WEBVTT

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Now that we have our walk cycle on a pretty good spot, no pun intended, because it's still sticking

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on the same spot here, let's actually get it moving in space.

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So let's think about how we need to do that.

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To move it in space.

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We need to figure out what distance it would need to travel and one stride.

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And that's pretty easy to do based on the values that we put on the foot controls in the Z axis.

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So if we take a look here, we can see we have an eight right there and we have a negative nine.

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And we know if we scroll forward and we do the same thing here, we have the opposite on each other

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for each of the feet there.

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So what we can do is just pretty simple.

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Math is eight plus nine is 17, but we need to do that twice because we have two strides across 40 frames.

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So that'll be 34.

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So let's get this back to zero.

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It looks like accidentally maybe had some values here.

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So I'm just zero that out.

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And I'm going to open up the graph editor as well, which looks like I need to reset this panel by going

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to panels, layouts, two panes stacked and then getting the graph editor up here.

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And then I can just delete these other keys here, because we just want to zero it out and I'm in a

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hole down command and shift and right click to get this all kind of framed up.

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And I'm going to go back to the first frame and set a key by hitting us.

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And then I'm going to go to frame 40 and drag this out to thirty four.

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I can just type that number in here.

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And you also want to keep in mind that this person, the skeleton character, is not slowing down.

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It's a consistent walk.

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So we don't want these tangent handles to be blind.

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We want them to be linear.

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So I'm going to go to the spline tangent here.

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I think it has the wrong tool tip popping up for some reason right there.

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Yeah, it says motion blur.

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I think it thinks I'm doing these up here.

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So it's just a little goofy thing.

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Yeah.

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Now it's fixed.

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So it's called the spline tangent.

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And so let's play this back.

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And now we actually have our character walking in space.

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And to get him to continue or her to continue walking straight, we need to cycle the animation.

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So let's select all of the curves here.

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And I'm just going to check off the joints and the geometry and I'm gonna select all of the curves.

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I'm going to deselect the locator that we have translated this character in.

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And so now I know when I select all the curves, I'm going to add a to make sure I frame up on all my

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select all occurs.

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I'm going to go to Curves, post infinity and I'm going to go to cycle.

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And with the view infinity turned on, we can see these dotted lines and we can continue this animation

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as far as we want to basically.

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So now when we hit play, that animation will continue, but we need to do something special with the

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locator itself down here, which is what is doing the translating.

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We need to continue this same kind of trajectory of this speed over time with with the rest of the animation

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so we can try to figure that out with more math.

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Or what we could do is just select this key frame and with the spline tangent applied so we can see

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the tangent handles are also going in the direction that we want it to go in.

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We can go to Curve's post Infinity Linear, so that will keep the animation going.

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So now when we hit play.

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I'm just going to dislike the character so we can see it without at all selected, it will continue

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going past the frame 40.

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Now we have maybe some slight foot slides here, maybe not.

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It's hard to tell.

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Yeah, the feet might be sliding just a little bit, but that's nothing really difficult to clean up

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its way, way quicker to do this if we need the character to walk a distance than it is to animate every

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single step.

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Right.

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This is the power of cycles, right?

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We can make a cycle and then we can have it continue as long as we have the math figured out for how

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to translate it.

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So it's pretty cool.

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The other thing that this allows us to do is see and catch other things that we need to polish up.

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So the next lesson we're going to take another look at how we can polish up this walk cycle a little

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bit more now that we can see it moving in space.

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So I'll see the next lesson.

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Thanks for watching.
