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- With the layered approach,
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we focus on building the
motion channel by channel
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The idea is not to go
through a blocking stage
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then detailed blocking,
spinning, and polishing.
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We will directly work
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in the graph editor on specific
parts of the character.
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We will start from the
root of the character
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and in reaction, we will animate the legs.
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This is the whole concept
about the layered approach.
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We will first work on
the up and down motion
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of the root of the torso
and in reaction the legs
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and then the left to
right motion of the torso.
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With the file opened and
the King set selected,
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I've duplicated the action
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and then will rename it: walk.
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Will activate the fix user
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to make sure we don't
lose what we are doing
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and activate the auto key framing.
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First controller will walk
with is the tussle route.
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As for this scleral character,
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it's the main controller of the torso.
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So we start with selecting
the property's bone
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and set to zero, the
follow arm properties.
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This might be something we
will change along the way,
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reset it to one or to zero,
depending on our needs.
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First motion we will work on
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is the up and down motion of the torso.
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And we will work on
the Z location channel.
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The goal is to focus on
one channel at a time.
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So selecting the visibility
bone, I will hide everything
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but the torso so that we can really focus
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on the motion of the torso.
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For this animation
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I will work with a frame
rate of 30 frame per seconds.
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You can stick to the 24
frame per second rhythm,
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if you want.
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It's a matter of personal preferences.
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So normally like to work
at 30 frames per second
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because I'm used to animate for games.
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And a lot of movies are now set to 25
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to 30 frame per seconds.
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But we will cycle range of 30 frame,
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in the end I've used a 36 frame
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cycle for the up and down motion,
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but you can choose to
do it faster or slower.
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Here I want to create a very
slow pace and heavy walk cycle.
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But you could do a run
cycle with the same method.
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With my roots torso selected,
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I will directly jump
into the graph editor.
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The controller is aligned with world space
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so we can work directly on the Z location.
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I have an up and down motion
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for both the left step and the right step.
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So on the one whole work cycle,
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the up and down motion will repeat twice.
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I will arbitrary go to
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frame five and raise about here.
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The idea here is just to get
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an extra key frame on our torso.
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The motion will be pretty simple.
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If we want to make our character heavy,
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we need to make it raise pretty slowly
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because it has to push a lot of weight
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and whenever the torso is getting down
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it will kind of fall pretty fast.
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And we can build a pretty
strong overshoot to
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communicate this weight.
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And as I said, tall
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I've inputted a very
slight up-and-down motion
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on the few frame to create
some kind of vibration
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or bones of the whole torso
as if the body was bouncing as
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it touched its lowest position.
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This will bring a pretty
clunky or robotic motion.
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I will keep on showing
the Z location curve
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so that you have a reference.
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As any animation process,
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it's a creative process,
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so I wasn't planning on doing
this on 36 frame at first.
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To be perfectly honest,
I wasn't knowing all
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mini frame would take
an up-and-down motion.
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It's just about playing the
animation, making sounds
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with my mouse to feel the
weight of the character.
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And in the end, a little
more than one second per step
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looks slow enough to
communicate the weight
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of the robot character.
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A couples of details
regarding the curve shape.
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At first, the character
is raising pretty fast
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and when it's reaching its top position
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it's slightly slowing down.
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Then we have some kind of
plateau shape on the curve.
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This will make the robot
hold a bit in the up position
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for a few frames, and
it will kind of serve
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as an anticipation before the fall.
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Note that the curve is
not perfectly flat here.
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I've slightly rotated the handle,
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so that even if you took
still, it's still moving a bit.
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This is a moving hold.
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If you have a perfectly flat curve here
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it won't look natural.
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As your character will stop moving.
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Here is my up and down
motion of the torso root.
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In the next video, we
will add the foot motion.
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