WEBVTT

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Let's get started with creating a walk cycle with our Bones character.

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But first, let's talk a little bit about what we're going to do with the walk cycle and want to walk

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cycle consists of if you were to see your best friend walking at a distance and you could barely make

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them out, you would probably know it's your best friend or relative or whoever, because a walk cycle

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is very specific to each person.

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As subtle as it may be, everyone has little differences to their walk cycle.

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So as generic and boring is as animating a walk may seem to some people, it can actually be very,

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very telling about their character, their mood, what type of person they are and their age.

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It could be all these types of things.

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So we're going to focus on kind of a more basic one to start with.

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But also just keep in mind that you can add a lot of character to a walk cycle.

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If you need any motivation or examples of this, just take a look at Kevin Perry's one hundred different

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types of walks.

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He starts out with a generic, but then does a lot of different types.

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So definitely go through here and see kind of all of these different different kinds.

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They're pretty exaggerated, but the general idea is one foot in front of the other.

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So let's take a look at this in Photoshop real quick, where we can kind of break it down even more

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simply.

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So we have basically two poses we're going to focus on first in this lesson, which is what's called

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the contact pose and the passing position.

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So we have contact passing, contact passing, and it's going to switch legs.

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And if we just switch these layers on and off, it almost looks like this drawing is walking even with

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just two drawings and two poses.

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So that shows you how important these poses are.

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And poses like this are called can be called several different things.

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They could be called key poses.

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So these could be kind of the main poses.

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They could also be considered the extreme poses, meaning these are the furthest that the person travels.

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So they extend their legs at the extreme here.

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This is the extreme distance that this foot travels this way.

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It could also, you know, the extreme of the height.

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So if we look at the contact and passing position, we can see that the top of the center of gravity

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of the hips here are passing this horizon here, set by the contact.

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The contact is lower and in the passing it goes higher because the leg is getting straight and it's

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right underneath the hips.

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So we need to start to begin to think about the biomechanics of this.

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Why does a walk look the way it does?

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And this really gets to the heart of animation, which is observation and using reference.

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And don't just think that when you become an animator that you just make all of this stuff up in your

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head.

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You really need to look at reference, how you walk, film yourself.

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You look at other people walking, look at your favorite movies or characters of people, but use reference,

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preferably not animated reference, so that you kind of get the original source and you don't get someone

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else's interpretation of it.

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So I always look at reference and, you know, we're going to start without it because I don't want

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us to overanalyze reference and get hung up on that.

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But definitely know that, you know, these things are all rooted in biomechanics and how things actually

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move and work.

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So let's jump into Miah and start with this scene.

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Ten Walk Cycle.

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Start here.

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What I'm going to do first is hide everything that we're not going to need.

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So I'm going to go to Windows and go to outliner and I'm a hide the hat and I'm going to select everything

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above the waist.

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And put it in its own display layer over here and just hit the visibility off.

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So now all we have are the legs cool.

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So let's start with the contact poses.

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I will first grab one of the legs and just drag it forward, drag the other one back.

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And when we're doing this, we want to make sure that we're doing it at a specific distance.

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So let's say something like eight here and maybe a little further back on that one, maybe like maybe

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like negative nine.

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And now we need to drag the center of gravity down.

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But, you know, people don't walk like this when we walk.

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We actually try to keep our foot on the ground as long as possible so we can push off with our back

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foot.

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So I'm going to use the roll here to indicate that.

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And then on this, we do a heel to toe motion on the front foot, right.

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Our heel strikes first and then it goes to toe when we're walking someone to put it in the heel position.

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So now that means we didn't have to pull our center of gravity down that far.

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Just bring this back up.

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Another little thing to think about is the fact that our hips rotate.

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Right.

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They don't just stay straight here.

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When we are reaching forward with a foot, we actually do so with our hips as well.

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So you reach forward with the hips.

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So let's bring the hips around so that they're reaching with that front leg.

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That means we can bring up the center of gravity even more to try to straighten these legs out.

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I'm just going to bring this foot roll back maybe a little bit so that leg gets a little straighter

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and I'm just going to bring this toe up just a little bit.

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So now we have our first pose.

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So I'm going to select all of the controls.

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But first, I'm going to make sure that I'm not selecting any geometry.

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So I'm a click this little geometry button and click the joint button here so that I know I'm only selecting

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locators and curves.

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Someone had s on my keyboard to set a key frame of frame one.

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I'm going to decrease the time line here a little bit so we can focus in on fewer frames.

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I'm going to go forward to, let's say, frame 20 and I'm just going to reduce this down to 40.

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So let's set a key frame on all of these as well.

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And now let's reverse this.

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So let's bring this foot back.

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And this is why we had exact numbers here so that we can kind of match them on either side.

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So I'm just going to look at this other foot.

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It's negative 27 seven.

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It's going to go negative.

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Twenty seven.

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And I'm going to take this toe control to zero, so it's back on the ground, then I'm going to reverse

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this rotation to negative fourteen point whatever, does it really have to be exact?

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Exact.

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But just to kind of give us an idea that they're in the same ballpark.

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This was eight.

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And let's go jump back to this frame so we can see what the role was, was pretty much 20 there.

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So we can say 20.

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Cool.

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So now we have our two contact poses just for one leg, because remember, this is going to need to

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happen more than once.

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So we have this one leg and it looks not very impressive right now.

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But this is animation.

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You know, you need to get comfortable with seeing things not perfect.

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I know that's one thing.

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When I started drawing that kept me from being very good at drawing because I wouldn't want to continue

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past seeing like a bad, you know, draft of a drawing.

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So that's going to happen in animation.

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Just like in anything else.

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You have to start with the basics and build a foundation.

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So let's continue to refine this animation to make it look even better.

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Let's go to frame ten, which is right in the middle of what we've already done, and make our passing

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position so we can bring up the leg that should be passing and we want to rotate the foot down just

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a little bit so that the toe is just barely off the ground, because as humans, we are kind of lazy

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and we also want to be efficient.

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So we don't want to bring the leg all the way up here to walk every time.

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That I would definitely be a unique walk, but it's not typical of what most walks are.

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So the other thing we need to do is make sure this is flat on the ground.

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So let's make the foot be zero and let's bring up the center of gravity.

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So the leg is straight, as we saw in the Photoshop kind of drawing I was doing earlier.

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Let's bring this up maybe a little bit more and rotate the foot back down.

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So the other thing we need to do is because this is on one leg now, we need to shift the weight over,

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because if we look at the center of gravity, it's not under where the foot is.

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So we need to make sure always that the center of gravity is being held up by something.

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So let's push this over so that now the center of gravity is a little more supported by the foot that's

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still on the ground.

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The other thing we can do is we can lift up the hips because the body is trying to lift this foot off

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the ground and the hips are trying to assist.

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It is trying to lift this leg and this foot off the ground so it can push it forward.

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So now that means we can bring the center of gravity even higher, try to straighten out that leg that's

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on the ground.

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So now, if we were just to look at these three poses and play them back, I'm just going to select

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all the curves, deselect the locator here and put them on their own layer and hit P here so it dislikes

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it.

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So it will won't show the curves on playback.

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And I'm going to start to name these so that we won't lose track of what they are, let's say upper

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body.

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I'll say lower Condes.

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Cool.

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Now, let's play this back, so we basically have one stride of a walk here and it still could use a

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lot of work, but you kind of get the idea of where this is going.

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So let's do this for the other side, the next lesson, and we'll go a little quicker and then we'll

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continue to refine and add better timing and spacing and maybe go into the graph editor a little bit.

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Thanks for watching and I'll see in the next lesson.
