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- [Pierre] In this video, we
will start animating the feet
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based on the root of the torso motion.
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The first thing to do
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is to double the length of
the motion we just created.
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And we need to repeat
this up and down cycle.
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With all my curve controllers selected,
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I will duplicate them.
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But first, make sure that
the very first controller
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and the very last are exactly the same.
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Then press Shift + D to duplicate
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and offset by the length
of your animation.
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In my case, 36 frames.
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So that my whole cycle
run through 72 frames.
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Again, this is the rhythm I
have chosen for this animation.
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Your animation can be faster or slower.
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From there, I will press Alt
+ H to un-hide my controller,
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select the visibility property bone
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and they will re-enable the legs.
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Since the legs are using an
inverse kinematic mechanism,
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we will just have to
animate the foot controller.
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The cool thing with this animation method
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is that it's easy to tweak
the position of any controller
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by slightly offsetting the curves.
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If I want to raise the up and
down motion of the character,
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I just need to select the root controller
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and offset the whole curve
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on the y-axis in the graph editor.
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The up and down motion will occur higher,
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giving more space for the foot motion.
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But it doesn't matter, even
if it doesn't look good
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I will be able to get back onto this curve
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and offset it at will.
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The first thing to do from there
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is to position our feet based
on the motion of the torso.
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Generally, the up pose,
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the moment where the torso
is at its highest point
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is close to the passing pose.
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It is generally slightly delayed.
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When the foot contacts the
ground, the torso goes down.
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And when the foot is pulling
back, the torso is raising.
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Since the torso is almost at
its highest point on frame 20,
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I will slightly move the
foot back on this frame.
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And on frame zero,
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whenever the torso is at its lowest point,
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I will push the foot forward.
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The idea is not to get 100% accurate
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but just create a few landmark
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before we use the curve
and adjust the rhythm.
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Finally, the foot will be
third or away on the back
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whenever we have just hit the down pose.
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And then when the character
is pushing on the other leg,
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the current foot will be raising.
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The idea here is to work only on one axis
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as we did for the torso,
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setting the position of the foot
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just before it leaves the ground.
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Finally, I need to find the moment
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where this foot will get back forward,
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and this should have happen
just before the body is falling.
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The foot contact the ground
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and then we have the
down pose of the torso.
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Our animation doesn't look pretty at all
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but at least we have the main landmarks.
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Since the forward motion of
the foot will be mostly linear,
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I will select all the
key frames of the foot,
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press V and change the
handle type to vector.
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As we did before with
our squirrel character,
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we will consider the cycle to be linear,
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meaning that the character is
moving at a constant speed.
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Hence, I can remove the
key frame prior to key 33,
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because we just need to key frame,
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one starting point and one and point
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to create this linear motion.
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Let's switch to the graph editor.
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To get the right pace of
the foot when on the ground,
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I need to interpolate from
frame 60 back to frame 33
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through the whole cycle.
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Because frame 59 or 60 mark the moment
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our character is
contacting with the ground,
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while frame 33 is the moment
the foot is leaving the ground.
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So this plateau is not correct
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nor the interpolation between
frame zero and frame 33.
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But what I can do or what I should do,
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because I've made a slight mistake,
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is to duplicate the key
from frame 34 on frame 105,
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which stand for frame
72, the end of the cycle,
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plus frame 33.
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This way, between frame 60 and frame 105,
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I have the whole motion of the
foot sticking to the ground
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with the right interpolation.
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From there, I can go on frame
72, the end of the cycle,
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and insert a key frame on this channel.
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I can now duplicate to this key frame
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and move it on frame zero
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and set both to free or to vector.
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Now, both the first and
last key frame are the same
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and they have the right interpolation
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and the foot is moving at the
right speed on the ground.
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Now I just need to work
on the up and down motion
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between frame 33 and frame 60.
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We can also adjust the moment
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the foot is leaving the ground,
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I think it could happen a little later.
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Now that we know how to
fix the interpolation
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between the beginning and
the end of the motion,
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that's perfectly fine.
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The other thing to consider
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is that while the foot has
linear or motion on the ground,
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it won't have linear motion in the air.
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By rotating this handle,
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I will create a slight overshoot backward
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as if the foot was projected the backward
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because of its inertia
when leaving the ground.
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With this row editing done,
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I will switch to the Z location curve
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and they will simply add a new key frame
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between the landing pose,
between the contacting pose
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and the pose where the
foot is leaving the ground.
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As usual, you can see here the final curve
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for both the Y and Z axis.
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As I did for the torso, to get
a satisfying sense of weight,
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I will make a slight
plateau or moving halt
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just before the foot hit the ground,
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so that it will have some
kind of a hard time to raise.
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It will stay up before
landing very quickly
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because it's very heavy
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and the robot is kind
of releasing the foot.
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So it creates some kind of
nice contrast on the curve
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that currently translates
on the animation.
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The tricky thing about this method
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is to focus on one motion at a time.
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And here, you may find out
the motion looks a bit weird
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because there is no rotation in the foot.
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But we will input some
rotation in the foot
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slightly later on.
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Just focus on one channel at a time,
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one controller at a time.
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And even focus on the motion
of the controller itself.
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Not necessarily the
motion of the whole robot.
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As any other animation technique,
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it will take you a bit
of time to get used to it
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but it's very handy for
this kind of animation.
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Before we call the base
motion of the foot down,
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I want to slightly push forward the foot
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just before it lands.
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To do so, I've slightly rotated the handle
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just before the contacting pose,
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so that the foot gets
a little more forward
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before it hits the ground.
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From there, I can adjust
the up motion of the foot.
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Don't hesitate to track
the arcs of your animation
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using the motion path we have
seen in the previous chapter.
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In the next video,
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we will use the foot roll controller
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to add a bit of rotation on the
ankle and on the whole foot.
12483
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