WEBVTT

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Now that our character is walking in space, we can now kind of reanalyze what's not working and how

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we can make this even better.

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And for me, what's not working still are some of the steps.

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So we can make edits to just that first cycle.

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And of course, because it's a cycle, it'll work for the rest of the animation so we can make these

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changes pretty quickly now that we can see them clearly and that we just have one cycle to fix.

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So one thing that I don't really like right now is the fact that the knees are still slightly bent on

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the.

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Kind of contact poses here, the legs should be pretty straight here, and I think part of that is because

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the foot is getting maybe here a little late.

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It should get there a little sooner, that the foot is maybe traveling a little slow through this gate.

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So what we can do is we can hold the foot back longer and we can get it to the front sooner.

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So to do that, let's take a look at this first step and we can see that the foot just starts to slide

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along the toe.

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And really, when we are walking, we're pushing off with the foot so that this leg gets really straight

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so that we can push off with it.

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So we need to keep this foot back, at least for maybe let's try to frames.

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So I'm just going to drag this back and I'm going to toggle with the greater than less than symbols.

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And we can see that if I hold my cursor here, we can see that it's pretty close.

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Maybe I could drag it back even further and we can lock out the knee.

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And that's OK, because what we're going to do is also increase the foot roll a little bit.

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So I'm also going to increase the foot roll.

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So now the knee is no longer kind of getting locked out.

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And what we can see is that we might need to push this next keyframe down or we could delete it altogether.

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It?

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S here and keyframe everything.

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And then just delete this one so we can see is we are also getting tricked by one of these fun little

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Maya things where so I have this foot roll selected, so I deleted this key frame, but it's still popping

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here.

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So that's telling me that there's keys elsewhere.

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So if we look here, we can see we actually only to leave the foot roll.

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So again, that is this little tricky thing here.

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If you.

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Right.

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Click on any of these, you can see it's sinking the timeline display with what we have selected here.

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So if I select something else now, we can see there's actually a keyframe down here, but if I select

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the foot roll, there isn't.

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So either you need to remember that or you can just select everything here to make sure that you're

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getting all of the keys.

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And now we can delete that and it should pop back.

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So now let's play that and we can see that the foot is definitely traveling a lot faster now.

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And I think we could even get away with a little more.

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Foot roll here, so let's just increase the foot roll and let's also decrease the rotate X, so we'll

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keep that down and then we'll keep the translator Y down as well, because we don't want that to lift

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off the ground just yet.

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I think that's already looking a little bit better.

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Let's actually bring the roll all the way up so that we can kind of fill that push off through the whole

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step.

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So the other thing I noticed is it kind of stops here, right?

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We get to this frame three and it just kind of hits this pose and the foot stays in this pose the entire

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way.

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So we can adjust that a little bit.

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And let's go into the graph editor and see what's happening.

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Maybe we need an extra little keyframe here to keep the foot roll going.

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So it doesn't appear like it just kind of stops there.

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So I'm just going to grab this tangent handle.

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So this curve continues past that key frame.

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Right.

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So now it doesn't feel like it like hits a wall here as much, whereas before it the roll immediately

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stopped on this key frame.

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Now it continues for another frame before going back to neutral.

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So that already feels a lot better to me.

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So we can do that to the other side.

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And I will see you in one second while I do that.

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So now let's take a look at this other foot and make sure it's doing the same kind of thing that we

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want.

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Yeah, it looks way better, man.

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It just looks so much better.

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And sometimes you have to put the character in this mode to be able to see these types of things, because

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when they're walking on the spot, it's sometimes hard to see and hard to fix.

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A little bit already look so much better.

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It's almost hard to see other things that's wrong with it now because that fixed so much, that was

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wrong with it.

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So the other little thing I want to fix real quick is the hell bent.

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This knee is on the extension here.

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Normally when we're walking this leg, it's pretty straight right at the contact pose.

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But what's what's difficult walk cycles, which, you know, if you've watched this far that, you know,

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is dealing with the knee pops.

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And when you get the leg straight, you're in your knee pop territory.

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So it's definitely something to keep a lookout for.

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So let's let's approach this and see what we can do to try to fix that.

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I think one of the things we can do is bring the foot out sooner to that kind of end pose where it's

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going to be.

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I think the other thing that we could do is maybe lift up the torso.

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So it'll kind of bring that we're going to translate.

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Why not bring this most bottom keyframe?

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We'll just drag it up.

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And what I'm looking at here is this knee right now, someone hit W and I'm going to shift middle mouse

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drag and I'll watch that knee as it gets straighter and straighter.

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And I want to be a pretty straight.

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It looks a lot better.

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We're going to deal with now is all these knee pops.

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And that's OK because now we can go back in and maybe translate this up a little bit.

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All right, so now that knee pop is getting we're getting rid of that hip hop and.

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The only thing is, you know, it looks a little goofy that this is going up, so I think that the thing

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we could do is actually use the foot roll and have the highest foot roll actually be over here instead.

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So let's try that.

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And let's have a foot roll go down a lot sooner.

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So where we did have it, it's now going down a lot quicker.

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Yeah, that already looks a lot better, so the foot is traveling a lot faster than we had it originally

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and.

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I think we just need the foot roll to be a little bit higher so we don't get this knee pop on this frame

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or we just move this one over.

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So let's take a look at the knees now.

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It's definitely hyperextend in here.

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So now let's just bring up the foot roll so the knee is no longer popping and do the same thing for

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the next frame to shift middle mouse dragging.

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To keep the leg kind of straight here, at least for two frames.

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And maybe I'm going to hit another keyframe here on the foot roll and bring it down some, let's keep

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this leg kind of straight through here.

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So now when we toggle through, that looks so much better, I can already tell, oh, my God, that

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looks better.

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This might just be my eye, you know, I'm sure hopefully, you know, you'll you'll be able to see

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it in your own animation.

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When you stare at this stuff long enough, you can see these differences and maybe we can even see it

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between the left and right leg.

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Let's take a look at how much better you can tell how much better this leg that we worked on is for

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the plant contact.

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See how this other leg is staying bent the whole time and the other one is getting straight, and how

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much better that straight leg feels?

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It just feels way more natural.

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So let's just do that for this other side and I'll see you in the next lesson.

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All right.

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Thanks for watching by.
