All language subtitles for 04-04-03 Toes

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Original subtitles

- It's now time to bring some details

to our feet by moving the toes.

Again, it's gonna be pretty straightforward

since we already have the base motion of our foot.

We'll first work on the front toe controller,

and I will try to find the movement

the foot is leaving the ground

and duplicate the key Frame.

Dissuade the toe will remain flat on the ground,

from Frame zero to Frame 30 foot.

I will set the end-all type two vector

for this new key frame.

Go a little further in the animation,

and simply rotate the toes backward

so that they will drag during this motion.

I will then adjust the end (indistinct)

of the first key frame,

so that it doesn't clip with the ground

whenever the foot is going backward.

Then I will adjust to dragging motion

as the foot is moving forward.

I want the toes to point downward because of its weight,

but also because of the forward motion of the foot.

She's the kind of motion we have practiced

with this key role.

Whenever we were moving the limps,

we were making the hands and the feet dragging.

As we are done with this,

we can go forward to the compacting frame,

where we will make the toe raising.

As the foot fall down,

the toes are still dragging

or there is a full of full motion.

So there are pointing up (indistinct) emphasis

the flap of the foot.

So as the foot is getting flat on the ground,

I will make sure that the toes are almost

at their highest position.

And then two frame letters,

I will make the toes flat on the ground.

Here, I will slightly offset the foot roll controller

by one frame at back.

I will then re-adjust the toe extreme position

just before it hits the ground to frame 60.

I will go to frame letter and press Alt+ R in the 3D view,

to flatten the toe on the ground.

Whenever I create a contacting post,

I generally set the end-all type two vector.

As the current motion,

is kind of stop brutally as it hits the ground.

So there is no easing before the curve gets flat.

(indistinct) tell that will make the difference

is to create a slight bounce of the toe,

when it hits the ground.

To do so, I will duplicate the current key frame,

and move it two to four frame later.

And we then duplicate the post key frame,

lower rate and put it in between.

This way, we have a more clunky motion,

and we finally get something

that looks like an animation for the foot.

It's indeed a robot,

but we are kind of briefing life into it if you will.

From there, we can repeat the process with the back toe.

Beware because these toe has two joint.

One at the base of the foot on the heel,

and one for the current back toe.

I will create a motion for the first joint,

that really looks like the front toe but in reverse.

And I will keep the motion pretty slight.

Whenever you are working on a chain of bone,

we've Arrow Key,

the more you move the roots to more the deep tip,

and the other controller we move

and it might look a bit too extreme.

So keep it subtle.

It's easier then to amplify the motion if needed.

Remember that you have to make the toe drugging,

so whenever the foot is moving forward,

each will point backward a little down.

And whenever the foot is falling down,

this will drag so it will raise.

I didn't input any bones on the contact bones,

because it was a bit too much

since I will input a bit of bouncing,

on to the tip of the toe.

So on the curve, the back to root is kind of phrasing

just before the contact pose,

and whenever to contact pose occur,

it will flatten on the ground.

So I have canceled in your rotation.

I've used a Vector and (indistinct)

because I don't want anything,

but I didn't input any bounds.

I did input the bones in motion on the tip, the toes.

So on the next joint into the animation.

So I did animate the tip of the back toe,

as I did for the front toe, making it drug,

so that we feel like there is a bit of delay in its motion,

and then adding some bounds,

as it contacts the ground.

Be careful not to make it clip through the ground.

When that was done,

I repeat the process with the outer side toe.

And since the foot is not tilting in space,

I could then simply copy the curve of this outer side toe,

onto the inner side toe.

Again, nothing crazy here.

It's pretty simple.

So you will be able to watch me

kind of animating those toes in the next video,

that will be a short time lapse of this process.

As all the toes were animated,

the foot animation was done,

and we now need to copy it onto the other foot.

To do so, it's very simple.

You just select all the controllers from the left foot

we just animated.

Open the graph editor,

and press Alt+H to make sure that

all the curve are available.

Press A again to select them all,

Press Ctrl+C to copy those curves.

Then Select all the right foot controllers.

Go on frame zero and press Ctrl+Shift+V.

Since our rig is symmetrical, Blender will Paste the curve

taking care of the symmetry for us.

Now, both foot are moving

in the same fashion with the same rhythm.

We now just need to offset the motion of the right foot

in time so that we get an alternate motion.

To do so, simply select all the curve,

Press Shift+D and offset them by the whole cycle.

In my case, 72 frames.

Then I will select again all the curve,

and I will offset them back in time

by half of the motion, 36 frames.

We now have both our feet motion.

Since I have now a better vision of the motion,

I feel like the foot are two forward.

So what I will do is that

I will select both foot main controller,

isolate the Y Location axis by inputting its name

in the Search bar, Select all the available keys

for both to (indistinct) location channels.

And then I will slightly offset them up

on the Y-Axis in the graph editor.

This will push both feet backward,

and it will look a little more natural.

From there, you can adjust the eighth

of the up-and-down motion by simply offsetting dizzy curve.

You can also scale it on this Y-axis,

so that we'll have more up and down motion if needed,

or if you scale it down

you will reduce the bounciness of the motion.

From there, it's really a matter of personal taste

and experience to make it look good

but you have the whole method.

Now we just need to get rid

of the unused key frame on the right foot.

To do so, we simply need to Select

all the controller of the right foots.

Go onto the Frame Zero,

Press I to insert a key frame on all the channels

then Press V and set those new key frame to Free.

From there we can get rid off any previous key frame

and then, Select all those key frame on Frame Zero.

Press Shift+D to duplicate them,

and move them on the very last frame of our cycle.

Frame 72 for me.

Then I can get rid off all the key frame,

after this frame 72.

Our foot animation is done,

the next step,

will be to input some left to right motion

to the toss or root,

and animate a bit the feet.

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