WEBVTT

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In this lesson, we're going to look at actually putting this character on a path currently we have

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animated the locator.

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If we unmuted the locator animation by clicking on it in the channel box here and going down to unmuted

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selected, you can see that indeed this person goes off into the distance in one direction.

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All right.

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So we could try to if we wanted them to maybe curve around and, you know, turn left or something like

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that, we could try to animate that rotate and all that kind of stuff.

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But what would be better and easier would be to actually attach this person to a motion path and then

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we could control the path and instead of this locator by itself.

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So let's do that.

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Let's delete this animation.

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So I'm just going to shift select here and.

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Right.

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Click and go to delete.

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And I'm just selecting just because it's a little easier than, like, getting exactly on that key frame

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and and deleting it that way.

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So sometimes I just like this shift, select it.

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So we need to create a path.

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So let's go to the top view.

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Spacebar left clicking on the middle.

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Hopefully, you know how to do that by now.

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We go over to the curves and I'm a click this little epi curve tool here.

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And you can see it's also the icon selected here.

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When I go over to the tools, actually, and I'm going to dock this, I don't know why it's not docked.

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But again, all this stuff is, you know, you can move things around and it's not a big deal.

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So Kubic is good because I want it to curve a little bit.

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So I have four so I can see the grid kind of through this guy.

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Hold on X so it'll snap to the grid while I left click to set the first point and I have them go straight

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for a little bit so I'll hold on X and have them be on the grid again.

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I'm going to set another point close to that because I don't want the curve to start out here.

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I don't want to like round out when you do curve tool.

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If I do that, you can see, you know, it starts to curve like this.

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But if I was to set another point just in front of this one and then curve, well, it's going to get

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a little wonky.

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You kind of have to maybe put it a little further out and then do that.

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Yeah, it gets a little wonky.

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Basically.

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It all depends on how extreme you make things.

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So you definitely want to be careful about that.

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So basically, I can make this, you know, go in circles and let's make him go out here and then go

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another direction, truly, whatever we want it to do doesn't matter at all on it in order to save that

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curve.

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And now I'm going to attach the locator to this motion path here.

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So I'm going to select the curve and turn off the tools here so we get a better screen area.

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So I'm going to select on the channel box here so we can see what we have selected.

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And I'm going to select this and I'm going to first delete all of the animation from this because it

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needs to have clean channel box here so there's no keys on it and select the curve and I go to constrain.

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Motion passed and attached to motion path cool so we can see that is not pointing in the right direction.

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So let's undo that and open up this little option box here.

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And we can see we have a few options here and want the front axis to be Z, not X.

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That's what's kind of going sideways there.

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So let's choose Z and we know what Z, because if you look in the bottom left here, we can see the

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Z axis is the left or right, and we want it to go left to right to start because that's how the locators

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oriented.

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So now we can apply it should you go in the proper direction.

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So I'm going to delete that.

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Now, the only thing we have left to do is to get the correct type of translation based on based on

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the length of our stride.

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So if we go to frame 40, we know, you know, that's that's where our all of our animation ends.

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That's where the cycle ends.

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And that should be I think we had calculated thirty four units based on the distance of these two strides

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back to back, I believe were eight and nine.

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So that would be 17.

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And there's two strides left and right, side B thirty four.

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So this should be thirty four units to the right.

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So let's create our own locator, go create locator.

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It's to close this motion path menu down and now this new locator.

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I'm just going to say thirty four so we can see that this locator is not in the correct spot where it

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should be based on the speed that this person should be traveling based on the cycle.

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So we can kind of see that, you know, the feet are sliding around and that doesn't make any sense

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at all.

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So what we can do is go to frame 40 where we know that this should be, you know, thirty four units

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here, which is kind of the measuring, basically using this locator as a measuring stick here.

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Right.

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We want this to match up with this locator.

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So let's go into our graph editor and space spacebar.

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And it looks like I need to set up those panels again.

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It's going to go to Layout's two panes, stacked two panels.

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Panel graph editor.

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And you can also see that the by default, the splines are kind of on a tangent, it's this little button

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here and we want linnear because this character is moving at a constant rate with the walk cycle.

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So I'm going to hit that.

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And now I can see it actually goes way past where it should be.

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So what I can do is just reduce this down so that those match up from scrapping the end keyframe here.

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And if it's hard to get it on the exact spot, I can hit command and shift and I can zoom in here,

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so the values are a lot smaller.

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So when I shift middle mouse, drag this up or down, it's over much smaller values so I can get much

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more precise movement in the graph.

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Ed, when I scale this up like that.

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Right.

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So we can get it pretty much right where it should be.

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So now we know whenever it goes across the motion path that it will be moving at the correct rate.

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So it's moving at the correct rate and then it goes around this corner.

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And the one goofy thing you have to look out for when you do especially tight turns like this is probably

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wasn't the best example, the best example to use.

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That's way too tight of a turn.

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No one turns like that.

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But, you know, it's good for education purposes.

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You can see what the problems are.

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Basically, the feet slide right there, just rotating around this center pivot.

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So this is what's moving around.

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So when the foot's out here, it's getting rotated around this pivot.

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So the foot's going to slide out here.

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So that's the only thing you have to look out for, for these motion paths.

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But typically, you know, you're not using motion paths and this kind of crazy way.

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You're using it in a very gentle, much more gentle way than I used it here.

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So let's adjust it.

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I'll grab the control vertex and we're going to run into another problem here.

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I'll show you what the problem is in a minute.

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It's going to drag all these points out and make this be a more gentle kind of a curvature to this turn

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here.

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And I'm going to get this point over here when I click this little isolation.

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So I'm not going to I know I'm not moving it up or down vertically, and then I move these over.

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So basically, we have this character walking in a circle now, but what if you noticed, was we changed

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the length of this curve.

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So what how motion paths work is they use a zero to one value.

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So if we select a locator that's actually attached to this motion path and we go to the inputs over

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here, we see motion path, we have a new value here.

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All right.

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So if we go to the graph editor and we can see this key frame over here, it's on frame two hundred.

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We can also see it over here in the timeline.

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If we go there, you can see that actually has a number associated with it, right?

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It has the frame number is written on the on the motion path.

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So it's going to stop right there.

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Well, why is it stopping right there?

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Well, because that's the key frame we have.

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So if we were to you know, we have the rest of this curve, what if we wanted the character to go all

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the way into the curve?

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Well, basically, a motion path will say the beginning is zero and the end is one.

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OK, so when we have the locator selected and we're looking at these values on the left side of the

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graph here, we have zero down here and we have, let's see, like point eight here.

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So point eight is correlating to the length of this curve.

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So point eight, you know, of this curve, if it was zero to one, it beginning to end, point eight

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would be right here.

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So if we drag this up to point to one one point zero and we go to the end of the curve.

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Right.

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So the main takeaway here is if we change the distance of this curve, it will affect what that graph

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is.

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Right.

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So it doesn't matter when it's at one, but let's say it wasn't at one.

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Let's say we did want to end right here.

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But then we change the length of the curve like, you know what, we want them to go further over here.

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Watch.

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He starts to move, right.

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He slides because the length of the curve is changing.

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So the zero to one value relative to the curve length is changing, too.

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So you want to keep that in mind when you're using motion passed?

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One way to keep that in mind and to always keep track of the proper length.

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This is we're getting it.

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This is an intermediate thing, but we've already gotten this far.

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And I want to show you this.

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This is a really cool trick, OK?

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Not only not a lot of even experienced animators.

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Now, this is something I I discovered and I've used on a lot of projects.

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If we take an arc length so we can go to object mode, it's like the curve.

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Let's go to create measure tools, say arc length tool.

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OK, on the left click.

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And you can see now we have this length we can see and left clicking.

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It just gets stuck to this curve.

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Right.

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So where I drag it'll stay stuck on this curve.

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But the number is changing because it's a measuring stick.

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Basically it's saying this curve is, you know, two hundred and eighty units long.

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OK, why is that important?

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Because what I do if I'm going to put someone on a motion path, what I do, I make the motion path

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crazy long.

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I say, you know what, screw it.

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We're going to go the motion is going to go way, way over here.

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And the reason why I do that is that I want this value and change this background.

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You can see the number.

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So now let's say it's let's just go six hundred just for fun.

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Right.

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But I want this person to stop over here.

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So what I'm going to do is, well, first I need to get the locator to.

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Be accurate to the length of the cycle, so it needs to go way down.

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Someone grab the end keyframe while I'm on the in the cycle, right.

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I'm manipulating keyframe that I'm not actually viewing.

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I'm on that frame.

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That's the beauty graph editor.

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Right.

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So I'm going to drag this back to where it should be.

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So the cycle is as the corrective.

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The cycle is the correct length here as far as where the animation is.

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And again, I'm I'm zooming in so that I can get a finer control here on where it's meeting up on the

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most part.

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So now I've set it right.

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OK, I've set it to be where it should be for the cycle.

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So when I play this back, the feet shouldn't slip.

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And it's going to turn.

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He's going to do a little turnaround.

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He's going to stop right there.

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OK.

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So if we look at the curve now, remember when we were like point eight or whatever, you can see the

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buffer curve up here where one is, look how far we had to drag it down because the length of the curve

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is so long, right.

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It goes to 600.

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We pulled it all the way out here to 600.

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So now the zero to one value and the graph editor is crazy.

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You know, that relationship is way different now.

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So we had to accommodate for that and pull this keyframe way down.

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So it's on point to now, remember, we are on point eight.

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That's on point two.

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So it's all relative to the curve length.

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OK, now here's the fun part, the tricky part that I, you know, hesitate to even teach because it's

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more of an intermediate thing, just these concepts.

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It's hard to it's hard to stop at a beginner level because it just kind of everything plays into it

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into the next piece.

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So we can see it says six hundred.

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All right.

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Now, let's say I've got everything set right.

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The walk cycles working.

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It's going at the right pace.

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The feet aren't slipping too much.

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I can fix these curved ones that are slipping later.

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That's no big deal.

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But later on we were like, you know what?

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I want to change the path.

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I want him to not turn all the way around.

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So I'm going to go to the curve and added the curve ahead of the curve.

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He's going to be over here now, but it's changing the length of the curve, even if just by a little

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bit.

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Right.

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Well, how do we know it's changing the length of the curve and by how much?

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Right.

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Well, what do we have?

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We have our fancy little arc length tool that we made over here.

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Now we can see we went from six hundred to six hundred and fifty nine.

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OK, so if we play this back, you can see on frame 40, he the two locators aren't matching up.

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So we know that the feet are going to be sliding here.

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Look, look at this.

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Feet sliding.

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Right, because now the curve is longer.

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Well, gosh, OK, now you go back in and do the motion path curves in the graph editor and drag that

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back down or what we can do and what we built instead of doing this now, instead of doing this, trying

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to line that back up, what we can do is instead change the length of the curve.

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And that's why I make it to be super, super long, because it gives me a ton of room to move it if

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I decide to change this length over here.

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So when I right.

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Click this go to control vertex.

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All I have to do now is bring this number back to six hundred.

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Right.

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That's where we set everything and we said everything's locked in and walk cycle works perfectly for

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this motion path.

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So I'm going to click and drag this and just watch the numbers go down.

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It doesn't matter where this thing is, it could be over here.

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Over there.

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What matters is that number.

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So we wanted to get it to about six hundred.

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All right.

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So when we go back over here and we're at six hundred, we've got a frame.

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Forty.

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Guess what?

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Those locators match up and everything's fine now so we can edit this curved or our heart's content

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as much as we want.

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Drag this thing over here, drag this piece over here.

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And instead of having to go back into the curves of the motion path and the graph editor, we can make

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these adjustments to make sure that the walk cycle is moving along this path properly.

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We can do that with this distance over here.

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Look, look how much we drag it.

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Nine hundred and whatever.

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No big deal.

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We just drag that back to six hundred.

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To do I have to delete some points here just to be able to move to go past where I did this in a very

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exaggerating way on purpose, so you can see the power of this right in that relationship between the

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motion path and the length of the curve, not zero to one value and the length of the curve.

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So you can edit the motion path zero to one value in the graph editor, or you can adjust the length

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of the curve.

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It's up to you.

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And they will both get to the same issue here, which is we're trying to keep the feet from slipping.

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They should be moving at a certain distance based on our animation of the walk cycle.

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So I hope all that makes sense.

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We kind of delved into a little more intermediate and really advanced animation techniques with motion

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path and walk cycles.

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But you know what?

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You've watched hours of training.

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And if you've made it this far, I think you're pretty advanced already.

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So congratulations on making it this far in the course.

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And I look forward to teaching you more in the next.

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So and congrats on finishing this section.
