WEBVTT

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In this lesson, let's continue to break down this walk cycle so we can see that we have some keyframes

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over here and we have a big gap here where there are no keyframe.

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So when in doubt, you can always go to the middle keyframe or set a metal keyframe between two large

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distances between keys and then evaluate what's wrong with it and fix it on that keyframe.

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And you can break it down in half again and do the same thing until you get to the previous key frame

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that you know is correct.

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So that's one way to kind of breakdown animation into pieces and not get overwhelmed with, you know,

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what do I do next?

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I'm not sure what to do next.

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Well, you know what?

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Go in between those two key frames and start setting keys.

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So the one thing we need to look at first is the fact that we might not have keys on every key frame.

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So we want to make sure that when we select everything shifts like the locator off.

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And let me just turn off the joints and the geometry selection up there and dislike the locator.

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I just want to make sure I have a key on everything on frame 10 and a key on everything on frame 20.

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Same thing on 30 and 40.

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So I'm just going through and hitting s on those when I go to 15.

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I know that there's a landmark here and there's a landmark here so that if I start making some any changes

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on the screen 15, it's not going to be trying to interpolate from the first frame all the way through

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to this frame will have a landmark key frame here.

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OK, so we take a look at this.

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Like I said, this is going to be the middle key frame.

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And again, so I can select everything, deselect, select the shift, select the locator deselected

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and s I can already see that, you know, this is wrong, that the heel should still be on the ground

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so I can go here and hit zero.

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So I know that's right now.

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And the other thing I need to look at is the fact that this foot is starting to get a little wonky.

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Right.

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The distance it's off of the ground is quite a bit and its position is a little weird because we have

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an image of the foot roll and we've animated this rotate X.

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So we know that on this key frame we have foot roll initiated and we have rotate x our kind of combating

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each other.

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So I'm going to create these panels again.

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Go Layout's two panes stacked and I'm going to bring in the graph editor.

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And what we can do is we can kind of force this to be what we want it to be, right.

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We know you want this foot roll to be what takes over, but we don't want to take over just yet.

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This it's kind of still be flat footed a little bit as it transitions into that role.

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And this foot is way too high off the ground.

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So let's bring this down a little bit and let's bring back this rotation.

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Just a touch.

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So it's still dragging across the ground pretty closely.

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OK, so now we can see that in this transition, this toe is just grazing the top of the ground and

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it could even maybe do a better job here and stay a little bit closer to the ground.

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Because if you remember, humans try to walk as efficiently as possible, if we're talking about a kind

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of a generic walk so that foot should not go very far off the ground tool.

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So now we can see that we've created a pretty decent breakdown for that frame and that little section

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of this walk.

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We also have to keep in mind that we animated the rotate why, but it looks like we also left out the

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ROTC on the other side.

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So we need to go down here and kind of mirror this.

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This is one thing that we forgot to do on this side.

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So if we look at frame 10, this is very ---eyed to the side as it tries to lift up this hip, this

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hip rises.

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So we need to do the same thing on frame 30 here.

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So let's take a look at this frame is nine.

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So let's go to nine down here.

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We have negative eight, negative nine ish.

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And so now that's also going to affect our keyframes and how this is animated.

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She can delete that key frame so I can kind of smoothly go in between each other.

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And same thing that we saw on the translate of the Kong back and forth.

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If we looked at this as Infinity got a curse post infinity cycle, there's no reason that these curves

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should slow down at this kind of middle junction here.

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They should stay consistent so we can go to a spline tangent and the curve.

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So now I can see that this continues nice and smooth through the cycle.

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Cool.

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So now let's play this back and see what else we need to be fixing.

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We need to do this for this other pose down here.

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We see 30 to 40 to 35 and do the same thing.

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So let's keep the heel in the ground, will go to zero that out and then we will fix this and we will

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zero out the roll.

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And that's actually pretty good.

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I think I want to bring the center of gravity down, just touch so that this leg doesn't get hyperextended.

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Do the same thing for its sister over here.

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That's brother sister, keyframe twin, I guess I should say, and make sure that the center of gravity

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is doing the right thing.

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And now let's take a look at this.

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It's already looking a lot better.

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We do have some props on these transitions so we can do is go in here and fix those with the foot roll.

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So if we think about a foot roll, it's kind of like a bouncing ball.

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The foot roll shouldn't necessarily slow down.

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So let's make that to be a linear tangent.

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So it comes in very fast.

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So it does that.

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We might have it fixed in EPOP force, let's make that linear, rather, and so now it's coming in straight.

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I can see it kind of bends here and then it gets straight and it bends again.

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So we want to fix that.

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And there's a couple different ways we could do that.

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I think the easiest might be with the center of gravity.

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Let's just fix this tangent here and go back to Spline on that.

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We had kind of done something a little different there.

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So let's maybe bring this down just a touch.

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And basically, there's no right way to go about doing this.

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But what I what catches my eye is what I'm trying to fix are these little knee pops.

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And right now, it's looking a lot better.

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When I see that knee not get so straight here, I'm going to bring that back.

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That translate.

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Why back down?

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And I think even there, it's getting to.

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Right, I want it to be consistent, it pops here to bend and then it should stay there or go further.

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So I think we do need to bring this down even more or even our changes tangent handle.

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Right.

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We can do that as well.

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So now it bends.

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Yeah, we really need this to go down more.

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Just bring this back down as we did originally in previous lesson.

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So now we can see this cycle over here and where my cursor is and it's dragging down and now the knee

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doesn't pop as much and now we can do the same thing for this side.

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And we can see that he kind of gets a little straight here so we can drag this down and adjust this

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curve as well.

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So I want to make sure that this leg is also getting pretty straight so we can maybe bring back the

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translate Z a little bit here.

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So just like we're going forward with that, we could also bring it back.

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So on this frame.

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Let's see if we can't bring the translator back.

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Almost like an equal distance of this value, so we have a point three, so this will be like point

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to something.

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So now we have it goes backwards, now it goes forwards.

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And that's looking pretty good, and now it definitely gets straight here, so let's see if we have

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translate Z in the right spot.

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And after this frame, we wanted to keep it going down, if we remember right, so here is going to

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be the equivalent of this frame so we can actually just hit command, see, and we could go four frames

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forward from frame twenty one to three, four and pace that.

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All right.

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So now we have the equivalent on that frame.

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So now that definitely helps out that knee part, but it looks like it's getting a little too straight

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there so we could even bring this foot roll up just a touch and that'll help in the knee a little bit.

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We can also make sure, I suspect, that this translate why maybe isn't as far as knees go, you have

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negative 14, that's negative 14, and you bring it down just a little bit more.

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Let's go to translate X here and for the Kog and make sure that that is right.

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Yeah, that's on zero.

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And it looks like this didn't take from the previous lesson, so I'm just going to make sure that's

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correct.

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And now we can see that.

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This kind of surges forward here, you make sure that the the foot itself on the translator is doing

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what it should do.

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It looks like it is.

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And the foot roll is doing what it is.

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It looks like maybe here is the problem.

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Let's see, let's scrub through here.

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I mean, it's not super far off, but it should be doing.

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But you can see where this the knee, if we if we take, you know, one one thing I like to do is to

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turn on this kind of field chart.

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So we click this little button here.

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We get a grid.

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So if we move our camera with a position, this kind of crosshairs to be wherever we want it to be.

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And so we can kind of see and screen space, where does that nego doing what it should do, see how

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it goes straight and then it goes down and then it goes for its surges forward there.

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That's what I'm trying.

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That's what's catching my eye and I'm trying to prevent.

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So if we look at the other leg, let's see if the other leg does.

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It goes forward, it goes down.

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And then for it's not as bad, really kind of has a much better motion there.

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So it's really just this other knee.

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We need to figure out why is that happening?

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I think what it is, is this let's take a look at the two foot rolls so we can isolate those in the

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graph.

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Editor.

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I'm going to roll here and roll there.

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So, yeah, they look they definitely look different.

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And we can see that, OK, at this stage of the game for this foot is right almost to 20.

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So we know the equivalent of that for this other foot as far as that this frame over here.

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So.

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It's this one, so it should be going up there, so for this one over here, it should be doing the

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same thing and it pretty much is, which is what's confusing.

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Why is this not behaving the way I want it to?

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And I think what we need to do is just.

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Make this work for us and bring this foot roll down, see how that's straightening out the knee.

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I think that's going to be their best bet.

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Let's get a keyframe here and then let's go forward and set it to be what we want it to over here.

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So now it keeps it from popping the knee a little bit.

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Cool.

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So it's sort of looking a lot better in terms of field guide there, aren't we, to play back?

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And you can see from the first lesson to now, we have made a huge, huge improvement.

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And again, like, look at the hips, right.

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It's swaying side to side.

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The weight is being transferred properly to each foot.

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The other thing we could do on these feet is we can actually bring them to the center right.

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So when we're walking, we actually have our weight more over the center.

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So let's look at that.

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Let's go to translate X, we notes translate X because of this red arrow here.

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And when the foot is moving, when it's on the ground, rather, it should be a little closer to the

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middle.

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OK, so let's just grab everything and bring it closer to the middle.

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All right.

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Because that's where our center of gravity is.

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Our center gravity should be trying to get over our foot and our foot should be trying to get under

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our center of gravity.

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So it's kind of a team effort there between those two things.

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So I just moved I selected all the key frames and I middle mouse drag them.

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So now all the animations getting moved over, OK, and I want to go all the way to the middle.

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We can see the grid here, which is this little button.

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We can see this line is the middle.

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And I want to go all the way to the middle with it so we can just make sure we're not just on the other

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side of the middle.

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And then we can figure out when is it off of the ground.

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Which is over here and now on this in between, which will be maybe frame 30 ish, we can move it over

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to the side, back to where it was.

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So let's go to frame 25, hit a key frame.

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And that's kind of the last point where it lifts off the ground and then we can move this back over.

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So it gives room for this foot to to be in the middle when it's at its turn.

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So then it goes back towards the middle where it's going to land again.

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Cool.

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So it's the same thing for the side.

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I'll take translate X and we'll just grab everything and get to where it's on the ground actually.

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And let's just move it towards the center.

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And then when it's off the ground, let's just move that keyframe, which will be looks like in here

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frame tends to keep him, you know, I'm always doing the middle part, right, like one to 10.

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So I'm going to five and hitting key, which is kind of like the one of the last points.

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It's off the ground back here.

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I guess not really.

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Like, if we look at from this other side, it could even start moving to, you know, we can even just

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delete that and oops, I mean, hit delete without selecting a key frame there.

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I'm going to actually go right click delete on from the timeline and now we can drag this over.

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So it's out of the way.

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You can see how now the the feet are running into each other.

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So we need to make sure that this is kind of clearing that foot.

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And now when it goes back towards the middle, we can actually bring that keyframe back up.

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So we're only only worried about contacts.

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As soon as this contacts the ground, it should not translate side to side anymore.

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Right.

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So it's the same thing.

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Make sure we're getting it at the right point on this side.

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So it's got to translate X and.

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Yeah, and here I think we can get rid of this key frame and then now it goes to the front.

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As soon as it lands then we'll be good call.

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And let's take a look at that.

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So it's looking a lot better.

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So we can see to that it looks like this is maybe snapping a little bit so we can bring this down and

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just kind of massage the stuff, you know, we don't want to ever have any pops be the most distracting

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thing about a walk.

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So let's just go through this.

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And again.

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Kind of imagine what should really be happening here.

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And once we get the body going, well, we can further refine this as well.

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I think we might want the role to start happening maybe a little bit here so we can drag the foot roll

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down.

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That'll help that from.

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Snapping too much,

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and if I ever affect a key frame on the end, I need to do it at the beginning as well, because this

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is the cycle, right?

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These are the two key frames.

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If we move one, it will break the cycle because it's going to these should be the same keys, because

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as we play through, it's going to loop back to that key frame.

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If those don't match up, it's going to break the cycle.

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So we can just adjust that a bit.

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And that's negative 30.

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I just want to make sure that I'm in the ballpark.

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That's the negative 28.

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So it's pretty, pretty close.

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Yeah, so now we have a walk cycle of the legs of the skeleton and the next lesson, we are going to

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turn on the upper body and make that work force and we can further refine this a little bit.

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It looks like we still have some knee pops, which is the bane of any animator's existence.

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And if you do much animation, you will be fixing knee pops for quite some time.

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But, yeah, we'll continue to refine this now with the upper body in the next lesson.

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Thanks for watching.
