the side, then it's bouncing around a little bit.
502
00:32:14,722 --> 00:32:15,600
And that looks kind of fun.
503
00:32:18,480 --> 00:32:22,159
Not perfect, but definitely workable.
504
00:32:22,162 --> 00:32:23,040
Okay, brilliant.
505
00:32:23,600 --> 00:32:25,119
Now we got that.
506
00:32:25,122 --> 00:32:28,160
I think we basically got our movement down.
507
00:32:28,880 --> 00:32:31,440
But I just want to correct some stuff with the fingers here.
508
00:32:32,080 --> 00:32:34,799
So with the fingers, we haven't done any animation on the fingers yet.
509
00:32:34,802 --> 00:32:35,920
So I'm going to go back to zero.
510
00:32:36,640 --> 00:32:38,880
Just hit this here.
511
00:32:39,440 --> 00:32:40,800
I'm going to do a bit more of a fist.
512
00:32:42,480 --> 00:32:44,479
Something like this here.
513
00:32:44,482 --> 00:32:45,840
Grabbing all these fingers.
514
00:32:46,720 --> 00:32:47,759
I'm going to individual.
515
00:32:47,762 --> 00:32:48,799
We set to individual.
516
00:32:48,802 --> 00:32:51,040
And then curling all the fingers in here.
517
00:32:51,600 --> 00:32:52,800
Oh, are we missing some?
518
00:32:55,440 --> 00:32:55,839
Nope.
519
00:32:55,842 --> 00:32:56,239
Oh, okay.
520
00:32:56,242 --> 00:32:57,360
It's because we got this one also.
521
00:32:58,960 --> 00:32:59,440
Like this.
522
00:33:02,080 --> 00:33:03,040
A bit more fist like.
523
00:33:05,760 --> 00:33:06,400
Or something.
524
00:33:08,560 --> 00:33:09,120
Like that.
525
00:33:12,320 --> 00:33:12,800
And then.
526
00:33:15,920 --> 00:33:17,600
It's not going to be a perfect thumb here, but.
527
00:33:19,440 --> 00:33:21,280
Something along those lines.
528
00:33:22,000 --> 00:33:24,800
That definitely looks a little bit better.
529
00:33:25,520 --> 00:33:28,480
And then I can take all these fingers here and just say.
530
00:33:32,000 --> 00:33:33,840
You know, take them all.
531
00:33:35,280 --> 00:33:35,840
Not that one.
532
00:33:37,040 --> 00:33:39,200
I will also that one.
533
00:33:40,560 --> 00:33:41,359
Yeah, like that.
534
00:33:41,362 --> 00:33:42,880
And I'll just delete everything here.
535
00:33:43,840 --> 00:33:46,320
Set in a location rotation scale on I.
536
00:33:47,040 --> 00:33:49,920
And then we're going to say copy.
537
00:33:50,720 --> 00:33:52,400
I'm going to hit control shift V.
538
00:33:53,600 --> 00:33:55,759
And then we get the fist on the other one as well.
539
00:33:55,762 --> 00:33:58,639
And then that should stick for the entire run cycle here.
540
00:33:58,642 --> 00:33:59,759
Except over there.
541
00:33:59,762 --> 00:34:01,440
Oh, that's probably because there's an extra.
542
00:34:02,560 --> 00:34:03,840
A little bit of animation there.
543
00:34:05,600 --> 00:34:07,679
I'm gonna select these here.
544
00:34:07,682 --> 00:34:07,919
Yeah.
545
00:34:07,922 --> 00:34:09,440
So we've got some animation on these ones.
546
00:34:10,320 --> 00:34:11,199
They select all these.
547
00:34:11,202 --> 00:34:12,000
And then we just got.
548
00:34:13,680 --> 00:34:16,640
Oh, I select that one as well.
549
00:34:17,920 --> 00:34:18,799
There we go.
550
00:34:18,802 --> 00:34:20,560
Then I can select, delete these ones.
551
00:34:21,200 --> 00:34:24,080
Then we should have just fists running here.
552
00:34:26,080 --> 00:34:26,640
Exactly.
553
00:34:27,200 --> 00:34:28,240
And if you really wanted to.
554
00:34:29,120 --> 00:34:30,320
You can now take the sword.
555
00:34:32,560 --> 00:34:34,319
If we're going to object mode.
556
00:34:34,322 --> 00:34:35,200
Take the sword here.
557
00:34:35,920 --> 00:34:36,719
Go over to.
558
00:34:36,722 --> 00:34:37,520
I'm just going to delete.
559
00:34:38,480 --> 00:34:41,200
Go over to this one and set this to item.
560
00:34:42,720 --> 00:34:43,519
Right.
561
00:34:43,522 --> 00:34:46,320
And then now it's kind of running with a sword.
562
00:34:47,760 --> 00:34:49,040
You know, you could put anything there.
563
00:34:49,680 --> 00:34:50,480
You could also try.
564
00:34:55,280 --> 00:34:57,600
Rotating this one to like this.
565
00:34:58,480 --> 00:35:01,040
And then you have a guy running with a sword like that.
566
00:35:02,160 --> 00:35:03,760
Which, you know, that also works.
567
00:35:04,720 --> 00:35:07,999
But I'm going to keep it on the scabbard slot.
568
00:35:08,002 --> 00:35:12,799
It definitely makes it a lot easier to not have it on the back.
569
00:35:12,802 --> 00:35:14,720
But there's a look to it.
570
00:35:15,360 --> 00:35:15,999
I think it's great.
571
00:35:16,002 --> 00:35:16,479
Okay, cool.
572
00:35:16,482 --> 00:35:20,159
So we got that settled with the animation itself.
573
00:35:20,162 --> 00:35:23,039
That was fairly not much of a hassle.
574
00:35:23,042 --> 00:35:24,560
And if you wanted to, you could come in and try.
575
00:35:25,120 --> 00:35:28,079
And adding some variation to the run cycle.
576
00:35:28,082 --> 00:35:32,000
Just making everything a little bit more snappy here and there.
577
00:35:32,320 --> 00:35:34,399
Just play with the timing.
578
00:35:34,402 --> 00:35:36,000
See what you get.
579
00:35:36,880 --> 00:35:38,319
Now we want to bring in the cloth.
580
00:35:38,322 --> 00:35:41,279
So that's going to be a little bit more tricky here.
581
00:35:41,282 --> 00:35:43,920
I'm going to go into the rig.
582
00:35:44,480 --> 00:35:47,999
And then I'm going to unhide everything here.
583
00:35:48,002 --> 00:35:53,599
And I'm also just going to press control S here for saving.
584
00:35:53,602 --> 00:35:59,520
So with the rig here, we could essentially hide everything but the cloth.
585
00:36:00,240 --> 00:36:05,520
Because the cloth is actually the only thing we want to really animate right now.
586
00:36:06,240 --> 00:36:08,399
And I think we got a lot of stuff working against us.
587
00:36:08,402 --> 00:36:09,519
We got the scabbard.
588
00:36:09,522 --> 00:36:11,600
That's definitely going to stab into the cloth a lot.
589
00:36:12,240 --> 00:36:18,000
So we might figure something out for that one there.
590
00:36:19,200 --> 00:36:21,360
So let's see here.
591
00:36:23,520 --> 00:36:26,000
I'm going to take all this stuff.
592
00:36:26,560 --> 00:36:30,960
Maybe I'm going to go over to this one and select the items only.
593
00:36:31,520 --> 00:36:32,960
Then I'm going to hit control shift I.
594
00:36:33,920 --> 00:36:36,239
Control I, sorry, for inverting the selection.
595
00:36:36,242 --> 00:36:37,120
And just press H.
596
00:36:37,920 --> 00:36:39,519
Then I'm only seeing this stuff.
597
00:36:39,522 --> 00:36:42,960
And then I could hide everything that I don't need to watch right now.
598
00:36:43,680 --> 00:36:44,799
That is this stuff.
599
00:36:44,802 --> 00:36:46,479
Then I'm only seeing the cloth.
600
00:36:46,482 --> 00:36:48,320
And then let's unhide the cloth here.
601
00:36:49,360 --> 00:36:50,239
And there we got it.
602
00:36:50,242 --> 00:36:52,639
And we have to start figuring this cloth out.
603
00:36:52,642 --> 00:36:57,679
And hopefully we can do some stuff where we also mirror the action a little bit.
604
00:36:57,682 --> 00:37:00,000
But let's take it one frame at a time here.
605
00:37:01,200 --> 00:37:03,919
So first we're doing this one.
606
00:37:03,922 --> 00:37:06,320
And here we got some stuff.
607
00:37:07,840 --> 00:37:09,599
I'm going to go frame zero actually.
608
00:37:09,602 --> 00:37:10,720
That's where we're starting.
609
00:37:12,000 --> 00:37:18,799
And it would be interesting to be able to move this in a way where the other stuff follows.
610
00:37:18,802 --> 00:37:20,079
Now there's no IK on it.
611
00:37:20,082 --> 00:37:25,919
But if you go over to the pose tool, the tools, there's this option called auto IK.
612
00:37:25,922 --> 00:37:30,240
And auto IK kind of means that everything behaves a little bit differently.
613
00:37:31,600 --> 00:37:32,880
So that is quite interesting.
614
00:37:35,040 --> 00:37:35,760
Let's see here.
615
00:37:37,520 --> 00:37:37,920
Maybe.
616
00:37:43,040 --> 00:37:44,640
And then you can scroll the mouse wheel.
617
00:37:45,280 --> 00:37:48,879
And then it'll affect multiple or less chains essentially.
618
00:37:48,882 --> 00:37:54,400
Super interesting feature for doing quick variations like this.
619
00:37:55,520 --> 00:37:56,480
So we got that there.
620
00:37:58,000 --> 00:37:59,360
Then we got this here.
621
00:38:00,960 --> 00:38:01,840
Just moving that out.
622
00:38:03,680 --> 00:38:06,240
And then we got this one.
623
00:38:08,160 --> 00:38:10,160
Maybe it's something like that.
624
00:38:18,960 --> 00:38:19,440
Yeah.
625
00:38:20,560 --> 00:38:22,640
Maybe moving it to the side a little bit here.
626
00:38:29,360 --> 00:38:36,160
Like that.
627
00:38:39,760 --> 00:38:45,440
And you know just slowly figuring out what works and what doesn't.
628
00:38:46,000 --> 00:38:48,000
Maybe this one can move forward.
629
00:38:51,440 --> 00:38:51,999
Okay.
630
00:38:52,002 --> 00:38:52,559
Something like that.
631
00:38:52,562 --> 00:38:53,839
And we have some clipping here.
632
00:38:53,842 --> 00:38:58,559
But I'm going to be kind to myself and just not think about that as.
633
00:38:58,562 --> 00:39:00,720
Oh, we could actually almost do that.
634
00:39:05,920 --> 00:39:07,199
That is interesting.
635
00:39:07,202 --> 00:39:08,319
I might try.
636
00:39:08,322 --> 00:39:09,360
I might try here.
637
00:39:10,080 --> 00:39:10,639
Let's see.
638
00:39:10,642 --> 00:39:10,879
Okay.
639
00:39:10,882 --> 00:39:12,400
So that's the first pose we got here.
640
00:39:12,960 --> 00:39:14,160
Then we got the next one.
641
00:39:14,320 --> 00:39:15,520
Then we got the next one.
642
00:39:16,960 --> 00:39:22,960
And this one is pushing the cloth upwards with the left leg there.
643
00:39:24,000 --> 00:39:27,280
So let's get the cloth moving upwards here.
644
00:39:28,080 --> 00:39:29,200
So I'm going to place this.
645
00:39:30,720 --> 00:39:31,280
Place that.
646
00:39:32,640 --> 00:39:33,199
Place that.
647
00:39:33,202 --> 00:39:36,800
And that's going to be pushing the leg a little bit like that.
648
00:39:38,400 --> 00:39:43,199
And then this one is going to be.
649
00:39:43,202 --> 00:39:47,040
And you can see how having more controls of the cloth would definitely assist
650
00:39:48,400 --> 00:39:49,440
in animations like this.
651
00:39:51,200 --> 00:39:54,640
But that's kind of what we got now.
652
00:39:56,160 --> 00:39:59,120
And maybe I can just move this one over a little bit.
653
00:40:01,520 --> 00:40:02,959
That one's going to be very tricky too.
654
00:40:02,962 --> 00:40:05,840
I don't think we're going to be able to deal with that one super nicely.
655
00:40:08,160 --> 00:40:10,000
I would need some additional controls.
656
00:40:10,240 --> 00:40:13,280
And then I can move that one back a little bit here.
657
00:40:14,800 --> 00:40:16,880
Also do a little bit of this stuff.
658
00:40:18,720 --> 00:40:19,520
Just to see.
659
00:40:24,320 --> 00:40:25,360
Let's see what we got here.
660
00:40:26,800 --> 00:40:27,279
Like that.
661
00:40:27,282 --> 00:40:30,399
Oh, that's the wrong one we're doing.
662
00:40:30,402 --> 00:40:32,480
Oh, and the leg pushes even more through there.
663
00:40:33,280 --> 00:40:33,840
That's great.
664
00:40:35,360 --> 00:40:36,400
Let's try.
665
00:40:36,480 --> 00:40:37,439
Let's try.
666
00:40:37,442 --> 00:40:40,480
Let's see how much we can salvage.
667
00:40:46,560 --> 00:40:49,519
Maybe it's something where we're getting this up.
668
00:40:49,522 --> 00:40:54,640
I would really need more control of the cloth here.
669
00:40:55,840 --> 00:40:57,040
But this is kind of the idea.
670
00:41:07,360 --> 00:41:11,040
I was definitely also expecting that this would become a problem.
671
00:41:15,680 --> 00:41:19,280
And that's really why I would want to sim it traditionally.
672
00:41:21,840 --> 00:41:25,199
And maybe just not designing a character like this,
673
00:41:25,202 --> 00:41:28,880
where the animation like this is going to be really not great.
674
00:41:30,160 --> 00:41:31,199
Let's see here.
675
00:41:31,202 --> 00:41:33,120
So we get that kind of motion.
676
00:41:34,240 --> 00:41:35,760
So we have this one here.
677
00:41:36,800 --> 00:41:39,680
So maybe that one is a little bit too.
678
00:41:43,920 --> 00:41:46,720
Close to that one.
679
00:41:48,560 --> 00:41:49,760
I get that one there.
680
00:41:53,120 --> 00:41:55,119
Yeah, so that's moving out the cloth there.
681
00:41:55,122 --> 00:41:55,840
That's pretty good.
682
00:41:58,160 --> 00:42:04,000
And then here, I need even more of this stuff here.
683
00:42:05,280 --> 00:42:06,000
Flaring out.
684
00:42:07,360 --> 00:42:10,000
And this is just getting very impossible right now.
685
00:42:13,520 --> 00:42:14,399
But let's try it.
686
00:42:14,402 --> 00:42:14,800
Why not?
687
00:42:20,240 --> 00:42:21,280
Try something like that.
688
00:42:23,120 --> 00:42:25,439
And you could come in with a blend shape or something like that,
689
00:42:25,442 --> 00:42:28,160
if you really wanted to.
690
00:42:31,600 --> 00:42:32,079
Okay.
691
00:42:32,082 --> 00:42:34,560
And then we're moving here, there.
692
00:42:37,120 --> 00:42:38,640
So let's see.
693
00:42:39,200 --> 00:42:40,880
We got this movement here.
694
00:42:42,720 --> 00:42:46,640
Then we can bring this up a little bit.
695
00:42:48,560 --> 00:42:50,240
And then this stuff as well.
696
00:42:57,200 --> 00:42:57,680
Like so.
697
00:42:58,320 --> 00:42:59,439
So I'm not talking as much here,
698
00:42:59,442 --> 00:43:03,840
because I'm definitely concentrating a lot more on getting this looking right.
699
00:43:04,560 --> 00:43:08,160
I have not done nearly as many of these as I've done run cycles.
700
00:43:09,920 --> 00:43:10,399
Let's see here.
701
00:43:10,402 --> 00:43:13,679
And I don't really have a guide for exactly how the cloth should be.
702
00:43:13,682 --> 00:43:15,999
And I'm also checking what's happening over here,
703
00:43:16,002 --> 00:43:16,799
and just like how it looks.
704
00:43:16,802 --> 00:43:18,160
And it looks kind of okay.
705
00:43:19,760 --> 00:43:22,000
But yeah.
706
00:43:22,720 --> 00:43:23,119
Let's see.
707
00:43:23,122 --> 00:43:24,160
So we got that.
708
00:43:25,920 --> 00:43:27,520
So we got that going on there.
709
00:43:28,880 --> 00:43:29,599
Flip.
710
00:43:29,602 --> 00:43:30,480
Definitely some cloth.
711
00:43:34,080 --> 00:43:34,800
And let's see.
712
00:43:35,680 --> 00:43:37,120
And then we got to five here.
713
00:43:38,160 --> 00:43:38,960
And here we want...
714
00:43:40,160 --> 00:43:44,400
Maybe we can even get some stuff where it doesn't come back as quickly as the other stuff.
715
00:43:45,280 --> 00:43:48,080
So it has a little bit of secondary action.
716
00:43:50,720 --> 00:43:51,280
Like that.
717
00:43:53,440 --> 00:43:54,080
Like that.
718
00:43:57,520 --> 00:44:01,360
And still that thigh popping out.
719
00:44:01,600 --> 00:44:04,320
That will be my Everest.
720
00:44:06,480 --> 00:44:10,080
I should definitely have thought about that in a slightly different way.
721
00:44:11,920 --> 00:44:12,240
Okay.
722
00:44:13,200 --> 00:44:13,679
So now...
723
00:44:13,682 --> 00:44:15,760
And then we're essentially back to the norm there.
724
00:44:16,960 --> 00:44:18,720
So what I want to do here...
725
00:44:21,280 --> 00:44:25,359
I'm going to take all of these and just hit I, location, rotation,
726
00:44:25,362 --> 00:44:26,559
so that it's settled there.
727
00:44:26,562 --> 00:44:28,240
And then I can essentially delete these ones.
728
00:44:29,920 --> 00:44:30,719
Or can I actually?
729
00:44:30,722 --> 00:44:31,919
What frame do we have here?
730
00:44:31,922 --> 00:44:32,719
We got this.
731
00:44:32,722 --> 00:44:33,280
We got that.
732
00:44:36,560 --> 00:44:39,679
And then over here, we're going to go back to this one.
733
00:44:39,682 --> 00:44:44,319
So I might take all of my frames and place them mirrored over here.
734
00:44:44,322 --> 00:44:45,120
Ctrl Shift V.
735
00:44:48,000 --> 00:44:50,240
And then let's see how that looks.
736
00:44:51,840 --> 00:44:55,760
So it's not going to look exactly the same here.
737
00:44:55,840 --> 00:44:59,680
Actually, not at all, because it tried mirroring these ones.
738
00:45:03,120 --> 00:45:04,320
So that's not ideal.
739
00:45:05,760 --> 00:45:07,920
Maybe I just take the side ones to begin with.
740
00:45:08,560 --> 00:45:14,319
They should be mirrorable, because they have some stuff going on there.
741
00:45:14,322 --> 00:45:16,719
So let's go to 8.
742
00:45:16,722 --> 00:45:17,520
Ctrl Shift V.
743
00:45:19,120 --> 00:45:22,559
Then, yeah, they're mirrored like that.
744
00:45:22,562 --> 00:45:23,840
That's giving me something.
745
00:45:24,000 --> 00:45:29,920
Then I might take just those, all these ones, and delete here.
746
00:45:30,640 --> 00:45:31,519
Ctrl Shift V.
747
00:45:31,522 --> 00:45:32,079
There.
748
00:45:32,082 --> 00:45:36,000
So then they're at least following the stuff a little bit.
749
00:45:36,960 --> 00:45:44,800
And then here, we are, maybe we can just copy exactly what the back ones are doing.
750
00:45:46,400 --> 00:45:48,479
For the front and the back.
751
00:45:48,482 --> 00:45:50,000
We didn't do too much here.
752
00:45:50,800 --> 00:45:54,880
For the front and the back, we didn't do too much sideways motion.
753
00:45:56,480 --> 00:45:58,080
We can always counteract that.
754
00:46:01,120 --> 00:46:05,520
So let's try getting that here, which we'll see.
755
00:46:06,640 --> 00:46:07,440
Ctrl V.
756
00:46:11,040 --> 00:46:12,880
And then we have a base, at least, to work from.
757
00:46:16,400 --> 00:46:17,840
So we get this there.
758
00:46:18,640 --> 00:46:19,440
That's coming in.
759
00:46:20,000 --> 00:46:20,720
Pushing out again.
760
00:46:22,640 --> 00:46:25,440
And then we need it to rest back to this one.
761
00:46:26,640 --> 00:46:30,720
So let's grab the first pose here of everything.
762
00:46:31,360 --> 00:46:32,720
Put that there.
763
00:46:34,000 --> 00:46:36,240
And then we got something.
764
00:46:41,680 --> 00:46:47,039
So definitely here with the front leg, it's flashing a lot.
765
00:46:47,042 --> 00:46:50,480
I think for the side, it looks a little bit more fine.
766
00:46:52,000 --> 00:46:55,360
Noticing the leg, but not too much here.
767
00:46:56,000 --> 00:46:56,559
So let's see.
768
00:46:56,562 --> 00:46:57,599
I'm getting, okay.
769
00:46:57,602 --> 00:46:59,679
So there I'm getting a leg break.
770
00:46:59,682 --> 00:47:01,440
So I want to fix that one.
771
00:47:02,400 --> 00:47:09,280
I think that one was the one that was, that's the one that's causing the most kind of issue here.
772
00:47:12,160 --> 00:47:13,679
Something like that.
773
00:47:13,682 --> 00:47:15,520
And then the foot here also, definitely.
774
00:47:20,080 --> 00:47:24,640
Like that, bringing that in like that.
775
00:47:27,200 --> 00:47:30,800
Then just cycling through these here, seeing what we're getting.
776
00:47:32,080 --> 00:47:33,600
Something's happening there with the leg.
777
00:47:34,880 --> 00:47:37,199
Let's see if we can get that kind of raised out there.
778
00:47:37,202 --> 00:47:37,840
That's pretty good.
779
00:47:38,560 --> 00:47:43,919
And then we're getting that coming in.
780
00:47:43,922 --> 00:47:44,159
Okay.
781
00:47:44,162 --> 00:47:48,559
So now we're getting that flipped motion where this one's also really kicking out again,
782
00:47:48,562 --> 00:47:49,840
where maybe it doesn't need to.
783
00:47:51,200 --> 00:47:51,759
Right.
784
00:47:51,762 --> 00:47:53,440
So let's see here.
785
00:47:54,320 --> 00:47:58,320
But the backside might be fine to kick out a little bit.
786
00:48:04,480 --> 00:48:05,680
So there it's okay.
787
00:48:06,640 --> 00:48:08,079
So let's see what the front here.
788
00:48:08,082 --> 00:48:11,440
So we're getting into the second where the leg is coming here there.
789
00:48:12,480 --> 00:48:17,439
Then this one definitely doesn't need to do all this stuff here.
790
00:48:17,442 --> 00:48:18,960
It can come down a little bit.
791
00:48:22,160 --> 00:48:24,800
It can kind of just do like that.
792
00:48:28,000 --> 00:48:30,559
And then this one is doing this here.
793
00:48:30,562 --> 00:48:31,280
It doesn't need to.
794
00:48:31,600 --> 00:48:35,440
It can actually just float on top here a little bit.
795
00:48:37,680 --> 00:48:42,880
And then maybe even do something where it just drags.
796
00:48:47,760 --> 00:48:50,320
And then here it's also getting kind of crazy.
797
00:48:52,880 --> 00:48:59,279
So let's try just this entire chain here.
798
00:48:59,282 --> 00:49:01,920
Let's just delete those keyframes there.
799
00:49:03,120 --> 00:49:07,280
Let's delete the keyframes there and see what it.
800
00:49:10,160 --> 00:49:15,760
So then it's kind of pushing it out and it's pushing it a lot out right here.
801
00:49:17,360 --> 00:49:22,560
So there that's pretty extreme.
802
00:49:24,720 --> 00:49:27,600
So maybe we can settle that one in a little bit.
803
00:49:30,240 --> 00:49:34,320
And the thigh is definitely still being fun.
804
00:49:40,320 --> 00:49:44,000
We're getting this one that was also kind of fun.
805
00:49:49,120 --> 00:49:53,279
And it's a little bit better for sure with the one.
806
00:49:53,282 --> 00:49:56,880
But this one is kind of just glitching out once in a while.
807
00:49:59,440 --> 00:50:05,760
And it is moving around quite a lot.
808
00:50:07,680 --> 00:50:10,400
More than I would probably like.
809
00:50:11,680 --> 00:50:14,080
So it's the whole motion is just a bit too much.
810
00:50:19,200 --> 00:50:20,080
Then it's doing that.
811
00:50:21,520 --> 00:50:24,400
So this jump is very big.
812
00:50:25,600 --> 00:50:26,639
That jump right there.
813
00:50:26,642 --> 00:50:29,920
But the leg is also really insisting that it needs to be there.
814
00:50:35,120 --> 00:50:38,480
Maybe we can get it on the side here a bit more.
815
00:50:39,680 --> 00:50:41,840
And maybe that'll help it.
816
00:50:48,720 --> 00:50:49,520
Kind of like that.
817
00:50:51,200 --> 00:50:53,360
Oh yeah, now something is happening a little bit here.
818
00:50:57,600 --> 00:51:00,879
We're going to get some slight folds here.
819
00:51:00,882 --> 00:51:01,380
It's not.
820
00:51:05,360 --> 00:51:05,860
Okay.
821
00:51:08,000 --> 00:51:08,500
Okay.
822
00:51:10,560 --> 00:51:11,680
This is doing something.
823
00:51:13,200 --> 00:51:15,440
Because it's shape wise it's not as crazy.
824
00:51:16,800 --> 00:51:19,279
And then we get a crazier shape there.
825
00:51:19,282 --> 00:51:21,040
So let's bring that one in.
826
00:51:22,160 --> 00:51:24,400
I think I found a method to the madness.
827
00:51:27,040 --> 00:51:29,440
Or at least managing the madness a little bit here.
828
00:51:32,400 --> 00:51:34,239
Let's see if we got that one.
829
00:51:34,242 --> 00:51:35,760
I could just rotate that out a little bit.
830
00:51:37,600 --> 00:51:38,560
Rotate this one out.
831
00:51:39,440 --> 00:51:40,000
There, yeah.
832
00:51:47,440 --> 00:51:47,940
Okay.
833
00:51:51,760 --> 00:51:53,200
And then this one here.
834
00:51:57,600 --> 00:51:58,240
Like that.
835
00:52:00,640 --> 00:52:01,140
Like.
836
00:52:03,760 --> 00:52:04,400
Let's see here.
837
00:52:10,720 --> 00:52:11,600
Like that here.
838
00:52:14,000 --> 00:52:15,760
Let's try getting this in.
839
00:52:22,000 --> 00:52:22,799
It is.
840
00:52:22,802 --> 00:52:24,320
And I think a lot of game animation is like that.
841
00:52:24,640 --> 00:52:27,919
You gotta make it work with what you have, right?
842
00:52:27,922 --> 00:52:29,680
And here I don't have a lot.
843
00:52:32,720 --> 00:52:34,879
It's still glitching out a little bit.
844
00:52:34,882 --> 00:52:35,760
Especially around.
845
00:52:37,440 --> 00:52:39,840
So I think it's just because that thing is popping in and out.
846
00:52:41,200 --> 00:52:43,440
So we got that motion there.
847
00:52:44,880 --> 00:52:53,440
And I think that one there could definitely get the previous one a little bit more here.
848
00:52:55,040 --> 00:52:55,440
Do that.
849
00:52:59,200 --> 00:53:01,600
And then this one is really popping out again.
850
00:53:06,400 --> 00:53:09,199
And then I'm looking a lot at the silhouette.
851
00:53:09,202 --> 00:53:10,320
Like what is that one doing?
852
00:53:12,560 --> 00:53:15,760
And then it's suddenly moving really rapidly over there.
853
00:53:16,800 --> 00:53:18,079
So that one right there.
854
00:53:18,082 --> 00:53:20,960
That one's really causing a lot of headache.
855
00:53:23,040 --> 00:53:23,840
Something like that.
856
00:53:25,280 --> 00:53:36,400
So it doesn't look too bad.
857
00:53:37,360 --> 00:53:41,599
Right, and from the side it kind of has a somewhat natural fold.
858
00:53:41,602 --> 00:53:43,920
But the biggest one is kind of.
859
00:53:44,640 --> 00:53:46,480
Okay, then that one comes out like that.
860
00:53:48,160 --> 00:53:50,160
And it kind of just looks like it's popping out.
861
00:53:50,960 --> 00:53:54,880
So it might just make that less extreme.
862
00:53:56,480 --> 00:53:58,080
Because that seems like that's what it needs.
863
00:54:07,200 --> 00:54:09,039
Okay, it's also coming from this one.
864
00:54:09,042 --> 00:54:12,240
So if this one just goes over here.
865
00:54:14,240 --> 00:54:18,240
And just goes like that.
866
00:54:18,320 --> 00:54:19,359
Goes like that.
867
00:54:19,362 --> 00:54:26,560
And then the next one could then do something like that.
868
00:54:34,800 --> 00:54:35,920
Oh, that looks a little bit better.
869
00:54:36,880 --> 00:54:37,359
Nice.
870
00:54:37,362 --> 00:54:41,680
It definitely looks like some kind of cloth that is happening there.
871
00:54:42,640 --> 00:54:49,520
And it is clipping a little bit with the sword, of course.
872
00:54:50,720 --> 00:54:53,280
But it's somewhat serviceable.
873
00:54:53,920 --> 00:54:59,200
And we could probably work out a way where the stuff would clip a little bit less with everything.
874
00:55:02,640 --> 00:55:04,320
But this is a character running.
875
00:55:06,240 --> 00:55:06,719
Cool.
876
00:55:06,722 --> 00:55:08,959
I think I'm going to call it there for the run animation.
877
00:55:08,962 --> 00:55:11,759
I don't want to spend too much more time fixing the cloth.
878
00:55:11,762 --> 00:55:14,320
But that's essentially how that would be done.
879
00:55:15,360 --> 00:55:17,359
And that marks the end for this chapter.
880
00:55:17,362 --> 00:55:20,959
And then the next chapter, we're going to tackle the slash animation.
881
00:55:20,962 --> 00:55:23,279
And it's going to be a little bit similar to this process.
882
00:55:23,282 --> 00:55:25,120
So, yeah.
69303
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