WEBVTT

00:00.210 --> 00:04.770
In this lesson, we're going to polish up the walk cycle, so if we take a look what we currently have.

00:05.760 --> 00:12.450
Remember, if we want to really evaluate this walk cycle, we want to exclude this last key frame here.

00:12.780 --> 00:13.230
Right.

00:13.230 --> 00:15.040
Because that's the same as this one.

00:15.060 --> 00:17.520
And so when it loops back through, it's going to play that key frame twice.

00:17.520 --> 00:19.410
It's going to play it here and it's going to play there.

00:19.780 --> 00:25.710
So if we want to loop this back, we need to exclude one of those key frames.

00:25.750 --> 00:27.540
I'm just going to go to frame thirty nine.

00:27.900 --> 00:32.440
So now when we look it back, it's actually only playing that key frame once, playing the first one.

00:33.360 --> 00:39.510
So currently what we have, we have both arms working and you know, a few more things we could do to

00:39.510 --> 00:41.520
polish this up even more.

00:42.390 --> 00:43.350
So let's take a look at that.

00:43.770 --> 00:45.840
Let's take a look at the spine real quick.

00:46.320 --> 00:51.540
Let's take a look at the Z, because currently, you know, you have to think of everything is in three

00:51.720 --> 00:54.080
three axes we're animating in 3D.

00:54.360 --> 00:58.650
So we want to make sure everything is twisting on all axes and working in every way.

00:58.890 --> 01:01.890
So we haven't animated this direction much.

01:02.100 --> 01:05.310
So let's just do a very subtle rotate Z here.

01:05.730 --> 01:13.170
And I'm going to go to the Rotate Z Space Bar here on the graph here so I can make sure I'm selecting

01:13.170 --> 01:15.570
only the rotate Zs of these three spine joints.

01:15.840 --> 01:18.960
So I'm command clicking them from here and now.

01:18.960 --> 01:22.920
When we go, I want to make sure that it's leaning to one side or the other.

01:23.280 --> 01:29.190
So let's scroll through and see which so it should basically, you know, compress on this side, on

01:29.190 --> 01:31.500
this screen left side.

01:32.320 --> 01:36.660
So in here, let's go to frame five and let's just compress this side down.

01:36.660 --> 01:37.410
Just a touch.

01:38.010 --> 01:38.790
And then.

01:38.970 --> 01:39.780
So now.

01:40.790 --> 01:46.160
It's getting compressed on that side and it's coming up and now it's falling down on this side, so

01:46.160 --> 01:50.600
many keyframe here and I want to keep this side slightly compressed.

01:50.600 --> 01:53.270
So I'm going to drag all these keyframes up just a little bit.

01:53.960 --> 01:57.620
And now it's coming back to neutral as it's falling down.

01:58.130 --> 02:02.800
And when it hits the ground, it's going to start compressing on that side as well.

02:02.810 --> 02:08.330
Someone had a keyframe here on 25, and I'm going to compress that side down and I'm going to try to

02:08.330 --> 02:09.170
do the same values.

02:09.170 --> 02:16.550
At point seven, I click this and go down to zero point eight, seven ish, and then I'm going to select

02:16.550 --> 02:17.900
this keyframe and bring it up.

02:18.590 --> 02:27.500
And so now we can see that it's kind of rotating on that side as well, maybe to a little bit more on

02:27.500 --> 02:30.140
both these and.

02:32.180 --> 02:37.280
So now we can see it's got a little bit of rotation is probably too much.

02:38.690 --> 02:45.290
Every time I do this, you know, I tend to take things a little too far and scale back.

02:48.380 --> 02:55.480
Cool, so we're adding just a little a little touch of very, very small changes so we can do the same

02:55.480 --> 03:02.140
thing, we can drag the wrists, you know, so when the risk is going forward or when the arm is going

03:02.140 --> 03:09.100
for, the risk should drag backwards and just do a slight drag here as it drags back and it catches

03:09.100 --> 03:09.360
up.

03:10.420 --> 03:15.820
And I mean, I leave it dragging back here until it gets all the way to the front.

03:16.690 --> 03:19.750
And then I'm going to have it rotate forward here on frame 30.

03:21.070 --> 03:24.430
So now when it goes forward, it's going to rotate forward.

03:24.690 --> 03:29.220
It's very small change, but it's just going to all those little things add up.

03:29.860 --> 03:35.290
And again, I want to, you know, drag it on the way back.

03:36.670 --> 03:43.510
And I want to carry that change through to its sister frame there at the beginning so we can kind of

03:43.510 --> 03:46.600
see this kind of dragging motion with the wrist now.

03:47.540 --> 03:47.950
Right.

03:48.100 --> 03:48.850
Maybe a little.

03:48.850 --> 03:49.570
A little too much.

03:49.570 --> 03:50.290
A little too fast.

03:50.290 --> 03:54.910
But I kind of like it and adds just that much more to the animation.

03:54.910 --> 03:56.400
So we're going to do that to this side as well.

04:39.690 --> 04:44.350
So now we have both a risk kind of moving and in a way that's dragging a little bit.

04:44.970 --> 04:47.670
And again, maybe that's a little exaggerated, but that's OK.

04:49.500 --> 04:52.560
And then the other thing we can do is we can take a look at the head, the head.

04:52.560 --> 04:53.930
We haven't animated it all yet.

04:54.390 --> 05:02.220
So as the body goes up right here, so I'm frame five, let's to keep him on frame one and then frame

05:02.220 --> 05:02.760
five.

05:03.730 --> 05:05.100
So it starts to go up.

05:06.720 --> 05:09.300
We can drag the head down just a little bit.

05:10.050 --> 05:12.300
Still going up to frame 10.

05:14.090 --> 05:17.980
And then on frame 15, it's coming down so we can bring the head back up again.

05:19.570 --> 05:21.490
The same thing through frame 20.

05:24.060 --> 05:31.650
And then it's going to hit the bottom here, and so it'll start to drag down again and through frame

05:31.650 --> 05:36.450
30 and then we can just copy this first frame back.

05:37.380 --> 05:41.070
Let us there see this little kind of maybe had Bob here.

05:41.910 --> 05:45.120
It's very small, very, very subtle here.

05:46.890 --> 05:48.600
But you can kind of see this head barbel.

05:48.990 --> 05:52.410
It just adds so much like just just that tiny little thing.

05:52.410 --> 05:54.210
It's almost hard to see from a distance.

05:54.210 --> 06:00.450
But like that makes everything feel connected from the feet all the way to the top of the head.

06:00.820 --> 06:03.240
Everything needs all that energy needs to carry through.

06:03.250 --> 06:08.430
So when it goes up, that should have a little tilt down and you can do the same thing to the to the

06:08.430 --> 06:08.790
rotate.

06:08.970 --> 06:10.440
Remember, we do that with the spine.

06:10.770 --> 06:14.460
So when it goes to this side, we can have the head drag this way.

06:15.680 --> 06:16.090
Right.

06:16.560 --> 06:17.700
So that's dragging that way.

06:17.700 --> 06:19.410
It's trying to stay where it was.

06:19.410 --> 06:22.830
All things in motion tend to stay in motion and they try to stay where they were.

06:23.370 --> 06:28.380
So now when it gets to that side now, it can swing over and kind of rotate to that side.

06:31.620 --> 06:38.670
And now it goes back to almost natural's, maybe leave it over there, just a touch, and now when it

06:38.670 --> 06:43.050
goes to neutral here, it's going to hit this side, try to stay over there.

06:47.080 --> 06:54.850
And it's going to swing over from 30 to go back to that side, maybe try to stay over there just a little

06:54.850 --> 06:55.960
bit longer.

07:01.590 --> 07:06.690
So now we kind of have a little bit ahead, but it might be too much, but I kind of like it.

07:06.690 --> 07:08.100
It gives it a lot more life.

07:08.100 --> 07:13.920
And with it being a skeleton, you know, things maybe move a little bit looser than if it had muscle

07:13.920 --> 07:17.080
and everything, connecting it together so you can get away with a little bit more.

07:17.610 --> 07:24.390
So the other thing we could do is we could do the same thing on the compression of the chest and we

07:24.390 --> 07:27.030
could do a rotate X compression.

07:27.270 --> 07:33.030
So when it goes up here on frame five to 10, we could rotate this down.

07:35.520 --> 07:36.780
And then it'll go up.

07:37.680 --> 07:46.650
All right, I'll get straight again as it's coming down, we're going to leave this up and then it compresses

07:46.650 --> 07:47.250
at the bottom.

07:48.210 --> 07:50.280
So it compresses down just a little bit.

07:50.820 --> 07:55.790
And you can tell I'm just doing the smallest changes are not a ton here, right?

07:56.250 --> 07:57.980
It's just the smallest changes.

07:58.020 --> 07:58.940
I'm a minimalist.

07:58.950 --> 08:07.270
Drag this to the end and I'm getting shifted just to keep the rotations member if we do shift and shift

08:07.380 --> 08:13.920
w so it looks like we maybe want a little too far with that so we can go into the graph editor and spaceborne

08:13.920 --> 08:20.520
here and grab the rotate axis and then we can kind of see where we went too far, possibly just grab

08:20.520 --> 08:28.090
those extremes and just kind of scale them in a little bit some of the space bar that back out and hit

08:28.110 --> 08:28.530
play.

08:38.540 --> 08:40.970
So it feels a lot better than when we started, right?

08:42.590 --> 08:46.760
There's a lot more going on and again, we could refine this further and further.

08:47.090 --> 08:52.250
It's really how far you want to take these walk cycles and give it personality.

08:52.280 --> 08:52.610
Right.

08:53.060 --> 08:56.450
So this is kind of a generic walk cycle that we've gone through.

08:56.750 --> 08:59.900
And you kind of got the idea of what to look out for.

08:59.900 --> 09:00.230
Right.

09:00.740 --> 09:05.750
The feet should be pushing off into the hips and the hips should be trying to lift the leg forward.

09:05.750 --> 09:11.450
And the next step and just the main takeaway I want you to take away from this is to start to think

09:11.450 --> 09:18.560
about the mechanics of how things move and why they move that way and what's driving what, you know,

09:19.130 --> 09:24.500
like hopefully you've discovered some new things in this little section here about the walk cycle,

09:24.500 --> 09:29.810
the fact that, you know, you're falling every step and so you need to lean for just a little bit.

09:30.080 --> 09:32.300
And we could probably even do that even more on this.

09:33.230 --> 09:35.900
Just lean everything for just a touch.

09:36.380 --> 09:36.810
Right.

09:37.010 --> 09:40.400
You know, all those kind of biomechanics things we need to start thinking about.

09:40.850 --> 09:47.300
And because when we do more complex motions, we need to understand how the body works and how forces

09:47.300 --> 09:50.760
work on each other and how that carries through the body.

09:51.140 --> 09:52.760
So hopefully this was helpful to you.

09:52.760 --> 09:57.240
And in the next lesson, I want to touch on a few more things with this, and I'll see you there.

09:57.350 --> 09:57.950
Thanks for watching.
