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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:02,170 - With the layered approach, 2 00:00:02,170 --> 00:00:06,700 we focus on building the motion channel by channel 3 00:00:06,700 --> 00:00:10,420 The idea is not to go through a blocking stage 4 00:00:10,420 --> 00:00:14,500 then detailed blocking, spinning, and polishing. 5 00:00:14,500 --> 00:00:16,090 We will directly work 6 00:00:16,090 --> 00:00:20,770 in the graph editor on specific parts of the character. 7 00:00:20,770 --> 00:00:23,810 We will start from the root of the character 8 00:00:23,810 --> 00:00:27,340 and in reaction, we will animate the legs. 9 00:00:27,340 --> 00:00:31,200 This is the whole concept about the layered approach. 10 00:00:31,200 --> 00:00:34,970 We will first work on the up and down motion 11 00:00:34,970 --> 00:00:38,894 of the root of the torso and in reaction the legs 12 00:00:38,894 --> 00:00:43,140 and then the left to right motion of the torso. 13 00:00:43,140 --> 00:00:46,500 With the file opened and the King set selected, 14 00:00:46,500 --> 00:00:48,510 I've duplicated the action 15 00:00:48,510 --> 00:00:51,200 and then will rename it: walk. 16 00:00:51,200 --> 00:00:53,100 Will activate the fix user 17 00:00:53,100 --> 00:00:55,270 to make sure we don't lose what we are doing 18 00:00:55,270 --> 00:00:58,150 and activate the auto key framing. 19 00:00:58,150 --> 00:01:01,660 First controller will walk with is the tussle route. 20 00:01:01,660 --> 00:01:03,240 As for this scleral character, 21 00:01:03,240 --> 00:01:06,138 it's the main controller of the torso. 22 00:01:06,138 --> 00:01:08,110 So we start with selecting the property's bone 23 00:01:08,110 --> 00:01:11,250 and set to zero, the follow arm properties. 24 00:01:11,250 --> 00:01:13,960 This might be something we will change along the way, 25 00:01:13,960 --> 00:01:18,210 reset it to one or to zero, depending on our needs. 26 00:01:18,210 --> 00:01:19,790 First motion we will work on 27 00:01:19,790 --> 00:01:23,410 is the up and down motion of the torso. 28 00:01:23,410 --> 00:01:26,840 And we will work on the Z location channel. 29 00:01:26,840 --> 00:01:30,550 The goal is to focus on one channel at a time. 30 00:01:30,550 --> 00:01:34,690 So selecting the visibility bone, I will hide everything 31 00:01:34,690 --> 00:01:37,141 but the torso so that we can really focus 32 00:01:37,141 --> 00:01:39,950 on the motion of the torso. 33 00:01:39,950 --> 00:01:41,042 For this animation 34 00:01:41,042 --> 00:01:46,042 I will work with a frame rate of 30 frame per seconds. 35 00:01:46,580 --> 00:01:49,840 You can stick to the 24 frame per second rhythm, 36 00:01:49,840 --> 00:01:51,090 if you want. 37 00:01:51,090 --> 00:01:54,030 It's a matter of personal preferences. 38 00:01:54,030 --> 00:01:57,490 So normally like to work at 30 frames per second 39 00:01:57,490 --> 00:02:00,560 because I'm used to animate for games. 40 00:02:00,560 --> 00:02:02,941 And a lot of movies are now set to 25 41 00:02:02,941 --> 00:02:05,850 to 30 frame per seconds. 42 00:02:05,850 --> 00:02:09,260 But we will cycle range of 30 frame, 43 00:02:09,260 --> 00:02:12,600 in the end I've used a 36 frame 44 00:02:12,600 --> 00:02:15,398 cycle for the up and down motion, 45 00:02:15,398 --> 00:02:19,810 but you can choose to do it faster or slower. 46 00:02:19,810 --> 00:02:24,810 Here I want to create a very slow pace and heavy walk cycle. 47 00:02:26,190 --> 00:02:30,000 But you could do a run cycle with the same method. 48 00:02:30,000 --> 00:02:31,684 With my roots torso selected, 49 00:02:31,684 --> 00:02:34,910 I will directly jump into the graph editor. 50 00:02:34,910 --> 00:02:37,630 The controller is aligned with world space 51 00:02:37,630 --> 00:02:41,611 so we can work directly on the Z location. 52 00:02:41,611 --> 00:02:43,460 I have an up and down motion 53 00:02:43,460 --> 00:02:46,640 for both the left step and the right step. 54 00:02:46,640 --> 00:02:49,630 So on the one whole work cycle, 55 00:02:49,630 --> 00:02:52,710 the up and down motion will repeat twice. 56 00:02:52,710 --> 00:02:54,440 I will arbitrary go to 57 00:02:54,440 --> 00:02:56,960 frame five and raise about here. 58 00:02:56,960 --> 00:02:58,820 The idea here is just to get 59 00:02:58,820 --> 00:03:01,780 an extra key frame on our torso. 60 00:03:01,780 --> 00:03:04,290 The motion will be pretty simple. 61 00:03:04,290 --> 00:03:06,789 If we want to make our character heavy, 62 00:03:06,789 --> 00:03:10,420 we need to make it raise pretty slowly 63 00:03:10,420 --> 00:03:13,200 because it has to push a lot of weight 64 00:03:13,200 --> 00:03:15,511 and whenever the torso is getting down 65 00:03:15,511 --> 00:03:19,280 it will kind of fall pretty fast. 66 00:03:19,280 --> 00:03:22,260 And we can build a pretty strong overshoot to 67 00:03:22,260 --> 00:03:24,560 communicate this weight. 68 00:03:24,560 --> 00:03:26,050 And as I said, tall 69 00:03:26,050 --> 00:03:29,603 I've inputted a very slight up-and-down motion 70 00:03:29,603 --> 00:03:33,381 on the few frame to create some kind of vibration 71 00:03:33,381 --> 00:03:38,381 or bones of the whole torso as if the body was bouncing as 72 00:03:38,682 --> 00:03:42,310 it touched its lowest position. 73 00:03:42,310 --> 00:03:46,050 This will bring a pretty clunky or robotic motion. 74 00:03:46,050 --> 00:03:48,970 I will keep on showing the Z location curve 75 00:03:48,970 --> 00:03:50,370 so that you have a reference. 76 00:03:50,370 --> 00:03:52,045 As any animation process, 77 00:03:52,045 --> 00:03:53,491 it's a creative process, 78 00:03:53,491 --> 00:03:58,491 so I wasn't planning on doing this on 36 frame at first. 79 00:03:59,840 --> 00:04:02,460 To be perfectly honest, I wasn't knowing all 80 00:04:02,460 --> 00:04:06,400 mini frame would take an up-and-down motion. 81 00:04:06,400 --> 00:04:10,063 It's just about playing the animation, making sounds 82 00:04:10,063 --> 00:04:14,170 with my mouse to feel the weight of the character. 83 00:04:14,170 --> 00:04:18,610 And in the end, a little more than one second per step 84 00:04:18,610 --> 00:04:22,070 looks slow enough to communicate the weight 85 00:04:22,070 --> 00:04:23,660 of the robot character. 86 00:04:23,660 --> 00:04:27,130 A couples of details regarding the curve shape. 87 00:04:27,130 --> 00:04:30,230 At first, the character is raising pretty fast 88 00:04:30,230 --> 00:04:33,510 and when it's reaching its top position 89 00:04:33,510 --> 00:04:35,730 it's slightly slowing down. 90 00:04:35,730 --> 00:04:38,600 Then we have some kind of plateau shape on the curve. 91 00:04:38,600 --> 00:04:42,530 This will make the robot hold a bit in the up position 92 00:04:42,530 --> 00:04:45,560 for a few frames, and it will kind of serve 93 00:04:45,560 --> 00:04:48,090 as an anticipation before the fall. 94 00:04:48,090 --> 00:04:52,200 Note that the curve is not perfectly flat here. 95 00:04:52,200 --> 00:04:54,650 I've slightly rotated the handle, 96 00:04:54,650 --> 00:04:58,670 so that even if you took still, it's still moving a bit. 97 00:04:58,670 --> 00:05:00,630 This is a moving hold. 98 00:05:00,630 --> 00:05:03,070 If you have a perfectly flat curve here 99 00:05:03,070 --> 00:05:04,690 it won't look natural. 100 00:05:04,690 --> 00:05:07,660 As your character will stop moving. 101 00:05:07,660 --> 00:05:11,560 Here is my up and down motion of the torso root. 102 00:05:11,560 --> 00:05:14,863 In the next video, we will add the foot motion. 8052

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