WEBVTT

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So in this lesson, let's make some offsets so that it doesn't look as robotic, because right now,

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each time the foot hits the ground, the arm is that it's kind of furthest extreme.

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And we don't have a ton of breakdowns yet for the arm.

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So we can do the ladies.

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We can also, again, every time I look at this, these frickin knee pops annoy me.

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So there's probably not going to be a time where I'm ever, like, so super satisfied with the animation

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that I'm not going to, like, see something that I'm going to want to fix.

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And that's animation for you.

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So.

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We do the same thing here because that knee pop is it's happening at the back of this stride, just

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like the other one should start to bend there and stay forward.

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So let's maybe do a linear here.

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See, that doesn't help.

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I think that's maybe what was messing it up is that it was kind of easing into the foot roll.

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And it should kind of bounce out of it.

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I think that's maybe the issue here as well.

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So let's go down to the foot roll, isolate that and let's make that be linear and this won't be linear.

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And now let's play those back as well.

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Cool.

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I think we can maybe carry these roles through just a little bit here.

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But wrong one.

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Now, we don't have a we don't have a breakdown here, so we can just make one ourselves and just delay

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that.

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Foot roll a little bit.

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The same thing for this side when it gets back to this end, we don't want to just totally bounce off,

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so let's bring this one down.

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So, again, let's look at the upper body, we can make offsets here now, so let's think about what

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we're doing when this arm is coming forward.

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We I think we should still have it coming forward a little bit.

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The arm should kind of be a little bit behind the lower body.

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So let's bring this arm forward more and rotate that and maybe bring it in towards the body a little

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bit.

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And for this one, maybe let's bring the arm back.

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So delay it going forward.

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I'm going to middle mouse, drag that to the last frame as well.

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So now we have the arm kind of continuing forward after the foot lands.

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And I think it's going maybe a little too far and fast.

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And one thing I like to do, if that's the case, is just middle mouse drag from a frame above it are

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like ahead of it.

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And so I know it's going to take that's a smaller value.

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And again, because this is a cycle, we need to make these tangents a spline tangent.

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OK.

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And when you do the same thing on the back side, right, that the kind of swing should happen after

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the foot is taken off here.

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So let's bring that back and then let's go to frame 20 and bring this for just a touch.

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And we can always, you know, get the fingers and hands in a better spot.

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But even just that offset makes that feel a little bit better now, right?

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And the last thing I would say is this is kind of far out to the side.

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It's going to translate X, just bring that back, see if the we need to bring that way back in.

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And it's just getting too far from the body, from the body there.

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Even just grab all this stuff and bring it in.

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Something that needs to be that far away from the body.

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So you can see just what that a little bit of offset does, because we've done this this hand, but

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not the other hand, so it just kind of prevents it from looking too robotic.

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Right, and the other thing we can do is kind of loosen up the shoulders, let's get the shoulders involved,

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so let's sort of keyframe here and on 20 and see what we need to do.

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Let's have the shoulders lead.

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The shoulders are already coming back on in between breakdown on frame 10 and they'll start to go forward

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as the hand is still going back.

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And then on frame 30, they'll be forward kind of leading the hand and then on frame 40, we'll just

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copy that.

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And we will probably need to make these spline again, since it's a cycle, as we have learned over

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and over again.

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So now the shoulder is getting involved a little bit and I think the hand is maybe going a little fast

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towards the end back here.

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So, again, I'm just going to middle mouse drag something in front of it so I can watch it happen in

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the graph better.

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So I'm grabbing like frame 23, middle mouse trying at twenty five and it should just reduce and kind

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of, you know, calm down those values and see them kind of bounce to something a little more reasonable.

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So, again, it's maybe looking a little fast, we can just do that again, bring frame 23 and bring

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it down frame 23, bring it down until we kind of get what we like.

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I think the same thing is happening here, so we just bring that back and, you know, with a walk,

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again, it's very subtle.

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It's not like these offsets have to be very huge.

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And again, I think the spine is maybe still too big so we can go to the rotate Zeze here and then we

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can middle mouse drag with our bring those down just to touch, you know, again, with with a walk

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in general, you're not making a huge effort.

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So all these changes don't have to be massive.

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Right.

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And I think I'm going to incorporate the Rotate Z here.

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So I'd like to isolate that and kind of see what we're actually doing here when we're rotating it back.

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It should be down.

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Let's see.

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This should be down here, see if that's down, yeah, this one's down.

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So let's bring this down.

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Oops.

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And then when it's coming forward, it should be up here and maybe down again, there are starting to

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go down.

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So, you know, in general, I think this is a decent spot and make those be spline.

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So you kind of see the shoulder working a lot better, you can hopefully see that on your monitor like

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that, a little bit of difference.

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Just getting the shoulder incorporated loosens everything up.

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Even with a simple rig like this, it makes a huge, huge difference and maybe is too much right now.

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But it kind of proves the point of just.

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It looks so much better to have that shoulder involved than than not, so I'm going to grab everything

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and again scale everything down to the zero value here just to make it maybe not as obvious.

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One thing I like to do when I'm animating is, you know, go big, make big changes, and then you can

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always scale it back, know you're not married to any of these so you can make them work for you.

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I don't like this POV, we look in this angle, you can see this left knee pop right there.

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And I think it's sad that we did the linear thing here and we left it that way.

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So.

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Anyway, you get the idea.

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So I think the other thing that maybe is too much is the side to side motion.

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Now that we have the upper body involved, we can go to translate X and we can bring this back down

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as well.

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She's going to delete these key frames that we don't need here.

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And I'm going to grab these extremes.

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I'm going to bring them and scale them back down to zero hour towards zero, not all the way, maybe

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half of what they were.

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And this is where you start to really massage your animations, right?

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Nothing is going to be perfect the first time you try it.

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And so you need to be patient.

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Animation has a lot to do with patients.

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So in the next lesson, we're going to kind of finish this up.

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And I would encourage you to do this other arm, set the offsets on the other arm.

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I'm not going to spend the time this lesson to do that and do this other shoulder.

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And we're really getting in a pretty good spot with this.

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I would go ahead and pose out the fingers as well to make them be in a more relaxed position.

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And in the next lesson, we will maybe get a little head Bob going and a little more motion in the spine,

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possibly.

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But yeah, this is looking pretty good seeing the next lesson.
