WEBVTT

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OK, we're back working on this walk cycle, I just to open up this scene 11 walk cycle start and so

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I'm going to select everything and you notice I'm grabbing maybe some things I don't want to grab.

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Let's just make sure we have joints and geometry selected off.

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I'm going to click and drag again.

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And I think it's because this locator selected.

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Everything's located under that.

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So it looks like we have geometry, like when we don't actually.

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So I'm going to dislike that.

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And with all these key none you can see our last key is on frame 20.

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So if we wanted to see this kind of loop, we would reduce it down here.

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But we know currently we only have one step and we need to duplicate this over to the other side.

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So because our animation ends on frame 20, we need to double that to frame 40 so we can just type 40

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in here.

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And now we can start to mirror these poses over onto the other side.

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So currently all the animation stops here, but we know we want this pose back at the end because we

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want this to loop one entire time.

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So for this to loop one entire time, we need to start with our right foot forward.

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And that goes and now it's back and now it needs to come back for it again, meaning it needs to be

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back in this pose that we have on frame one.

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So because we know that we can actually just middle mouse drag this frame, I'm just going to hold on

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middle mouse and drag it down to frame 40 and had a key frame there.

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So now when we're after frame 20, we can see this kind of slides back forward.

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So all we have left to do is add in this middle key frame here, which if we go into our graph editor,

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it might be easier to see.

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So it's spacebar.

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I get the four of you, which I don't want someone headspaces bargain over the perspective.

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You all hold down space bar and go to panels layouts.

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Oops, two panes stacked and then I'll choose this one to be the graph editor.

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I'll be a little easier to see these in betweens.

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I'm just going to go ahead and hit S on these as well.

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So we know, you know, this is kind of a landmark in between.

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And when I say in between, that's actually a technical animation term.

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In between are, you know, historically when you were drawing animation, you would have the key poses

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and have the key artist's key animators draw those poses.

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And then you'd hand those off to The Inbetweeners and those that was a whole position you were in between

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her.

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And when we're doing 3D animation, that is one person.

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You're doing everything, you're doing the keyframes and you're doing the in betweens.

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So we know this is an in between and it needs to match this in between, but with the other side.

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So let's first start by taking a look at the COAG.

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We can see that this is not the same.

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Right.

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We want this Y to be about the same as the other in between.

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And it looks like we have to translate X, but instead of going the same way.

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Right.

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We don't want to go over the foot that's off the ground.

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We want it to go the other way.

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And if we wanted to mirror it exactly.

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We need to take a look at this value.

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We can see this value in the graph at over here.

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So we have a negative one point one.

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So we could just click this and drag it up to one point one.

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And I'm just holding down shift and middle mouse dragging.

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So it's about in the neighborhood, so, you know, the center of gravity needs to go over the foot

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that's actually on the ground because that's where all the balance is going to go, right when we keep

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our weight over our feet.

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If not, we'll just fall over.

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OK, so now we need to pick up this foot.

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And if we look at frame 10, we can kind of see how this foot is picked up and we need to do the same

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thing for this other side so we can see there's some value here, which looks like it's rotating and

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it is about 45 degrees.

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So if we click this and we go to the in between we're working on now, we know we can go ahead and drag

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this to about 45 degrees.

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And if you know just what happens when I click this and dragged it, nothing really happened are not

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a lot happened, because if you look over here on the Y axis, you can see that we're working with very

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small values.

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So what I do is hold down shift command and Eirik right click and I can scale this down.

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You can see how these values change.

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So now it's a much bigger scale.

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So now when I click a move that's going to move a lot further and when I let go, I can see the values

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here.

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Twenty one and we're looking for something like forty five ish.

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That's close enough.

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And they can drag this up so that the toe is just off of the ground.

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And it's pretty close, and then we can make sure that this roll on this foot is all the way to zero

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square to the foot roll and at zero.

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And now let's play this back when it's baseball over this way and see it in full view here and a plain.

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So now we basically have a walk is very generic and there's a lot left to do on it.

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So in the rest of this course, I want us to polish this right.

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It doesn't take much to get to this stage of it.

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But really, you know, what separates a good animation from bad animation is that final 10 percent

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that usually takes, you know, not 10 percent of the time.

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It takes even more of the time proportionally.

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So meaning we're going to spend a lot more time to make this look way more polished than it currently

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is.

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And so in the next lesson, we'll continue to break this down into even further poses, because when

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we select this one, we look at it.

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You know, we only have basically four poses because we know this beginning and end pose as the same.

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If we click between them, we can see they're the same.

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So that's a cycle.

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And one other thing to keep in mind is we don't want to play the same frame twice currently while we're

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playing this back, we're going from this frame all the way through or playing this frame again, and

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then we're playing it again.

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Right.

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So if you actually want to loop this, we need to cut off that last frame because it's going to share

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the same frame as that.

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So when we play this back now, it should actually be a loop, like a proper loop.

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We're not going to have duplicate frames here.

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So you can already see when we start to analyze this, we have some new pops here at the back of this

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stride.

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I don't think we're getting it on the other side.

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So there might be some inconsistencies on how we mirrored it.

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We can evaluate that in the graph editor and as we further break things down in the next lessons.

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Thanks for watching and I'll see you there.
