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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,239 Hello and welcome to this chapter, so in this chapter we are going to start animating our 2 00:00:04,242 --> 00:00:09,399 character as we essentially got done with the rigging and weight painting the items, 3 00:00:09,402 --> 00:00:14,159 the body, everything and it's ready for animation. 4 00:00:14,162 --> 00:00:17,639 Before we get into that though I noticed a tiny error with the rig that I just want to 5 00:00:17,642 --> 00:00:22,599 correct and it's something to do with the fact that when we move the main control here 6 00:00:22,602 --> 00:00:28,799 we get this kind of double translation on the wrists and they start floating away. 7 00:00:28,802 --> 00:00:34,439 And that's because they are parented to the master control and the item bones are also 8 00:00:34,442 --> 00:00:35,959 parented to the master control. 9 00:00:35,962 --> 00:00:41,999 And I think the best way of solving it right now is to select the IK handles and the item 10 00:00:42,002 --> 00:00:47,219 bones, go into edit mode and unparent them, so Alt P and then clear parent. 11 00:00:47,222 --> 00:00:51,359 So now that we moved this they just kind of stick in place. 12 00:00:51,362 --> 00:00:55,360 This could also be done for the feet potentially but I think for what we want to do this is 13 00:00:55,520 --> 00:00:59,319 the best solution right now. 14 00:00:59,322 --> 00:01:04,682 Another issue we were having or that I found was that when copying kind of movements from 15 00:01:04,682 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 16 00:01:09,240 --> 00:01:15,439 one bone to the other item bone then it wasn't being translated properly and essentially 17 00:01:15,442 --> 00:01:21,599 it was because the orientation on this one we had set it to be different than the other 18 00:01:21,602 --> 00:01:27,279 one so that the sword would be upright in this hand during rigging. 19 00:01:27,282 --> 00:01:31,959 But that wasn't right because then the stuff couldn't be copied between bones. 20 00:01:31,962 --> 00:01:35,279 Essentially the result we wanted was that I wanted to be able to copy this here with 21 00:01:35,282 --> 00:01:39,559 Ctrl C, go into the other bone, hitting Ctrl Shift V and then it should do the same thing 22 00:01:39,562 --> 00:01:40,959 and it wasn't before. 23 00:01:40,962 --> 00:01:46,220 So I fixed that essentially by going into edit mode and selecting the item bone, armature 24 00:01:46,300 --> 00:01:51,659 and just hitting symmetrize then that bone became the mirror version of the other one 25 00:01:51,662 --> 00:01:55,299 which is the behavior you would want. 26 00:01:55,302 --> 00:02:00,659 But it does mean that when you go into the sword and then you go to the constraints here 27 00:02:00,662 --> 00:02:08,299 and you say R.item then it flips and he's holding it the wrong way and you can't just 28 00:02:08,302 --> 00:02:12,579 rotate the bone in there but you can rotate the sword or something like that. 29 00:02:12,582 --> 00:02:17,979 So just something to keep in mind that there might be a little bit of imperfectness there 30 00:02:17,982 --> 00:02:19,739 and that's just a compromise. 31 00:02:19,742 --> 00:02:23,899 There's all kinds of solutions you could do in order to deal with it. 32 00:02:23,902 --> 00:02:26,899 But I think this is the simplest solution right now. 33 00:02:26,902 --> 00:02:32,579 I'm also going to take the sword and put it in the back scabbard instead. 34 00:02:32,582 --> 00:02:39,099 As the run cycle I want to do it's not really going to involve the sword at all but we're 35 00:02:39,102 --> 00:02:45,219 going to make it so that you could potentially use the sword in the animation if you want to. 36 00:02:45,222 --> 00:02:52,299 So with that out of the way I think we got everything and we're more or less ready to animate. 37 00:02:52,302 --> 00:02:57,739 So in order to have less clutter when we're actually animating we're going to hide some 38 00:02:57,742 --> 00:02:59,299 things out here. 39 00:02:59,302 --> 00:03:05,099 So we want to be doing both a run cycle and then an attack animation and for the run cycle 40 00:03:05,102 --> 00:03:07,939 the cloth will really get in the way to begin with. 41 00:03:07,942 --> 00:03:13,699 So we're going to hide the cloth and we're going to hide the bones associated with the cloth here. 42 00:03:13,702 --> 00:03:23,899 So all these bones here just have a little bit less clutter and like that we're going 43 00:03:23,902 --> 00:03:24,899 to hide those. 44 00:03:24,902 --> 00:03:26,219 So that's pretty good. 45 00:03:26,222 --> 00:03:33,019 And then the bones themselves I'm going to set them to stick instead like this and then 46 00:03:33,022 --> 00:03:34,779 it's a little bit clearer. 47 00:03:34,782 --> 00:03:36,100 Okay cool. 48 00:03:36,180 --> 00:03:38,299 And we're going to be doing a full run cycle. 49 00:03:38,302 --> 00:03:43,059 So now when you're doing a run cycle I'm going to be doing a run cycle for essentially a 50 00:03:43,062 --> 00:03:47,459 game so the characters can be running in place kind of like on a treadmill. 51 00:03:47,462 --> 00:03:53,299 And to better understand what's happening in a run cycle I like to break it down. 52 00:03:53,302 --> 00:03:58,419 Break it down into different keyframes which is how we're going to be dealing with the 53 00:03:58,422 --> 00:03:59,419 run cycle. 54 00:03:59,422 --> 00:04:02,819 So I've done that in 2D actually for myself. 55 00:04:02,822 --> 00:04:10,979 I copied some existing ones of these run cycle breakdowns from other animators and then I 56 00:04:10,982 --> 00:04:12,299 kind of made my own version. 57 00:04:12,302 --> 00:04:15,819 And I made my own version just because when I do something in 2D the information sticks 58 00:04:15,822 --> 00:04:19,419 a little bit better than when just doing it in 3D. 59 00:04:19,422 --> 00:04:22,899 It's kind of like writing information down then you remember it a little bit better. 60 00:04:22,902 --> 00:04:25,860 And it's a bit like that for me with 2D. 61 00:04:26,060 --> 00:04:31,899 Now I just have this handy chart that breaks down the entire movement for each of the key 62 00:04:31,902 --> 00:04:33,899 poses. 63 00:04:33,902 --> 00:04:36,699 And the way we're going to go about this is we're going to make each of these key poses 64 00:04:36,702 --> 00:04:41,939 for the character and then we're going to deal with the timing and stuff afterwards 65 00:04:41,942 --> 00:04:46,779 because that's also going to teach us a little bit about like how some of this stuff works 66 00:04:46,782 --> 00:04:49,779 in relationship to each other. 67 00:04:49,782 --> 00:04:56,259 So there's essentially five poses, the passing pose, the up pose, the float pose, the contact 68 00:04:56,262 --> 00:04:57,259 and the planting pose. 69 00:04:57,262 --> 00:04:59,339 This is also called the down pose sometimes. 70 00:04:59,342 --> 00:05:06,579 And I've given them my own names just so I have a concept of like how they function. 71 00:05:06,582 --> 00:05:12,099 And essentially only those five poses and then the next cycle are the same poses but 72 00:05:12,102 --> 00:05:14,339 flipped like mirrored over. 73 00:05:14,342 --> 00:05:18,980 So that's why that mirroring functionality in 3D was pretty essential. 74 00:05:19,180 --> 00:05:23,459 So I kind of made this cycle just like drawing them next to each other like this and then 75 00:05:23,462 --> 00:05:29,699 I tried putting them together as an animation just to see if it kind of worked and it kind 76 00:05:29,702 --> 00:05:30,699 of did. 77 00:05:30,702 --> 00:05:35,659 It created a somewhat fluid animation of a guy running forward. 78 00:05:35,662 --> 00:05:40,499 The head is quite erratic but we can definitely solve that out in 2D. 79 00:05:40,502 --> 00:05:42,979 And again, this wasn't meant to be an animation. 80 00:05:42,982 --> 00:05:47,139 It was just meant to be a, you know, I just literally took these drawings and put them 81 00:05:47,142 --> 00:05:50,099 together and then it kind of worked out. 82 00:05:50,102 --> 00:05:52,979 So I think that's where the information can be really helpful. 83 00:05:52,982 --> 00:05:58,899 I find that if I can do something in 2D, I can usually do it in 3D as well. 84 00:05:58,902 --> 00:06:00,299 Okay, going back there. 85 00:06:00,302 --> 00:06:04,019 So that's kind of, those are the poses that we are going to be dealing with. 86 00:06:04,022 --> 00:06:08,819 So I'm going to bring up this one on my right side here so I can always look at that. 87 00:06:08,822 --> 00:06:14,180 And then I'm going to create a new viewport from this one. 88 00:06:14,220 --> 00:06:18,059 I'm going to turn off stuff like this and set this to just so I can see it from the 89 00:06:18,062 --> 00:06:20,019 side so I have something to match up with. 90 00:06:20,022 --> 00:06:25,579 I'm going to put this on my left monitor just as a constant reference as I'm moving stuff 91 00:06:25,582 --> 00:06:28,299 around over here. 92 00:06:28,302 --> 00:06:34,139 So in order to animate here in Blender, I'm going to be turning on auto-keying. 93 00:06:34,142 --> 00:06:39,719 And auto-keying is going to just mean that every time I move a bone, a key will be set. 94 00:06:39,722 --> 00:06:43,719 So if I move it over here, then a key will be set over there. 95 00:06:43,722 --> 00:06:44,719 And so on and so forth. 96 00:06:44,722 --> 00:06:48,799 I'm going to select all my bones here and just delete all the keys. 97 00:06:48,802 --> 00:06:53,159 So we've got a completely clean model here. 98 00:06:53,162 --> 00:06:56,819 So we're essentially just going to start here on frame 0 and then we're going to check out 99 00:06:56,822 --> 00:07:04,279 each of the five poses and just create those up until frame 4, I guess it would be. 100 00:07:04,282 --> 00:07:05,399 Frame 4. 101 00:07:05,402 --> 00:07:08,479 And then we're going to mirror some stuff over. 102 00:07:08,482 --> 00:07:10,959 So let's create the first one here on frame 0. 103 00:07:10,962 --> 00:07:16,719 So this will be the passing pose and we've got a little bit of a forward tilting pelvis 104 00:07:16,722 --> 00:07:17,719 here. 105 00:07:17,722 --> 00:07:18,719 Always good to start with the pelvis. 106 00:07:18,722 --> 00:07:19,719 Something like that. 107 00:07:19,722 --> 00:07:24,079 I'm also going to move the eyes out just so that that works like this. 108 00:07:24,082 --> 00:07:28,599 Then we're going to move the body forward a little bit. 109 00:07:28,602 --> 00:07:31,599 And then the whole pelvis thing down. 110 00:07:31,602 --> 00:07:37,759 And then moving this out here, etc. 111 00:07:37,762 --> 00:07:40,959 And then moving this up here. 112 00:07:40,962 --> 00:07:49,519 And mind you, I'm looking at the reference on my right here to make sure that I'm doing 113 00:07:49,522 --> 00:07:53,799 stuff the way I want it to be done. 114 00:07:53,802 --> 00:07:54,799 Like that here. 115 00:07:54,802 --> 00:07:55,799 Maybe a little bit further down. 116 00:07:55,802 --> 00:07:56,799 Something like that. 117 00:07:56,802 --> 00:07:59,279 And then we want to bring the arms in. 118 00:07:59,282 --> 00:08:04,279 And you can do the arms before and after, it doesn't really matter. 119 00:08:04,282 --> 00:08:08,199 But I'm kind of just relying on a good reference right now. 120 00:08:08,202 --> 00:08:12,439 So I'm just going to do the arms straight away just so I get the feeling of the whole 121 00:08:12,442 --> 00:08:13,439 motion. 122 00:08:13,442 --> 00:08:18,719 But you can totally do the legs and the body kind of first as a unit and then make the 123 00:08:18,722 --> 00:08:21,519 arms work secondarily. 124 00:08:21,522 --> 00:08:24,119 But I like doing it this way. 125 00:08:24,122 --> 00:08:30,439 So I'm going to bring in the arms here and just pose them in a way that makes sense. 126 00:08:30,442 --> 00:08:37,799 And here the scabbard is kind of getting in the way. 127 00:08:37,802 --> 00:08:40,679 So I want to move the scabbard out a little bit out of the way here. 128 00:08:40,682 --> 00:08:44,999 So I'm going to just pose it a little bit differently. 129 00:08:45,002 --> 00:08:49,519 Maybe something like that. 130 00:08:49,522 --> 00:08:54,439 Something like that. 131 00:08:54,442 --> 00:08:58,199 And that's just going to be there on frame zero. 132 00:08:58,202 --> 00:08:59,919 Then we're going to move the arms into place. 133 00:08:59,922 --> 00:09:05,119 And here, before I move this one, and that's the IK handle, but that one is attached to 134 00:09:05,122 --> 00:09:07,239 this one. 135 00:09:07,242 --> 00:09:13,199 So what I actually want to do is I want to animate my arms with using this one instead 136 00:09:13,202 --> 00:09:14,199 of these ones. 137 00:09:14,202 --> 00:09:18,159 I could do these ones, but then if I ever wanted to attach just an item to the run cycle 138 00:09:18,162 --> 00:09:22,599 I'd already done, then I wouldn't be able to do that in the neat way that we had before. 139 00:09:22,602 --> 00:09:25,999 So in order not to use these ones, I'm going to just hide them. 140 00:09:26,002 --> 00:09:31,279 So I don't animate on those ones, and then I'll just animate these ones. 141 00:09:31,282 --> 00:09:40,039 And then I'm going to move this one in here, maybe something like this. 142 00:09:40,042 --> 00:09:43,959 And then I'm going to take the elbows here and just move them backwards, also the other 143 00:09:43,962 --> 00:09:49,639 one like that. 144 00:09:49,642 --> 00:09:57,279 Then I'm going to grab this one and set that to be somewhere around here, a little bit 145 00:09:57,282 --> 00:09:58,279 closer. 146 00:09:58,282 --> 00:10:02,253 And then we can already start doing just a little bit of twisting of the shoulders here, 147 00:10:02,254 --> 00:10:04,297 Subtitled by online-courses.club We compress knowledge for you! 148 00:10:04,298 --> 00:10:06,239 moving them back and forth. 149 00:10:06,242 --> 00:10:11,759 And here we kind of have like our first pose-ish thing. 150 00:10:11,762 --> 00:10:15,339 But then what I want to do is I want to rebalance it a little bit. 151 00:10:15,342 --> 00:10:20,219 So it's important to look at the front balance of the character also. 152 00:10:20,222 --> 00:10:24,539 Here what's happening with the pelvis is that the character needs to make space for the 153 00:10:24,542 --> 00:10:27,099 incoming leg sliding underneath him. 154 00:10:27,102 --> 00:10:31,339 So we're going to tilt the pelvis a little bit to the left, so there's more space underneath 155 00:10:31,342 --> 00:10:33,059 here for that leg swinging in. 156 00:10:33,062 --> 00:10:37,059 And then this one will come in to kind of balance it, so it's a bit more in the middle 157 00:10:37,062 --> 00:10:38,059 to balance it out. 158 00:10:38,062 --> 00:10:44,100 And the torso will counterbalance it, so it'll counterbalance that way. 159 00:10:44,300 --> 00:10:50,579 The torso will be twisting with the arms a little bit, so twisting this way. 160 00:10:50,582 --> 00:10:59,939 And the pelvis will be doing the opposite motion, like that, a little bit like that. 161 00:10:59,942 --> 00:11:03,059 And then we're back to middle-ish, just tiny movements for now. 162 00:11:03,062 --> 00:11:05,819 And so it's a lot of things at once, but try it out. 163 00:11:05,822 --> 00:11:07,499 So those are the things you need to worry about. 164 00:11:07,502 --> 00:11:13,180 Okay, so we've got that first frame-ish, and then we're going to move on to the next one. 165 00:11:13,260 --> 00:11:18,739 So now I'm on frame one here, and I'm going to be doing the up pose, which is the one 166 00:11:18,742 --> 00:11:23,259 we have right here, right, this one, where we're pushing ourselves up, and the character 167 00:11:23,262 --> 00:11:28,859 is going to be at their highest, something like that. 168 00:11:28,862 --> 00:11:34,539 And we're going to be stepping off our toes, so we have a little bit more leeway here. 169 00:11:34,542 --> 00:11:38,259 And I think now that I've bended the toes, the toes will also be bent in the next one, 170 00:11:38,262 --> 00:11:41,900 so I'm just going to Alt-R those ones, so now the toes are there. 171 00:11:42,220 --> 00:11:46,460 Then we're going to bring this pelvis up as much as possible. 172 00:11:47,180 --> 00:11:51,499 We've got that going on there, and the leg is really going to shoot forward here quite a lot. 173 00:11:51,502 --> 00:11:57,340 And we need to bring the knee forward as well, and bring this one also in there. 174 00:11:58,780 --> 00:12:05,740 And then this one comes something like that. 175 00:12:06,380 --> 00:12:11,499 And then we are going to make even more space for our leg here. 176 00:12:11,502 --> 00:12:14,379 I'm going to swing the pelvis out there. 177 00:12:14,382 --> 00:12:22,780 This one's going to go the other way, and come back into the middle here, something like that. 178 00:12:24,780 --> 00:12:31,019 We've got our leg there, and then we've got our arms that are also going to start really 179 00:12:31,022 --> 00:12:33,020 coming forward here. 180 00:12:33,340 --> 00:12:37,340 Coming forward here, bring in the elbow a little bit maybe. 181 00:12:38,060 --> 00:12:41,580 Bring the shoulder forward a little bit, take the other shoulder, bring that one back. 182 00:12:42,700 --> 00:12:44,619 Take this one and swing this one. 183 00:12:44,622 --> 00:12:48,860 We're starting to see this one on the other side here, so that's pretty good. 184 00:12:49,500 --> 00:12:52,060 I could probably swing this one back even more. 185 00:12:56,140 --> 00:13:00,379 Something along those lines here, and I'm also still checking the silhouette over here. 186 00:13:00,382 --> 00:13:03,580 That's kind of my reference for everything. 187 00:13:05,740 --> 00:13:07,500 Okay, then I got that. 188 00:13:08,940 --> 00:13:11,340 That there, that seems pretty good. 189 00:13:12,860 --> 00:13:14,299 See if I can stretch this one. 190 00:13:14,302 --> 00:13:19,260 Okay, that's where the leg starts to break, so I'm going to keep it there for now. 191 00:13:20,300 --> 00:13:22,859 That also looks not too bad. 192 00:13:22,862 --> 00:13:26,140 So we've got this kind of, and the character starting to push themselves upwards, 193 00:13:26,700 --> 00:13:28,220 getting ready for that floating stage. 194 00:13:29,180 --> 00:13:30,620 So we're going to go to the next one here. 195 00:13:31,740 --> 00:13:38,939 Then here we have our floating pose, and here the pelvis is actually going to come down 196 00:13:38,942 --> 00:13:46,939 a little bit, and the pelvis is going to start normalizing a little bit already here. 197 00:13:46,942 --> 00:13:53,259 So we're going to start bringing this one back a little bit, or actually maybe still 198 00:13:53,262 --> 00:13:54,460 keep a little bit of an extreme. 199 00:13:54,940 --> 00:13:55,899 That's up to you. 200 00:13:55,902 --> 00:14:01,979 And then we can do the opposite with this one here, showing more of the back. 201 00:14:01,982 --> 00:14:05,019 That could also look pretty good, actually. 202 00:14:05,022 --> 00:14:05,979 Yeah, let's do that. 203 00:14:05,982 --> 00:14:06,940 Let's make it really extreme. 204 00:14:08,140 --> 00:14:13,339 Bringing the shoulder back here, then the arms come back. 205 00:14:13,342 --> 00:14:17,660 And here I'm just doing the arms first, just because I felt like it. 206 00:14:18,380 --> 00:14:19,820 Nothing, no secret there. 207 00:14:20,060 --> 00:14:29,340 There, and then something like that, kind of. 208 00:14:30,620 --> 00:14:35,019 And then the head, I can see, is really wanting to come out. 209 00:14:35,022 --> 00:14:38,460 So I'm going to put that back in here, something like that. 210 00:14:39,660 --> 00:14:43,099 Just checking from the previous pose, I can see the pelvis is turning, but then I want 211 00:14:43,102 --> 00:14:46,219 to bring it down just a little bit for that floating stage. 212 00:14:46,222 --> 00:14:48,859 You could also do the opposite, where the floating is kind of your highest, and you 213 00:14:48,862 --> 00:14:51,180 get this very jumpy run. 214 00:14:52,620 --> 00:14:55,740 But I'm doing this one right now. 215 00:14:57,900 --> 00:15:01,180 And then this one shoots out here. 216 00:15:03,340 --> 00:15:06,780 Then we're getting this kind of a pose. 217 00:15:08,380 --> 00:15:10,620 I could bring up the arm even higher here. 218 00:15:10,860 --> 00:15:15,740 Just for getting something like that. 219 00:15:17,020 --> 00:15:19,659 It's also pretty cool, seeing it from the side here. 220 00:15:19,662 --> 00:15:22,940 Definitely getting a lot of energy put into that. 221 00:15:24,380 --> 00:15:24,859 Nice. 222 00:15:24,862 --> 00:15:33,499 So we're kind of seeing that bum, push, float, bum, push, float, boink, boink. 223 00:15:33,502 --> 00:15:35,980 And then we're going to move on to the next frame here. 224 00:15:36,300 --> 00:15:40,539 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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