Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
This is the final part of the polishing stage of the idle.
It's gonna be a quick one
because there is not that much of an action.
In the end, our character is getting into its anticipation
before jumping into the run cycle to flee the danger.
You now should know that we are going to track all the arts
especially the head motion.
For this segment of the animation,
the body controller will lead the animation.
Then the chest is dragging, then the head is dragging.
We can really feel that the head is getting
(indistinct) by the hips motion of the character.
And since after the idle,
we have a pretty extreme motion with our run cycle.
The idea was to eat the extreme pose on frame 104.
And on the next pose, we will push
that extreme compressing our character
to a maximum before it goes into the jumping action.
Since most of the last pose were duplicated
from the run cycle,
the handle of the curve might be rotated.
So, I will select them, press V and switch to auto clump.
Then polishing the body controller was pretty fast.
I, (indistinct) a bit on to the rotation curves
so that I get a bit of easing before reaching the frame 104
which is our extreme pose
that we are going to push on frame 105.
Then I've worked on the chest rotation,
the idea was to make the chest dragging.
So, I've slightly delayed the rotation
by pulling a bit the curves down
toward their previous value.
And as I reach frame 103, I slightly rotate the curve
so that I get a natural overshoot.
'Cause I'm getting a nice arc with a nice spacing,
you will see me pushing the X rotation curve
down on frame 105.
This is where I'm really pushing the pose
to have a very strong anticipation before the jump forward.
Polishing the head rotation was pretty simple.
I've made the head dragging
and I got rid of any twisting or unwanted rotation.
The idea is to get a very clean rotation
toward the extreme pose as our character is going to flee.
There is no secondary motion in the head
because it's a very fast transition
to the anticipation before the run.
Then I've quickly reworked the heels animation
to make sure that their timing was a bit offset compared
to the head timing and the whole body timing.
The idea is to change the pose of the head
within one or two frames to get to very snappy rotation,
very snappy motion of the heels.
Then I spent some time trying to create an eye blink
as the character while he's rotating his head
but I didn't kept this additional motion.
Because as the eyes are blinking
it creates a slight glitch into the animation.
And we already have a very fast motion of the head rotating
but the silhouette of our character get a drastic change
and it creates a lot of visual information.
Adding the eye blink on top of this,
make this portion of the animation very noisy in the end.
The other thing is that, this black dot that is the eye
of our character, really help tracking the head motion.
So, it really helps the audience following
the head rotation in this particular case.
So, if you make the eye disappear
while the character is rotating very fast,
it's like, he blinks and then he's in another pose.
That really doesn't read well.
So in end, I've just slightly squashed
the eyes so that we get a different head shape
but I've kept the eyes opened.
So, adding secondary motion
will sure bring more appeal to your animation,
but sometime it will make sure animation worst
by destroying its readability.
So, be careful with this and if adding
this kind of secondary motion then looks weird
and you can't identify the problem on your animation
just get rid of it.
Secondary motion like an eye blink
is here to support the animation.
To make it more readable or more interesting.
When polishing the hips,
I've just make it drag a bit compared
to the main body controller,
and I've made sure that I add some kind of big drop
between frame 104 and 105
to again push the pause on frame 105.
This is going to be our micro anticipation before the jump
so every controller that defines
the silhouette of our character should be pushed a bit.
The feet steps were very fast.
There is nothing new compared
to the previous polishing stage.
Just make sure that you have different timing
for the different feet.
And make sure that your spacing is correct,
avoiding easing whenever the foot is going
to contact with the ground.
This is why I almost always switch my contacting
location channels to vector.
And then as usual, I will polish a bit more
the foot motion by inputting a bit of rotation
to make the tip of the feet drag compared to their location.
One super important secondary motion I wanted
to add was the breathing motion.
To create it, you have to use the chest controller,
and use the X and Z scale channels.
Because the Y scale channel will push
in a way the head forward
while the X and Z scale will make the chest slightly bigger.
To figure this out, I've just been moving the curve
up and down and see how my character behaves.
And once I was happy with it,
I've tried to find the right spacing for this animation.
After a couple of tests,
I found that using six frame to make a full breathing cycle,
kind of marched what I wanted to have for this character.
When you watch the reference, you can see
that the belly of the character is moving very fast.
And this is very common, the smaller an animal
the faster we'll be it's breathing.
I haven't created any breathing variation
on this animation because again,
that will take time and the benefit was pretty low,
but adding the secondary motion
of the breathing was very important
and it really brings something new to the table.
So, in the end on frame 20 and 26, I've slightly scaled
down the X and Z and on frame 23, I've slightly scaled up.
Then I will get rid of all the next key frame,
select those three key frame press Shift
to duplicate X constraint on the X axis
and move by six frame on the right.
And then, I've pressed a Shift+R several time
to repeat the operation.
Just press Shift+R until you have filled
your timeline until a frame 105.
These little secondary action,
the breathing motion really adds to the animation
and I feel like it betterly define the kind
of character we are currently animating.
Adding these fast paced secondary action really
makes our character feeling more alive.
As I finished polishing this idle animation,
I want to isolate it from the run cycle.
So I will insert a keyframe
on all the channels on the last frame, 105,
and on the first frame of this idle, the frame 12.
Then I will select all the keys on the frame 105,
press the V key and switch the handle type to free.
I will do the same on frame 20.
This way we can remove the previous frame and the last frame
without any influence on frame 12 and frame 105.
From there, we can duplicate our action,
make sure it does a fake user by clicking the shield icon.
And then we can remove frame 0 to frame 11
and all the key frame after frame 105.
Then select all the keys and offset them
so that the first key frame starts on frame zero.
And now we have our cleaned up idle animation
ready to be used later on.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.