WEBVTT

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So now we have our main keys, we can actually take a look at breaking this down even further and it's

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really easy to get overwhelmed with animation and think, oh, my gosh, I have you know, we only did

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four key frames, basically, because, again, that last one is mirrored.

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It's the same key frame as the first frame as frame 40 is.

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So it really did, you know, four poses here.

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And when we look at this animation, we have 40 frames when we think, oh, my gosh, I have to do this

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10 times.

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What I already did, you know, don't get overwhelmed.

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Let's let's break this down.

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Let's drag the timeline.

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This is what I like to do.

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You know what?

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Just focus on between two key frames, OK?

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Once we have the keys and now we can just take it and piecemeal it down, OK?

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We just have this motion to worry about.

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Now, don't worry about anything else.

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We're going to get this looking right.

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OK, so when we look at this, we can think, OK, this is the extreme pose, right?

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That's the technical term, the extreme pose.

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These are the furthest that these two legs are going to be apart from each other.

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Those are the extreme distances.

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And we think about extreme distances.

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We also have to think, all right, how is this weight being carried?

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Is if if it's tripod and the weight is very far out there and there's a lot of weight here in the center

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of gravity, it's going to want to fall down.

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And while you're walking for these next few frames before this foot picks up the weight, your body

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will be going down because basically walking is controlled, falling and you're the foot in front is

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basically catching you each time that you fall.

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So if that's the case, then we can know that this center of gravity, which actually made a key frame

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here, I'm going to delete in my little example there that this qif this center of gravity is not going

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to be going up immediately.

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Right.

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Because this foot hasn't had time to really catch the weight of everything yet.

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So what's going to actually happen?

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Is this what's going to be going down?

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OK, so we can maybe come out here three frames and keep this down on its space bar, have the same

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set up I had from the previous lesson.

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So I have the graph header down here, another panel.

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I'm just I just want to go a little bit past where we started here.

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Right.

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And the other thing we need to do is get this foot flat because your foot doesn't just hang out on the

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heel here.

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So when we're going, you know, you're just sliding along the heel, that's not realistic.

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We need to get this foot roll down to zero.

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So let's get that to zero.

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And then you can see that the leg is very straight and that can help us guide us to kind of know biomechanically

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how far down with this Kohji need to go to keep that knee from popping and getting too straight, because

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if we were up here with this center of gravity then the leg would be far too straight and it would be

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a pop right.

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When the foot goes flat the knee would be very hyperextended to the point they would pop right here.

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So we can use the fact that we know the foot needs to be on the ground to drag them.

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Just shift middle mouse, dragging this keyframe down to a point where the knee is no longer, you know,

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stretch beyond where it would be hyperextended.

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OK, so now when we play this back, the nation pop and it's playing back a little fast, but we can

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scrub this.

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We can see it's kind of getting hyperextended here and we can fix that by let's go into the center of

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gravity.

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And instead of this having an auto tangent where it will slowly go down, we probably need to make this

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to be straight, go straight down so we can grab these tangents and middle mouse drag them so they're

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going straight.

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And an easier way to see this would be to go to view infinity.

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And now I can see that, you know, this curve is flat lining here.

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So we can actually say curves post infinity cycle.

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So we can see how these now two key frames relate to each other in a cycle, which is how we'll be using

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this.

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So it's good to go ahead and see that now so we can see that that kind of tangent continues nicely down

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to the bottom here.

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So that should help us a little bit to keep the knee from popping.

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It looks like it's still popping a little bit and that could maybe be from the foot.

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Let's look at the foot and the translate Z.

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Now, any time that we are animating and we're moving at a consistent rate with our feet.

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Right.

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You have to think about this is a special way to animate that.

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We're animating on the spot, meaning he's staying on the same he or she is staying in the same spot.

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And in reality, they're going to be moving.

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Across a distance, and if they are moving across a distance and this foot is going to stay in its place,

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then these need to be linear.

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They don't need to be, you know, nice, smooth tangents.

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So I'm going to go ahead and delete that and I'm going to select all of these and go to a linear motion

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here, because as soon as this hits the ground, it should be moving.

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And in reality, we might want to move this foot roll zero back a couple frames.

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So now it's coming down much sooner and it's working a lot nicer.

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So as this vote comes down, we can see now that it's catching the weight of the center of gravity.

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And only after that, this is flat and it's catching the weight can the center of gravity go up because

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it needs the center of gravity to be pushed up by something.

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It just can't float around willy nilly.

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We need to understand the motivation and the biomechanics of a walk.

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What is actually keeping this center of gravity from falling over?

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Well, it's these feet, all right.

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And so these keep it upright so we can see that only after that.

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This takes the weight of the center gravity can this go back up.

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OK, so we wait for that to happen and then this goes back up.

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Right.

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And that makes sense.

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So now we get into this pose cool.

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And we can go ahead and make these be linear on trancelike Z on the other foot as well, because we

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know that's how we're going to be working.

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So let's bring this back up to 40 and just take a look at this one breakdown real quick and see how

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much that a little bit of animation added.

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We can see the difference between this this foot and this other one.

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You can see how this other one kind of floats and the foot roll doesn't cut to the ground.

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But the other one, the foot gets to the ground pretty well.

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Cool.

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So it looks like we could probably, you know, adjust the WI translate now that we have the feet in

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linear space.

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Remember, when we grab these and now the translate is linear.

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Now it's also affecting the distance of the you know, why translate.

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So we could even take this.

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Let's grab the two top ones and let's experiment a little bit and drag these up.

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Looks like it won't be enough.

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So maybe we can even bring this up or we can mess with a tangent a little bit.

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So.

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Let's see if that helps keep this leg straight, because we don't we don't walk bent kneed.

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So as you do this, you might find what you have been animating.

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Isn't exactly what you need.

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Cool, so the other thing to think about is that there's going to be a little motion forward and back

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as as you move right, you're going to gain speed and lose speed as you're getting pushed off by your

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foot.

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So every push off of the foot is going to push your center of gravity forward a little bit so we can

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actually push the center of gravity forward and then it can fall backwards as it gets to this in between.

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So it's another little thing to think about how this motion actually works.

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So let's do that to this one as well, when this hits the ground, we know that the foot roll, you

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know, maybe two frames ahead, I believe is what we did on the other one.

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That's going to be zero.

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This is going to be forward a little bit and we're actually going to do that.

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A couple of frames later went take the center of gravity ones and move forward two more frames.

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Now, let's play that back.

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Might be a little much you can kind of see it kind of bouncing back and forth, so we go to translate

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Z and then we can just drag these down.

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We can also see where you know this in between we hadn't set for translate Z.

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So whereas over here we have this, you know, be at zero.

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And that wasn't the case earlier.

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So it's going to bounce a little more here.

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So let's just drag these values down a little bit.

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We don't wanna get too crazy with it.

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But just in general, you know, we won't understand the idea of, like, why the center of gravity

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is moving the way it is just going to move just very subtly forward.

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So the next lesson, let's take a look at these little knee pops and finishing out, you know, these

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other passing positions, right.

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Right here.

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The knee is starting to bend way too soon.

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So let's continue to clean this up in the next lesson and then we'll move on to adding the upper body.

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Thanks for watching.
