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These are the user uploaded subtitles that are being translated: 1 00:00:00,600 --> 00:00:03,700 - [Instructor] Let's go ahead with our walk cycle blocking. 2 00:00:03,700 --> 00:00:04,700 Before we go ahead, 3 00:00:04,700 --> 00:00:06,840 we need to check our frame rate. 4 00:00:06,840 --> 00:00:10,650 Since I'm using the same file as the run cycle, 5 00:00:10,650 --> 00:00:14,400 my frame rate is still 30 frame per seconds. 6 00:00:14,400 --> 00:00:16,530 As explained in the previous video, 7 00:00:16,530 --> 00:00:18,650 it's pretty common for feature film 8 00:00:18,650 --> 00:00:22,040 to use a 24 frame per second frame rate. 9 00:00:22,040 --> 00:00:25,500 And since I'm used to animate for video game, 10 00:00:25,500 --> 00:00:28,480 I tend to use 30 frame per seconds. 11 00:00:28,480 --> 00:00:30,940 I will stick to 30 frame per second, 12 00:00:30,940 --> 00:00:32,530 but it doesn't really matter 13 00:00:32,530 --> 00:00:35,710 if you want to switch to 24 frame per seconds. 14 00:00:35,710 --> 00:00:39,600 A walk cycle can be on 18, 24, 26, 30, 15 00:00:39,600 --> 00:00:41,860 whatever number of frame you want, 16 00:00:41,860 --> 00:00:45,090 depending on the style of walk cycle you are doing. 17 00:00:45,090 --> 00:00:47,030 For vanilla walk cycle, 18 00:00:47,030 --> 00:00:52,030 we generally use 24 frames, based at 24 frame per second. 19 00:00:52,623 --> 00:00:55,400 Basically, a cycle of one second. 20 00:00:55,400 --> 00:00:58,970 So I will stick to those 24 frame for a cycle, 21 00:00:58,970 --> 00:01:02,730 but I will keep my 30 frame per second frame rate. 22 00:01:02,730 --> 00:01:06,490 So it will be a little less than one second cycle. 23 00:01:06,490 --> 00:01:09,820 And if I feel like I need to change the length 24 00:01:09,820 --> 00:01:12,240 of the walk cycle to have a good feedback, 25 00:01:12,240 --> 00:01:13,530 I will do it later on. 26 00:01:13,530 --> 00:01:16,390 So don't get stuck with numbers. 27 00:01:16,390 --> 00:01:18,950 You can change the number of frame at reel 28 00:01:18,950 --> 00:01:21,470 depending on the visual feedback. 29 00:01:21,470 --> 00:01:23,530 So to mark the end of the cycle, 30 00:01:23,530 --> 00:01:26,330 I will duplicate all the keys from frame zero 31 00:01:26,330 --> 00:01:28,760 and move them on frame 24. 32 00:01:28,760 --> 00:01:30,583 I will place the playhead on frame 23, 33 00:01:31,718 --> 00:01:33,350 and I will press Control + End, 34 00:01:33,350 --> 00:01:37,800 so that our animation plays from frame zero to frame 23. 35 00:01:37,800 --> 00:01:39,510 So the first thing I will do 36 00:01:39,510 --> 00:01:42,320 is re-enable all my controllers, 37 00:01:42,320 --> 00:01:45,500 I will select them all and I will press Control + C 38 00:01:45,500 --> 00:01:47,120 to copy the current pose, 39 00:01:47,120 --> 00:01:50,560 go to frame 12 and press Control + Shift + V 40 00:01:50,560 --> 00:01:52,380 to mirror the pose. 41 00:01:52,380 --> 00:01:54,490 Since our character is symmetrical, 42 00:01:54,490 --> 00:01:59,320 we can mirror it halfway through the cycle on frame 12, 43 00:01:59,320 --> 00:02:01,610 and since we are at the blocking stage, 44 00:02:01,610 --> 00:02:04,220 I will select all my keys, press T, 45 00:02:04,220 --> 00:02:05,700 and switch to constant 46 00:02:05,700 --> 00:02:09,210 so that I don't have any interpolation on my controllers. 47 00:02:09,210 --> 00:02:13,120 The next pose we are going to build is the down pose. 48 00:02:13,120 --> 00:02:14,420 Looking at the reference, 49 00:02:14,420 --> 00:02:19,240 it's the moment where the torso root is at its lowest point. 50 00:02:19,240 --> 00:02:22,240 The front foot has already starting moving backward, 51 00:02:22,240 --> 00:02:26,070 but it's not centered beneath the center of gravity. 52 00:02:26,070 --> 00:02:30,090 The back foot just left or is leaving the ground. 53 00:02:30,090 --> 00:02:32,890 This depends on your work cycle style 54 00:02:32,890 --> 00:02:34,720 or the reference you are using. 55 00:02:34,720 --> 00:02:37,030 The front arm start swinging backward 56 00:02:37,030 --> 00:02:40,770 while the back arm is starting swinging forward. 57 00:02:40,770 --> 00:02:43,800 The hips are pushed by the contacting legs, 58 00:02:43,800 --> 00:02:46,720 while the shoulder are tilting the opposite way. 59 00:02:46,720 --> 00:02:48,800 Let's start posing our character. 60 00:02:48,800 --> 00:02:50,510 I will move to frame three 61 00:02:50,510 --> 00:02:53,360 and insert a keyframe on all controllers. 62 00:02:53,360 --> 00:02:55,340 We will basically build the key pose 63 00:02:55,340 --> 00:02:56,790 every three frames. 64 00:02:56,790 --> 00:02:59,820 As for the first pose, I will start with the feet, 65 00:02:59,820 --> 00:03:03,030 so I will cancel the rotation on the toes 66 00:03:03,030 --> 00:03:05,590 and the heel controller on the front foot, 67 00:03:05,590 --> 00:03:07,720 and I will move it backward. 68 00:03:07,720 --> 00:03:09,570 Since it's contacting the ground, 69 00:03:09,570 --> 00:03:12,690 I'm moving it straight on the y-axis. 70 00:03:12,690 --> 00:03:14,960 I will lower the center of gravity 71 00:03:14,960 --> 00:03:17,090 using the torso controller 72 00:03:17,090 --> 00:03:20,000 and as I'm putting weight onto the left leg, 73 00:03:20,000 --> 00:03:23,900 I will shift the center of gravity toward the left leg. 74 00:03:23,900 --> 00:03:27,040 I will push the back leg further away backward, 75 00:03:27,040 --> 00:03:29,590 and I will rotate the heel controller. 76 00:03:29,590 --> 00:03:32,530 This way, the heel will reach its highest point 77 00:03:32,530 --> 00:03:34,760 before the foot leave the ground, 78 00:03:34,760 --> 00:03:36,910 keeping the leg slightly bent. 79 00:03:36,910 --> 00:03:41,610 Finally, I will slightly push the center of gravity forward. 80 00:03:41,610 --> 00:03:46,200 I will tilt and rotate the hips toward the supporting leg 81 00:03:46,200 --> 00:03:48,960 and I will also slightly twisted them. 82 00:03:48,960 --> 00:03:52,810 We can now build our contact pose with the chest controller 83 00:03:52,810 --> 00:03:57,090 by making it leaning a bit toward the supporting foot. 84 00:03:57,090 --> 00:04:00,150 I will also slightly twist the chest 85 00:04:00,150 --> 00:04:02,850 to follow the arm motion. 86 00:04:02,850 --> 00:04:05,720 I will slightly rotate the shoulder backward 87 00:04:05,720 --> 00:04:08,360 and then rotate the arm backward, 88 00:04:08,360 --> 00:04:11,370 and I will slightly rotate the forearm 89 00:04:11,370 --> 00:04:15,400 and hand forward to build a follow through motion 90 00:04:15,400 --> 00:04:17,080 or dragging motion. 91 00:04:17,080 --> 00:04:19,530 I will do the same on the other arm. 92 00:04:19,530 --> 00:04:22,760 I will slightly move the shoulder forward, 93 00:04:22,760 --> 00:04:25,677 and then I will rotate the arm forward a bit 94 00:04:25,677 --> 00:04:29,270 and the forearm and hand backward, 95 00:04:29,270 --> 00:04:31,660 so the arm is a bit extended. 96 00:04:31,660 --> 00:04:34,850 My character pose feels a bit out of balance, 97 00:04:34,850 --> 00:04:38,560 so I will tweak the position of the center of gravity 98 00:04:38,560 --> 00:04:41,490 and I will also tweak the arm position 99 00:04:41,490 --> 00:04:43,790 on the very first pose we built 100 00:04:43,790 --> 00:04:47,800 because I felt that the arm was a bit too, on the outside. 101 00:04:47,800 --> 00:04:49,710 Since I've refined the pose, 102 00:04:49,710 --> 00:04:52,200 I need to re-mirror it on frame 12 103 00:04:52,200 --> 00:04:55,120 and reduplicate it on frame 24 104 00:04:55,120 --> 00:04:58,070 or at least paste the new pose. 105 00:04:58,070 --> 00:05:00,790 From there, I will jump between frames zero 106 00:05:00,790 --> 00:05:04,133 and frame three using the up and down arrow, 107 00:05:04,133 --> 00:05:07,630 and see, or merge, the center of gravity of the character 108 00:05:07,630 --> 00:05:08,463 is moving. 109 00:05:08,463 --> 00:05:11,380 It will reach its extreme side to side pose 110 00:05:11,380 --> 00:05:12,920 onto the next one. 111 00:05:12,920 --> 00:05:15,860 So I need to find a good in between here. 112 00:05:15,860 --> 00:05:17,750 The second thing I've been watching 113 00:05:17,750 --> 00:05:20,390 was the position of the front hand. 114 00:05:20,390 --> 00:05:23,590 In the front view, when I was comparing the poses, 115 00:05:23,590 --> 00:05:26,940 it seems that the hand wasn't moving in space. 116 00:05:26,940 --> 00:05:30,330 So I've slightly rotated the forearm backward. 117 00:05:30,330 --> 00:05:32,930 And we can now work on the next pose. 118 00:05:32,930 --> 00:05:35,060 Next pose is the passing pose. 119 00:05:35,060 --> 00:05:37,520 It's the moment where the supporting foot 120 00:05:37,520 --> 00:05:40,531 is right under the center of gravity. 121 00:05:40,531 --> 00:05:42,790 The opposite leg is catching up, 122 00:05:42,790 --> 00:05:46,690 both arm are almost aligned with the torso, 123 00:05:46,690 --> 00:05:49,290 the hips are no longer twisted, 124 00:05:49,290 --> 00:05:52,900 but this is the time where the leg pushed the most on them 125 00:05:52,900 --> 00:05:54,870 and they are raising the most. 126 00:05:54,870 --> 00:05:58,040 The chest is no longer twisting neither 127 00:05:58,040 --> 00:05:59,860 and depending on your reference, 128 00:05:59,860 --> 00:06:02,310 it might be almost horizontal 129 00:06:02,310 --> 00:06:07,110 or slightly tilting toward the supporting leg too. 130 00:06:07,110 --> 00:06:09,340 Building a soft contour posing. 131 00:06:09,340 --> 00:06:12,710 Note that we will have to slightly move the person leg, 132 00:06:12,710 --> 00:06:16,370 the one that not contacting the ground to the side. 133 00:06:16,370 --> 00:06:18,420 Let's now work on our character 134 00:06:18,420 --> 00:06:21,300 so I will jump onto frame six, 135 00:06:21,300 --> 00:06:24,970 I will move the left foot backward, along the y-axis, 136 00:06:24,970 --> 00:06:28,640 under the center of gravity of my character 137 00:06:28,640 --> 00:06:31,450 and then on frame six in the action editor, 138 00:06:31,450 --> 00:06:33,810 I will key all the controllers. 139 00:06:33,810 --> 00:06:36,130 This is the time where the center of gravity 140 00:06:36,130 --> 00:06:41,130 reach it's extreme on the side, toward the supporting leg 141 00:06:41,170 --> 00:06:43,370 and also moment where the character 142 00:06:43,370 --> 00:06:46,500 starts pushing on the supporting leg so we can raise 143 00:06:46,500 --> 00:06:47,860 the center of gravity. 144 00:06:47,860 --> 00:06:52,180 Now I will position the right leg just before the left leg 145 00:06:52,180 --> 00:06:53,570 and raise it a bit. 146 00:06:53,570 --> 00:06:56,870 We also need to rotate the heel upward 147 00:06:56,870 --> 00:06:59,730 and as explained before, from the front view, 148 00:06:59,730 --> 00:07:02,240 I will slightly move it to the left 149 00:07:02,240 --> 00:07:04,310 and rotate it to the left. 150 00:07:04,310 --> 00:07:06,330 One super important thing to mention 151 00:07:06,330 --> 00:07:09,080 whenever you are building a walk cycle. 152 00:07:09,080 --> 00:07:13,320 Humans and mammals, in general, are lazy. 153 00:07:13,320 --> 00:07:16,840 So we are raising our foot as less as possible, 154 00:07:16,840 --> 00:07:19,150 meaning, that during the passing pose 155 00:07:19,150 --> 00:07:22,130 where the foot reach its highest point, 156 00:07:22,130 --> 00:07:23,890 keep it close to the ground. 157 00:07:23,890 --> 00:07:27,173 A beginner mistake is to raise the foot, way to high. 158 00:07:28,300 --> 00:07:30,680 Now, jumping onto the hips controller, 159 00:07:30,680 --> 00:07:33,320 this is the moment where the leg pushed the most 160 00:07:33,320 --> 00:07:36,690 onto the hip, so we need to raise it to the side 161 00:07:36,690 --> 00:07:40,950 and regarding the twisting, we can almost cancel it. 162 00:07:40,950 --> 00:07:42,860 I will do the same with the chest. 163 00:07:42,860 --> 00:07:45,650 I will almost cancel any twisting 164 00:07:45,650 --> 00:07:48,960 and I will, very slightly, make it tilt 165 00:07:48,960 --> 00:07:50,870 toward the pushing leg 166 00:07:50,870 --> 00:07:54,643 so I'm canceling its rotation and slightly tilting it. 167 00:07:55,900 --> 00:07:58,780 Regarding the arms, it's pretty straightforward. 168 00:07:58,780 --> 00:08:02,470 You can slightly move the shoulder backward or forward 169 00:08:02,470 --> 00:08:05,320 depending on the motion of the arm, 170 00:08:05,320 --> 00:08:08,290 mainly move the arm controller 171 00:08:08,290 --> 00:08:11,360 and slightly catch-up with the forearm, 172 00:08:11,360 --> 00:08:13,810 and make the hand drag a bit. 173 00:08:13,810 --> 00:08:15,860 You can use the reference provided to, 174 00:08:15,860 --> 00:08:18,090 to refine your pose. 175 00:08:18,090 --> 00:08:20,300 I'm not yet posing the fingers, 176 00:08:20,300 --> 00:08:22,110 and as you have may noticed, 177 00:08:22,110 --> 00:08:25,670 I haven't posed neither the neck or the head. 178 00:08:25,670 --> 00:08:28,750 This is because we will work on this animation a bit, 179 00:08:28,750 --> 00:08:31,520 as we did regarding the run cycle. 180 00:08:31,520 --> 00:08:33,120 We are blocking the main pose, 181 00:08:33,120 --> 00:08:36,830 trying to make them as accurate as possible, 182 00:08:36,830 --> 00:08:38,500 and during the polishing stage, 183 00:08:38,500 --> 00:08:42,220 we will bring a bit of up and down on the chest and the head 184 00:08:42,220 --> 00:08:45,400 and a bit of rotation in the head and the fingers. 185 00:08:45,400 --> 00:08:48,120 The raised foot need a little more work, 186 00:08:48,120 --> 00:08:50,530 we need to raise the heel away more 187 00:08:50,530 --> 00:08:53,930 and also, slightly rotate the toes toward the ground 188 00:08:53,930 --> 00:08:55,810 as they are dragging. 189 00:08:55,810 --> 00:08:59,590 After reviewing my poses and the references, 190 00:08:59,590 --> 00:09:03,480 I've decided to rotate more the foots on the outside. 191 00:09:03,480 --> 00:09:05,890 On some reference and depending on the character 192 00:09:05,890 --> 00:09:07,320 you are animating, 193 00:09:07,320 --> 00:09:10,500 the foots can be slightly rotated to the side 194 00:09:10,500 --> 00:09:12,380 even when hitting the ground. 195 00:09:12,380 --> 00:09:15,270 Rotating the foot on the outside or the inside 196 00:09:15,270 --> 00:09:18,000 will define your character profile. 197 00:09:18,000 --> 00:09:22,100 It could be extremely open for a cowboy, for example, 198 00:09:22,100 --> 00:09:26,420 or tilting toward the inside for a shy kid or a shy girl, 199 00:09:26,420 --> 00:09:27,253 for example. 200 00:09:27,253 --> 00:09:28,800 For the sake of this course, 201 00:09:28,800 --> 00:09:30,380 I will keep it straight. 202 00:09:30,380 --> 00:09:32,623 And we can jump on the final pose. 203 00:09:33,460 --> 00:09:36,480 Let's have a look to the latest pose we need to block. 204 00:09:36,480 --> 00:09:39,510 It's the up pose or pushing pose. 205 00:09:39,510 --> 00:09:42,000 The supporting leg is slightly on the back, 206 00:09:42,000 --> 00:09:44,660 and it's heel starts to raise. 207 00:09:44,660 --> 00:09:47,220 The other foot is slightly forward, 208 00:09:47,220 --> 00:09:49,620 and it has starting rotating 209 00:09:49,620 --> 00:09:54,000 so that the heel can get in contact in the next pose. 210 00:09:54,000 --> 00:09:56,700 The arms are swinging the opposite direction 211 00:09:56,700 --> 00:09:58,810 compared to the legs 212 00:09:58,810 --> 00:10:02,920 and almost reach their extreme poses that they will reach 213 00:10:02,920 --> 00:10:04,420 in the next pose. 214 00:10:04,420 --> 00:10:06,997 The hands are moving the faster in space 215 00:10:06,997 --> 00:10:10,170 between the passing and the pushing pose. 216 00:10:10,170 --> 00:10:13,770 The hips are still pushed by the supporting leg, 217 00:10:13,770 --> 00:10:17,270 but they have start shifting toward the other one. 218 00:10:17,270 --> 00:10:18,750 They are as usual, 219 00:10:18,750 --> 00:10:22,180 slightly twisting toward the different feet. 220 00:10:22,180 --> 00:10:24,860 The chest is twisting in the opposite way 221 00:10:24,860 --> 00:10:27,960 and is slightly raised toward the front arm. 222 00:10:27,960 --> 00:10:30,840 As the leg push, the center of gravity 223 00:10:30,840 --> 00:10:33,730 is moving toward the opposite foot. 224 00:10:33,730 --> 00:10:36,400 Let's build this final pose and see how it look. 225 00:10:36,400 --> 00:10:39,270 I will jump on from nine and insert a key frame 226 00:10:39,270 --> 00:10:41,010 on all controller. 227 00:10:41,010 --> 00:10:44,040 We can push the center of gravity up, 228 00:10:44,040 --> 00:10:48,520 and start moving it on the opposite side of the pushing leg. 229 00:10:48,520 --> 00:10:52,420 I will move the pushing leg backward along the y-axis 230 00:10:52,420 --> 00:10:56,900 and then I will raise the heel using the heel controller. 231 00:10:56,900 --> 00:10:58,250 I'm raising the heels 232 00:10:58,250 --> 00:11:00,740 so that I have a subtle bending in the leg. 233 00:11:00,740 --> 00:11:04,490 I will then select the other foot and move it forward. 234 00:11:04,490 --> 00:11:07,880 I will then rotate it backward using the heel controller 235 00:11:07,880 --> 00:11:12,440 and relax a bit, the toes, by rotating them a bit forward. 236 00:11:12,440 --> 00:11:16,200 I will keep them slightly rotated toward the ground 237 00:11:16,200 --> 00:11:19,020 so that we can feel that they are dragging the feet. 238 00:11:19,020 --> 00:11:21,850 I will slightly rotate the foot controller 239 00:11:21,850 --> 00:11:24,440 toward the outside and from the front view, 240 00:11:24,440 --> 00:11:27,710 I will slightly push it on the inside 241 00:11:27,710 --> 00:11:30,190 toward the contacting pose. 242 00:11:30,190 --> 00:11:32,170 Since I rotated a bit the foot, 243 00:11:32,170 --> 00:11:35,301 I need to align the knee by moving the pole targets 244 00:11:35,301 --> 00:11:37,110 slightly to the outside. 245 00:11:37,110 --> 00:11:40,450 I will slightly reduce the tilting of the hips 246 00:11:40,450 --> 00:11:42,880 and then I will slightly twist them 247 00:11:42,880 --> 00:11:45,470 so that they are align with the feet. 248 00:11:45,470 --> 00:11:47,640 I will slightly tilt the chest 249 00:11:47,640 --> 00:11:51,750 so that it's slightly upward toward the front arm, 250 00:11:51,750 --> 00:11:56,360 the left one, and twist it toward the front arm too, 251 00:11:56,360 --> 00:11:59,240 then I would rotate the front arm forward 252 00:11:59,240 --> 00:12:03,900 and slightly twist it so that it almost match the pose 253 00:12:03,900 --> 00:12:05,270 on frame 12. 254 00:12:05,270 --> 00:12:08,580 This is why I'm comparing both poses. 255 00:12:08,580 --> 00:12:10,490 As explained previously, 256 00:12:10,490 --> 00:12:15,340 the arms almost reach their extreme pose during the pushing 257 00:12:15,340 --> 00:12:18,980 and reach their extreme during the contact pose. 258 00:12:18,980 --> 00:12:23,160 So the shoulder and elbow are easing into frame 12. 259 00:12:23,160 --> 00:12:25,300 The forearm is catching up 260 00:12:25,300 --> 00:12:28,200 and the hand is likely dragging backward. 261 00:12:28,200 --> 00:12:32,080 As usual, you can use the image reference to guide you. 262 00:12:32,080 --> 00:12:34,850 As seen during the run cycle chapter, 263 00:12:34,850 --> 00:12:36,640 a good blocking is important, 264 00:12:36,640 --> 00:12:39,100 but it doesn't mean that we won't be able 265 00:12:39,100 --> 00:12:43,090 to modify the animation during the polishing stage. 266 00:12:43,090 --> 00:12:46,615 It can be harder to spot the problem during the blocking, 267 00:12:46,615 --> 00:12:48,960 and it's sometimes pop to the eye 268 00:12:48,960 --> 00:12:52,960 whenever switching to spline or playing the whole animation. 269 00:12:52,960 --> 00:12:55,340 So just make the best looking you can 270 00:12:55,340 --> 00:12:59,890 and then copy each pose by selecting all the controller, 271 00:12:59,890 --> 00:13:02,290 press Control + C to copy the pose, 272 00:13:02,290 --> 00:13:06,560 jump 12 frame later and press Control + Shift + V 273 00:13:06,560 --> 00:13:09,710 and repeat the process for each poses. 274 00:13:09,710 --> 00:13:11,160 Once you are done with this, 275 00:13:11,160 --> 00:13:13,890 you can finally play your animation 276 00:13:13,890 --> 00:13:17,100 and see your walk cycle blocked. 277 00:13:17,100 --> 00:13:19,400 I advise you to watch it for a moment, 278 00:13:19,400 --> 00:13:21,293 rotate around the character 279 00:13:21,293 --> 00:13:26,293 and also switch between autographic and perspective view. 280 00:13:26,720 --> 00:13:27,620 In my case, 281 00:13:27,620 --> 00:13:30,060 I feel like there's something a little off. 282 00:13:30,060 --> 00:13:33,460 My character is pushed too much forward. 283 00:13:33,460 --> 00:13:37,370 So instead of reworking each poses one by one, 284 00:13:37,370 --> 00:13:39,830 I will select the torso controller 285 00:13:39,830 --> 00:13:42,410 and I will switch to the graph editor 286 00:13:42,410 --> 00:13:45,210 and isolate the y location curve. 287 00:13:45,210 --> 00:13:46,810 Remember what we have seen 288 00:13:46,810 --> 00:13:50,670 in the very last lesson of the run cycle chapter? 289 00:13:50,670 --> 00:13:54,210 We can offset a whole curve from a transform channel 290 00:13:54,210 --> 00:13:56,240 to modify the animation. 291 00:13:56,240 --> 00:13:59,710 I've hidden all the curve, but the y curve 292 00:13:59,710 --> 00:14:03,350 and I will press G and Y to constraint it 293 00:14:03,350 --> 00:14:05,900 on the y-axis in the graph editor 294 00:14:05,900 --> 00:14:09,240 and move it up so that it will push 295 00:14:09,240 --> 00:14:13,620 the torso controller off my character slightly backward. 296 00:14:13,620 --> 00:14:16,530 And now he looks way more balanced. 297 00:14:16,530 --> 00:14:17,710 In the next video, 298 00:14:17,710 --> 00:14:20,260 we will be able to jump into splining 299 00:14:20,260 --> 00:14:24,047 and polishing the different features of our character. 23789

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