WEBVTT

00:00.210 --> 00:04.680
So now that we have the lower body in a pretty good spot, let's turn on the upper body.

00:04.680 --> 00:10.320
So we have this display layer that we created earlier in the scene and now we can see the visibility

00:10.320 --> 00:11.300
and turn that back on.

00:11.940 --> 00:16.140
So let's take a look at the upper body now that we just have it turned on and see what we have left

00:16.140 --> 00:18.570
to do, which is maybe quite a lot.

00:20.760 --> 00:22.650
So it's actually not looking terrible.

00:22.800 --> 00:27.420
It looks like he's on a tightrope or something, but yeah, we can make this look a lot better.

00:28.050 --> 00:34.910
So let's go to put the cons on their own visibility layer.

00:35.160 --> 00:38.220
So I'm going to turn off joints and select geometry there.

00:38.220 --> 00:44.670
I'm going to go select just the cons and I'm going to go make my own display layer and I'm going to

00:44.670 --> 00:45.810
say Upper Conn's.

00:49.080 --> 00:54.510
And now that's saved, I can hit the peace so that when we play back, those will also turn off.

00:57.160 --> 01:04.090
And I can kind of analyze a little better what's going on, so any time that we walk, our upper half

01:04.090 --> 01:06.360
kind of counteracts the lower half.

01:06.670 --> 01:11.730
So if the right foot's going for the left hand is going forward and vice versa.

01:11.860 --> 01:13.600
So we can adjust that.

01:13.960 --> 01:21.040
And as I'm looking at this, I can see already see that, you know, we have maybe a couple of spots

01:21.040 --> 01:26.560
that we can adjust the lower body, which any time I animate, I'm always kind of back and forth on

01:26.560 --> 01:27.040
stuff.

01:28.180 --> 01:31.570
You know, I never I never just assume something is done.

01:31.840 --> 01:32.980
I always want to play with that thing.

01:33.010 --> 01:33.340
All right.

01:33.340 --> 01:36.670
Well, what if I did this and then see how that works?

01:36.850 --> 01:39.910
And again, that's you know, this was the neep hotfix we did earlier.

01:40.360 --> 01:43.870
And I'm just afraid that we maybe took it too far.

01:46.580 --> 01:53.380
Or that the we need to go down for less frames, which I think is really the case.

01:55.630 --> 01:59.290
Yeah, I think that's really what needs to happen is that this.

02:00.490 --> 02:05.880
Little debt needs to be a much shorter than what we had originally set it aside.

02:06.310 --> 02:08.180
So let's do the same thing here.

02:09.130 --> 02:13.060
Let's bring that up and then translate that down a little bit.

02:13.070 --> 02:15.040
Get this tangent going down.

02:17.140 --> 02:20.710
And let's look at those knee pops a little bit.

02:25.330 --> 02:30.730
It just keeps the body more upright, you know, when you're walking kind of casually, you don't want

02:30.730 --> 02:33.130
to pretend like, you know, you're having a lot of effort.

02:33.490 --> 02:35.400
It's taking a lot of effort to walk.

02:35.770 --> 02:44.150
So it's good to try to keep somewhat of a consistent, you know, translate why.

02:44.830 --> 02:46.000
So, again.

02:48.090 --> 02:56.960
Just looking at these knee pops as kind of a good indication of like, is this actually, you know,

02:57.030 --> 02:58.950
going the right way that I want it to?

03:01.850 --> 03:05.390
OK, so I promise we'll work and work on the upper body.

03:05.780 --> 03:11.490
OK, so now we can see that we have everything on lower body working.

03:11.510 --> 03:13.700
So what I'd like to do is work from the bottom up.

03:14.060 --> 03:17.680
And for our case earlier, that was the feet up and now we've done that.

03:17.690 --> 03:19.510
Now it's the spine, the spine.

03:19.570 --> 03:20.840
The next thing you need to work on.

03:21.260 --> 03:27.710
So what we can do is go through and set a key frame where we know the keys need to be.

03:28.040 --> 03:34.670
You know, we have these kind of extreme poses we've already set, which are on one, 10, 20 and 30

03:34.670 --> 03:35.080
and 40.

03:35.090 --> 03:36.740
So basically every 10 frames.

03:36.740 --> 03:36.980
Right.

03:37.250 --> 03:43.580
If you remember where the cog is, we see 20, 30, 40, and the breakdowns are on the in-between frames.

03:43.970 --> 03:49.040
So we can go ahead and set those keys so we know are we at least need to have keyframes there and now

03:49.040 --> 03:51.200
we can just kind of play off the animation we've already done.

03:51.200 --> 03:57.890
Like I said, if the lower half has the right LFA for it, we know the right arm needs go for it.

03:57.890 --> 04:00.260
So the body would be twisting that way.

04:00.680 --> 04:05.870
And it looks like we don't have this arm set properly to follow.

04:06.170 --> 04:10.370
So let me just go to follow the chest.

04:11.120 --> 04:17.720
And now when we rotate the spine, that arm should go forward and it does.

04:18.530 --> 04:22.420
And it's always a fun thing about making a rig when things work properly.

04:22.850 --> 04:24.020
So we have this rotation.

04:24.020 --> 04:26.870
So now we know we need to do the opposite for these other sides.

04:27.230 --> 04:31.760
So I'm going to rotate this way and I'm going to minimize drag to the first frame again.

04:31.760 --> 04:33.700
You know, these need to match.

04:33.710 --> 04:36.530
So any time we do a change to one, we need to change the other.

04:36.800 --> 04:41.510
So now we basically have this kind of swinging motion for the upper body.

04:42.980 --> 04:50.150
And the next thing we can do is bring the hands down and we can do the same thing.

04:51.230 --> 04:58.010
Let's first get the first frame done before we go through and make a bunch of poses are a bunch of keys

04:58.520 --> 05:02.960
so we can just bring this arm down kind of naturally to the side.

05:03.710 --> 05:11.930
And it should be behind us because it's the foot on its side is forward so that we can get a frame 10

05:12.680 --> 05:14.060
or rather frame 20.

05:14.420 --> 05:16.880
And we know this hand should be forward a little bit.

05:17.900 --> 05:23.300
And I'm just also rotating the hand so the forearm and the hand are kind of in a straight line.

05:24.320 --> 05:26.450
And we can bring this for a little bit.

05:26.750 --> 05:29.570
We can also adjust the pull vector here.

05:29.840 --> 05:30.860
So I set a key there.

05:30.860 --> 05:37.070
I'm going to set a key on frame one, bring this out just to touch the same thing from frame twenty.

05:37.070 --> 05:45.140
Just bring this elbow out just a little bit and now we can do the same thing for, you know, this end

05:45.140 --> 05:47.120
frame lets middle mouse drag that to forty.

05:47.750 --> 05:55.610
Now let's bring down this hand and we know this needs to be forward because the opposite foot is forward.

05:56.240 --> 05:58.280
So the opposite hand should be going forward.

05:58.670 --> 06:07.580
Again, we need to bring out this pull vector to keep the elbow out and make sure we're setting keyframes

06:07.580 --> 06:12.630
on everything and that our arm poses aren't too extreme.

06:12.630 --> 06:13.910
Remember, it's a walk, not a run.

06:13.910 --> 06:15.950
So the arms aren't doing a ton of work.

06:15.950 --> 06:18.230
We just want to have them down by the side.

06:18.230 --> 06:24.110
And being a bit natural here is natural, I guess, as a skeleton is going to be.

06:24.110 --> 06:27.140
And again, any time I make a change to one end, I need to make it to the other.

06:27.860 --> 06:33.410
So I'm going to set those keys there, going to go to the middle key frame and I'm going to bring this

06:33.410 --> 06:40.340
one back because its leg, its sides of that leg is now forward.

06:41.360 --> 06:44.900
The other thing I can do a course is adjust these shoulders.

06:44.900 --> 06:47.420
But, you know, the main thing that's going to do a lot of the movement are the hand.

06:47.420 --> 06:52.150
I like cons and so I can adjust those.

06:52.910 --> 06:58.520
So now let's play this back and we can see that it's doing pretty good.

06:59.450 --> 07:03.230
We have kind of this natural walk motion happening.

07:03.740 --> 07:06.560
The only thing is this head is kind of rotating with the spine.

07:06.800 --> 07:09.350
So instead of following the body, I can say follow the world.

07:09.350 --> 07:12.260
And so it's going to snap the head forward.

07:12.470 --> 07:19.290
So now when we play, the head should stay looking forward when the rest of the body is, you know,

07:19.310 --> 07:20.960
rotating around with the spine.

07:22.010 --> 07:28.400
So depending on how you want this walk to look, we can continue to adjust this and refine it.

07:28.670 --> 07:32.720
So I think for one thing, I think the rotation on the spine is a little too much.

07:33.050 --> 07:35.990
So now that we have that set, we can always dial it back in the graph editor.

07:35.990 --> 07:40.970
So let's go to the rotate wise, which is pretty clearly these.

07:41.390 --> 07:47.540
And with these selected, I'm going to hold my cursor around zero.

07:47.540 --> 07:47.780
Right.

07:47.780 --> 07:51.500
We know this is the default value I'm going to hit are to pull up scale.

07:51.800 --> 07:57.620
Now my shift middle mouse drag this so that it scales all the keys back down to the default.

07:57.950 --> 08:01.250
And one thing I can do to kind of see where I came from is hit the buffer.

08:01.430 --> 08:06.140
Herve's, which is this little button right here, buffer curves snapshot, so I click that and I start

08:06.140 --> 08:07.670
making changes to the curves.

08:08.000 --> 08:13.160
We can see where we left off so we can see what's the what's the change that we made here.

08:13.160 --> 08:13.510
Right.

08:14.630 --> 08:18.170
So we we can tell, you know, maybe we went too far.

08:18.590 --> 08:22.910
But I think for us, I think dialing it back a little bit is probably the right thing to do because

08:22.910 --> 08:23.750
we are walking again.

08:23.750 --> 08:25.550
You're not making a huge, huge effort.

08:26.110 --> 08:31.760
OK, the other thing to think about is when we're walking that we don't walk totally straight up and

08:31.760 --> 08:32.750
down again.

08:32.750 --> 08:34.820
Think about walking as you're falling forward.

08:35.090 --> 08:38.230
So we need to have a slight lean forward to our walk.

08:38.630 --> 08:41.750
So for us to do that, I want to do that for the entire thing.

08:41.750 --> 08:46.940
So I'm going to go to the rotate acts of the Kohji and I'm just going to grab everything and I'm going

08:46.940 --> 08:49.460
to rotate him for just a touch.

08:50.150 --> 08:56.900
And then the other thing I might do is grab all the translate zis and I might grab, drag them for just

08:56.900 --> 09:05.600
a touch and I think we may be missing some animation here that we didn't carry through on these breakdowns.

09:06.020 --> 09:07.910
So let's think about what we're doing and translate then.

09:09.680 --> 09:11.400
It's going forward now.

09:11.450 --> 09:15.410
This is going forward in the back and now it's going forward again.

09:16.070 --> 09:17.360
Now it's going back.

09:18.110 --> 09:22.250
And I think the breakdown that we missed here is just this back.

09:22.520 --> 09:25.040
And we didn't have this kind of mirrored through.

09:25.400 --> 09:32.420
And again, because of the cycle, we need to get these splines to be straight so that they're carrying

09:32.420 --> 09:33.280
through each other again.

09:33.290 --> 09:39.620
We can see that if we go to curves and we go to post Infinity Cycle now, we can see that these curves

09:39.620 --> 09:41.280
should be kind of flowing into each other.

09:41.280 --> 09:43.640
I mean, just the tangents that we need as well.

09:44.240 --> 09:47.980
So now it's spacebar here and kind of look at what we're doing.

09:48.410 --> 09:50.090
So we have a slight rotation.

09:50.090 --> 09:56.120
Lean forward because the character should be, you know, leaning forward and moving forward.

09:56.540 --> 10:00.380
So they're constantly kind of falling forward and the feet are what's catching you.

10:01.220 --> 10:07.790
So the other thing we can do in the next lessons is to offset some of the animation so it's not as robotic

10:07.790 --> 10:08.690
as it looks right now.

10:08.900 --> 10:14.300
So in the next lesson, let's further refine this and make some more improvements to the walk cycle.

10:14.360 --> 10:15.020
Thanks for watching.
