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These are the user uploaded subtitles that are being translated: 1 00:00:00,230 --> 00:00:01,110 - In this video, 2 00:00:01,110 --> 00:00:03,720 we will start planning our animation. 3 00:00:03,720 --> 00:00:07,470 Starting by polishing the up and down of the torso root. 4 00:00:07,470 --> 00:00:09,570 And then the feet motion. 5 00:00:09,570 --> 00:00:13,080 The first obvious step is to go into pause mode 6 00:00:13,080 --> 00:00:14,150 into our rig. 7 00:00:14,150 --> 00:00:15,930 Select all our keys, 8 00:00:15,930 --> 00:00:20,030 press the T key and switch to busy interpolation. 9 00:00:20,030 --> 00:00:22,480 You can switch between the action editor 10 00:00:22,480 --> 00:00:25,130 and the graph editor by pressing control tab 11 00:00:25,130 --> 00:00:28,280 and we to make sure all the curves are exposed 12 00:00:28,280 --> 00:00:31,130 by clicking on the show hidden option. 13 00:00:31,130 --> 00:00:34,050 You may also press Alt + H to make sure 14 00:00:34,050 --> 00:00:37,900 that there is no curves that is manually hidden. 15 00:00:37,900 --> 00:00:38,733 From there, 16 00:00:38,733 --> 00:00:41,060 I will press eight to select all the curve 17 00:00:41,060 --> 00:00:46,060 and then press Shift + E and choose make cyclic. 18 00:00:46,320 --> 00:00:49,600 Now all of our curve get this modifier 19 00:00:49,600 --> 00:00:53,800 and our whole animation will be cycling in time infinitely. 20 00:00:53,800 --> 00:00:57,420 I often start polishing my animation with the feet 21 00:00:57,420 --> 00:01:00,410 and go back and forth with the torso. 22 00:01:00,410 --> 00:01:01,360 In this case, 23 00:01:01,360 --> 00:01:04,320 we will start by polishing the Z location 24 00:01:04,320 --> 00:01:06,030 of the torsal roots. 25 00:01:06,030 --> 00:01:09,480 This is the most important channel during a run cycle. 26 00:01:09,480 --> 00:01:11,210 The up and down motion. 27 00:01:11,210 --> 00:01:13,210 If we know playing our animation, 28 00:01:13,210 --> 00:01:15,780 we are no longer in step mode 29 00:01:15,780 --> 00:01:17,760 and while there are some glitches, 30 00:01:17,760 --> 00:01:19,310 it doesn't look that bad. 31 00:01:19,310 --> 00:01:21,890 Here is our current Z curve 32 00:01:21,890 --> 00:01:24,350 and here is what we are going to do with it. 33 00:01:24,350 --> 00:01:28,510 The idea is to bring contrast to our up and down 34 00:01:28,510 --> 00:01:33,220 or a heavy character you will, favorize the down pose 35 00:01:33,220 --> 00:01:36,600 for a light energized character like ours, 36 00:01:36,600 --> 00:01:39,920 You will favorize the up pose meaning that 37 00:01:39,920 --> 00:01:43,820 we will hold our character in the air little bit. 38 00:01:43,820 --> 00:01:46,840 The idea is to bring contrast to the motion. 39 00:01:46,840 --> 00:01:51,460 So we will, I have a slight plateau in the top position 40 00:01:51,460 --> 00:01:55,430 and then a fast down pose with a fast bounce, 41 00:01:55,430 --> 00:01:59,440 meaning that the curve will rapidly get back 42 00:01:59,440 --> 00:02:01,390 to its up position. 43 00:02:01,390 --> 00:02:03,040 You really have to focus on 44 00:02:03,040 --> 00:02:05,450 the up and down motion of your character 45 00:02:05,450 --> 00:02:09,660 and if needed you can hide the legs and the arms. 46 00:02:09,660 --> 00:02:12,860 Since our character is bouncing twice during 47 00:02:12,860 --> 00:02:15,473 the 24 frame of its cycle, 48 00:02:15,473 --> 00:02:18,820 I have refined the keys from zero to 12 49 00:02:18,820 --> 00:02:22,930 and then duplicated those keys from zero to 12 50 00:02:22,930 --> 00:02:25,030 onto 12 to 24. 51 00:02:25,030 --> 00:02:27,210 Then I can trade off any keys 52 00:02:27,210 --> 00:02:29,850 that were remaining previously. 53 00:02:29,850 --> 00:02:34,080 This way the base up and down motion of my root is done 54 00:02:34,080 --> 00:02:36,920 and I can switch to the feet motion 55 00:02:36,920 --> 00:02:41,010 as explained many times animation is not a linear workflow. 56 00:02:41,010 --> 00:02:44,670 So we will probably have to get back to the root motion 57 00:02:44,670 --> 00:02:48,400 and switch between route and feet, root and torso, 58 00:02:48,400 --> 00:02:49,500 et cetera. 59 00:02:49,500 --> 00:02:54,070 This up and down motion is mostly put upon a feeling, 60 00:02:54,070 --> 00:02:57,320 but I've shaped it so that my character 61 00:02:57,320 --> 00:02:59,500 is holding a bit in here. 62 00:02:59,500 --> 00:03:04,060 And the speed at which he's going down and going up 63 00:03:04,060 --> 00:03:06,090 is not exactly the same. 64 00:03:06,090 --> 00:03:08,730 When you are doing a jump or an eye blink, 65 00:03:08,730 --> 00:03:11,810 it's always good to have contrast between 66 00:03:11,810 --> 00:03:14,290 the up motion and the down motion, 67 00:03:14,290 --> 00:03:17,740 even if it's just about one frame. 68 00:03:17,740 --> 00:03:20,840 When I polish the feet whether it's for a cycle. 69 00:03:20,840 --> 00:03:22,580 or for another animation, 70 00:03:22,580 --> 00:03:25,570 I always start with the location, 71 00:03:25,570 --> 00:03:28,830 or I often polish the feet pretty early on 72 00:03:28,830 --> 00:03:31,690 because a lot of the torso motion, 73 00:03:31,690 --> 00:03:33,543 the hips motion is based on the feet motion. 74 00:03:33,543 --> 00:03:38,170 The first thing I want to define 75 00:03:38,170 --> 00:03:40,920 is the contacting in position of the feet. 76 00:03:40,920 --> 00:03:44,650 To get a nice looking and dynamic whole run cycle 77 00:03:44,650 --> 00:03:48,720 it's good to have a straight leg during the contact. 78 00:03:48,720 --> 00:03:50,644 So as mentioned produced in this case 79 00:03:50,644 --> 00:03:54,180 my character is a bit too far from the ground 80 00:03:54,180 --> 00:03:55,960 to get a good pose 81 00:03:55,960 --> 00:03:58,380 so I can switch back to the root control 82 00:03:58,380 --> 00:04:02,290 and offset to the whole as Z curve down. 83 00:04:02,290 --> 00:04:04,480 As I define my contact pose, 84 00:04:04,480 --> 00:04:07,320 it's important to also define the moment 85 00:04:07,320 --> 00:04:09,820 the feet will leave the ground. 86 00:04:09,820 --> 00:04:11,360 And as you may remember, 87 00:04:11,360 --> 00:04:14,200 in the previous cycle we have created 88 00:04:14,200 --> 00:04:17,150 the interpolation of the foot while 89 00:04:17,150 --> 00:04:19,690 it's on the ground should be linear 90 00:04:19,690 --> 00:04:21,330 because the ones on the ground, 91 00:04:21,330 --> 00:04:24,470 the feet will travel at a constant speed. 92 00:04:24,470 --> 00:04:28,600 I can convert the keys on frame two and frame five 93 00:04:28,600 --> 00:04:31,890 by selecting them and pressing the V key 94 00:04:31,890 --> 00:04:34,240 and switching to vector. 95 00:04:34,240 --> 00:04:38,610 Then we can delete any key between frame two and frame five. 96 00:04:38,610 --> 00:04:39,490 We'll have to do these 97 00:04:39,490 --> 00:04:42,317 for all the location curves Z Y and X . 98 00:04:42,317 --> 00:04:45,730 For the time being we are focusing on Z and Y . 99 00:04:45,730 --> 00:04:49,070 Once done both curve between frame two and five 100 00:04:49,070 --> 00:04:52,280 are linear making a straight line. 101 00:04:52,280 --> 00:04:55,230 This is the kind of obvious moment 102 00:04:55,230 --> 00:04:57,510 While the polishing feet. 103 00:04:57,510 --> 00:05:01,220 From there I will then focus on getting a good feeling 104 00:05:01,220 --> 00:05:03,290 for the rest of the motion. 105 00:05:03,290 --> 00:05:07,020 As the foot leaves the ground it still have momentum 106 00:05:07,020 --> 00:05:09,850 from the moment it was traveling on the ground. 107 00:05:09,850 --> 00:05:12,560 This is why I like to push it back. 108 00:05:12,560 --> 00:05:16,870 I want to favorise the backward and forward position 109 00:05:16,870 --> 00:05:19,880 and have a quick motion during the passing pose. 110 00:05:19,880 --> 00:05:23,710 The passing pose doesn't read as well as the up pose 111 00:05:23,710 --> 00:05:25,240 and the pushing pose. 112 00:05:25,240 --> 00:05:28,680 Covering the airborne poses of our character, 113 00:05:28,680 --> 00:05:32,490 his run will feel more agile and light. 114 00:05:32,490 --> 00:05:33,330 While in the end, 115 00:05:33,330 --> 00:05:38,280 I have a tight spacing around frame 12 and frame zero, 116 00:05:38,280 --> 00:05:42,930 as the feet ease or slow down into the extreme pose. 117 00:05:42,930 --> 00:05:46,625 And then I will accelerate during the passing poses. 118 00:05:46,625 --> 00:05:51,390 Another thing I like to do is to have a great acceleration 119 00:05:51,390 --> 00:05:53,330 just before the contact pose. 120 00:05:53,330 --> 00:05:57,300 So that we can feel that the foot is smashing on the ground 121 00:05:57,300 --> 00:05:59,330 and then pushing backward. 122 00:05:59,330 --> 00:06:02,500 And we can see this acceleration between frame zero 123 00:06:02,500 --> 00:06:03,790 and frame two, 124 00:06:03,790 --> 00:06:07,190 where our curve gets more and more vertical. 125 00:06:07,190 --> 00:06:11,510 As usual, here you can see the final polished curve 126 00:06:11,510 --> 00:06:14,490 of the Y and Z location of the feet. 127 00:06:14,490 --> 00:06:18,270 Try to match the motion path you can see on this one screen 128 00:06:18,270 --> 00:06:20,060 you can pause the video there. 129 00:06:20,060 --> 00:06:22,963 Next step is polishing the forward rotation of the foot. 130 00:06:24,690 --> 00:06:27,630 To do so As explained during debulking, 131 00:06:27,630 --> 00:06:31,850 I always have arrived using the foot roll controller. 132 00:06:31,850 --> 00:06:34,890 I will make sure that I have a nice heel contact 133 00:06:34,890 --> 00:06:36,120 on frame two 134 00:06:36,120 --> 00:06:40,390 and that I have at least one frame with a flat foot. 135 00:06:40,390 --> 00:06:43,480 Rotation of this controller must be set to zero 136 00:06:43,480 --> 00:06:44,750 around frame foot. 137 00:06:44,750 --> 00:06:49,120 Might not be the case if you should use printer references, 138 00:06:49,120 --> 00:06:51,800 where on there are mostly contacting with the bowl 139 00:06:51,800 --> 00:06:52,860 of their foot. 140 00:06:52,860 --> 00:06:56,240 As they are constantly accelerating forward. 141 00:06:56,240 --> 00:06:59,880 But for a constant speed run cycle, 142 00:06:59,880 --> 00:07:02,333 it's better to contact with the heel. 143 00:07:02,333 --> 00:07:04,020 It will look better, 144 00:07:04,020 --> 00:07:06,950 you will have more contrast into to your motion 145 00:07:06,950 --> 00:07:10,000 and the idea is to transition smoothly 146 00:07:10,000 --> 00:07:12,060 from the heel to the toe. 147 00:07:12,060 --> 00:07:14,950 So that the character keeps momentum. 148 00:07:14,950 --> 00:07:17,330 As I'm reworking the heel position, 149 00:07:17,330 --> 00:07:20,490 the leg is less straight during the pushing pose. 150 00:07:20,490 --> 00:07:24,610 So I can slightly offset the wheel location curve 151 00:07:26,132 --> 00:07:29,500 of the foot and then get back onto my heel controller. 152 00:07:29,500 --> 00:07:32,340 Again, we are not into a linear work workflow, 153 00:07:32,340 --> 00:07:34,330 and we need to go back and forth 154 00:07:34,330 --> 00:07:35,860 to the different controllers 155 00:07:35,860 --> 00:07:37,540 who hit better poses. 156 00:07:37,540 --> 00:07:41,390 Now, I will get back to to the torso route controller 157 00:07:41,390 --> 00:07:44,590 and select all the keys of the wide location 158 00:07:44,590 --> 00:07:47,530 and move them down to push the whole body 159 00:07:47,530 --> 00:07:49,480 of my character forward 160 00:07:49,480 --> 00:07:51,773 and get a more dynamic pose. 161 00:07:51,773 --> 00:07:55,220 From there I will select again my foot controller 162 00:07:55,220 --> 00:07:58,080 and move it's Y curves slightly down 163 00:07:58,080 --> 00:08:01,660 on the contact pose and on the pushing pose. 164 00:08:01,660 --> 00:08:05,280 So we are always refining the position of our character. 165 00:08:05,280 --> 00:08:08,680 Now I can get back to work onto the heel 166 00:08:08,680 --> 00:08:11,860 and make sure I have a nice roll of foot. 167 00:08:11,860 --> 00:08:13,510 Here you can see again, 168 00:08:13,510 --> 00:08:15,320 the curve has a reference 169 00:08:15,320 --> 00:08:18,041 and use it to Polish your own curve, 170 00:08:18,041 --> 00:08:21,810 but you may focus on your own run cycle 171 00:08:21,810 --> 00:08:26,620 because this specific curve match my specific animation 172 00:08:26,620 --> 00:08:30,652 and if you have differences regarding your feet position 173 00:08:30,652 --> 00:08:34,660 or the eighth of the torso controller, 174 00:08:34,660 --> 00:08:36,500 you will have variation. 175 00:08:36,500 --> 00:08:38,140 They are used to make the tip 176 00:08:38,140 --> 00:08:41,250 of the foot slightly pointing backward and down 177 00:08:41,250 --> 00:08:45,720 during the passing pose to get this nice dragging motion 178 00:08:45,720 --> 00:08:48,970 and transition into having the heel down 179 00:08:48,970 --> 00:08:52,280 while the foot is about to hit the ground. 180 00:08:52,280 --> 00:08:55,251 Next, we will polish the toe controllers. 181 00:08:55,251 --> 00:08:57,222 This animation, 182 00:08:57,222 --> 00:08:59,500 I've only used the main toe controller 183 00:08:59,500 --> 00:09:02,760 since the big toe controller move along with it 184 00:09:02,760 --> 00:09:04,360 that's perfectly fine. 185 00:09:04,360 --> 00:09:07,250 This part of the animation is pretty straight forward. 186 00:09:07,250 --> 00:09:08,083 First of all, 187 00:09:08,083 --> 00:09:13,000 we will only be animating using the X Euler rotation curve 188 00:09:13,000 --> 00:09:15,870 is to create a nice follow through animation 189 00:09:15,870 --> 00:09:18,360 of the toes, dragging something similar 190 00:09:18,360 --> 00:09:22,150 to what we did with the tail of the squirrel character. 191 00:09:22,150 --> 00:09:25,680 It's important to console the rotation while the foot 192 00:09:25,680 --> 00:09:28,260 is on the ground so that the toes won't click 193 00:09:28,260 --> 00:09:29,230 with the ground. 194 00:09:29,230 --> 00:09:32,190 This is why the keys on frame four and five 195 00:09:32,190 --> 00:09:34,140 are switched to vector. 196 00:09:34,140 --> 00:09:36,720 One interesting subtlety I've done, 197 00:09:36,720 --> 00:09:40,180 delay by one frame the moment the toes get flat 198 00:09:40,180 --> 00:09:41,013 on the ground. 199 00:09:41,013 --> 00:09:43,670 The foot gets flattened on frame three 200 00:09:43,670 --> 00:09:46,810 and the toes follow through on frame four. 201 00:09:46,810 --> 00:09:48,680 When the foot leaves the ground, 202 00:09:48,680 --> 00:09:52,743 the toes are pointing toward the previous pose, 203 00:09:53,842 --> 00:09:55,830 when the foot is moving forward to toes 204 00:09:57,473 --> 00:09:58,306 are slightly pointing backward. 205 00:09:58,306 --> 00:10:01,860 One thing you can use to help yourself is the motion path 206 00:10:01,860 --> 00:10:03,580 of the foot we have on screen. 207 00:10:03,580 --> 00:10:08,250 The toes should be pointing to what the previous frame 208 00:10:08,250 --> 00:10:09,660 during the cycle. 209 00:10:09,660 --> 00:10:13,720 These in most cases, will bend them way too much, 210 00:10:13,720 --> 00:10:16,820 but then you just have to adjust their curvature 211 00:10:16,820 --> 00:10:20,350 so that the foot have a nice and natural pose. 212 00:10:20,350 --> 00:10:23,485 Here is the final curve of the X rotation 213 00:10:23,485 --> 00:10:26,000 of the toe controller. 214 00:10:26,000 --> 00:10:28,350 As usual, you can pause the video there 215 00:10:28,350 --> 00:10:30,450 to compare this curve with your 216 00:10:30,450 --> 00:10:34,090 and again, this is the curve of my animation. 217 00:10:34,090 --> 00:10:36,470 Yours might be a bit different. 218 00:10:36,470 --> 00:10:39,630 We've been mostly working on the foot from the side view. 219 00:10:39,630 --> 00:10:42,743 Its time to revise it from the front view 220 00:10:42,743 --> 00:10:44,573 with the X location curve 221 00:10:44,573 --> 00:10:49,020 by selecting back the foot controller, hidden all the keys, 222 00:10:49,020 --> 00:10:50,460 but the X location. 223 00:10:50,460 --> 00:10:53,650 And we will mark on the side to side motion. 224 00:10:53,650 --> 00:10:56,410 Remember what I told you regarding the location 225 00:10:56,410 --> 00:10:58,611 of the foot when hitting the ground. 226 00:10:58,611 --> 00:11:00,360 Linear interpolation, 227 00:11:00,360 --> 00:11:03,080 and regarding the side to side motion, 228 00:11:03,080 --> 00:11:04,720 we need a flat curve, 229 00:11:04,720 --> 00:11:08,880 meaning that the foot will move on to a straight line. 230 00:11:08,880 --> 00:11:09,713 To do so, 231 00:11:09,713 --> 00:11:14,170 I will convert keys on frame two and five to vector 232 00:11:14,170 --> 00:11:16,710 and get rid of any keys in between. 233 00:11:16,710 --> 00:11:20,900 While I was originally planning to make the foot push inward 234 00:11:20,900 --> 00:11:22,640 when leaving the ground 235 00:11:22,640 --> 00:11:26,300 and then during the passing pose getting on the outside, 236 00:11:26,300 --> 00:11:30,450 decided during this polishing stage to do the inverse, 237 00:11:30,450 --> 00:11:32,980 as I told you before this motion can vary 238 00:11:32,980 --> 00:11:36,500 from people to people depending on anatomic attribute, 239 00:11:36,500 --> 00:11:39,920 but also the skill to run from this person. 240 00:11:39,920 --> 00:11:43,240 Since my character is agile and skilled, 241 00:11:43,240 --> 00:11:45,890 it might be better to kind of follow 242 00:11:45,890 --> 00:11:48,200 the motion of an athlete. 243 00:11:48,200 --> 00:11:49,033 In this case, 244 00:11:49,033 --> 00:11:52,338 the foot is getting outside while getting off the ground 245 00:11:52,338 --> 00:11:54,770 inside during the passing pose, 246 00:11:54,770 --> 00:11:57,520 a bit outside during the up pose 247 00:11:57,520 --> 00:12:00,666 and finally hit it's contacting pose. 248 00:12:00,666 --> 00:12:05,120 You should keep the side to side motion pretty subtle. 249 00:12:05,120 --> 00:12:07,510 If the motion is too contrasted, 250 00:12:07,510 --> 00:12:11,180 the run will look a bit sloppy as if your character 251 00:12:11,180 --> 00:12:13,170 was lacking of control. 252 00:12:13,170 --> 00:12:15,000 So beyond the motion here, 253 00:12:15,000 --> 00:12:17,500 we are defining the character, 254 00:12:17,500 --> 00:12:21,560 we are defining the finding who he is and how skilled he is. 255 00:12:21,560 --> 00:12:23,840 And this is what makes the difference 256 00:12:23,840 --> 00:12:26,290 between motion and animation. 257 00:12:26,290 --> 00:12:27,170 As you roll, 258 00:12:27,170 --> 00:12:31,660 here is the final X location curve on the foot controller. 259 00:12:31,660 --> 00:12:32,950 Once you're done with this, 260 00:12:32,950 --> 00:12:36,750 you can call the foot splining and polishing done 261 00:12:36,750 --> 00:12:40,480 or you can stay with me for a couple of extra minutes 262 00:12:40,480 --> 00:12:44,340 where we will add some extra super subtle rotation 263 00:12:44,340 --> 00:12:47,940 to the foot to bring its motion to the next level. 264 00:12:47,940 --> 00:12:49,910 To do so I will use first 265 00:12:49,910 --> 00:12:52,920 the Y quaternion rotation of foot. 266 00:12:52,920 --> 00:12:55,990 I don't want it to rotate while on the ground. 267 00:12:55,990 --> 00:12:56,970 So as usual, 268 00:12:56,970 --> 00:13:01,970 I will create a flat curve bound by two vector handles. 269 00:13:02,070 --> 00:13:05,640 We will use the Y rotation curve to slightly twist 270 00:13:05,640 --> 00:13:08,123 the foot toward another target. 271 00:13:09,463 --> 00:13:10,780 Check the orientation of the center, 272 00:13:10,780 --> 00:13:12,550 while I'm rotating the foot 273 00:13:12,550 --> 00:13:14,070 during this polition state, 274 00:13:14,070 --> 00:13:18,240 I am pushing it inward while the foot is leaving the ground 275 00:13:18,240 --> 00:13:20,180 and during the passing pose, 276 00:13:20,180 --> 00:13:23,620 and then I'm slightly pushing it on the outside 277 00:13:23,620 --> 00:13:26,650 while the foot is about to contact the ground. 278 00:13:26,650 --> 00:13:29,200 Since the foot is using quaternions, 279 00:13:29,200 --> 00:13:33,083 we need to play on both the Y and Z rotation curve 280 00:13:33,083 --> 00:13:36,510 to properly orientate the foot. 281 00:13:36,510 --> 00:13:39,840 Just scrub through this reference video, 282 00:13:39,840 --> 00:13:43,060 focusing on the orientation of the foot, 283 00:13:43,060 --> 00:13:45,600 we'll find a link to the YouTube video 284 00:13:45,600 --> 00:13:47,171 in the documentation as usual. 285 00:13:47,171 --> 00:13:50,270 You have the final shape of the Z 286 00:13:50,270 --> 00:13:54,200 and Y quaternion rotation curve of the foot controller. 287 00:13:54,200 --> 00:13:55,812 From there, 288 00:13:55,812 --> 00:13:56,970 there is another thing we need to fix. 289 00:13:56,970 --> 00:13:58,790 It's the pull target of the knee. 290 00:13:58,790 --> 00:13:59,623 Here again, 291 00:13:59,623 --> 00:14:02,690 we could work a lot on the left to right motion of the knee, 292 00:14:02,690 --> 00:14:06,630 which is super subtle during the run cycle but still exists. 293 00:14:06,630 --> 00:14:10,790 Since our character is pretty light on his feet, 294 00:14:10,790 --> 00:14:14,510 I will just try to keep the knees align with the run. 295 00:14:14,510 --> 00:14:17,330 So I'm just going frame to frame 296 00:14:17,330 --> 00:14:21,270 and adjusting the X location of the pull controller, 297 00:14:21,270 --> 00:14:23,470 so that it looks a little cleaner. 298 00:14:23,470 --> 00:14:27,200 Having the knees almost align with the feet and the hips 299 00:14:27,200 --> 00:14:29,803 will look better and more dynamical. 300 00:14:29,803 --> 00:14:32,563 The intimate detail before we mirror on the motion 301 00:14:32,563 --> 00:14:34,820 on to the other foot, 302 00:14:34,820 --> 00:14:38,810 is the bank or side to side rotation of the foot. 303 00:14:38,810 --> 00:14:41,930 From a front view when the foot hit the ground, 304 00:14:41,930 --> 00:14:43,970 it's not perfectly flat. 305 00:14:43,970 --> 00:14:45,750 When the foot hit the ground, 306 00:14:45,750 --> 00:14:50,660 it's generally slightly rotated toward its outer edge, 307 00:14:50,660 --> 00:14:55,350 and it will roll onto the thumb while pushing backwards, 308 00:14:55,350 --> 00:14:56,600 this is not a big deal, 309 00:14:56,600 --> 00:14:58,130 but this is the kind of detail 310 00:14:58,130 --> 00:15:01,318 that will make your run cycle look a little better. 311 00:15:01,318 --> 00:15:02,151 From there, 312 00:15:02,151 --> 00:15:06,020 we can mirror the animation onto the other legs controller. 313 00:15:06,020 --> 00:15:09,340 First, we need to select all the right click controller. 314 00:15:09,340 --> 00:15:10,640 we've just polished. 315 00:15:10,640 --> 00:15:13,330 Then in the graph editor press Alt + H 316 00:15:13,330 --> 00:15:16,390 to make sure you don't have any hidden curve. 317 00:15:16,390 --> 00:15:19,320 From there press eight to select all the curve 318 00:15:19,320 --> 00:15:22,470 and then Ctrl + C to copy those curve. 319 00:15:22,470 --> 00:15:26,440 Then we can select all the controllers on the left leg. 320 00:15:26,440 --> 00:15:29,640 And from there in the graph editor, press Alt + H 321 00:15:29,640 --> 00:15:32,530 to make sure you don't have any hidden curve. 322 00:15:32,530 --> 00:15:36,730 Now select all the keys but the one on frame zero 323 00:15:36,730 --> 00:15:40,330 from there, make sure that the play head is on frame zero 324 00:15:40,330 --> 00:15:45,210 and press Ctrl + Shift + V to paste the mirrored curves. 325 00:15:45,210 --> 00:15:47,360 Now we have this fun animation, 326 00:15:47,360 --> 00:15:50,180 where both leg do the same motion 327 00:15:50,180 --> 00:15:51,890 and we need to offset it. 328 00:15:51,890 --> 00:15:55,070 To do so, in the graph, editor press Shift + D 329 00:15:55,070 --> 00:15:57,330 to duplicate all the frames. 330 00:15:57,330 --> 00:16:02,303 Don't press enter, then press the X and 24. 331 00:16:03,210 --> 00:16:06,353 This will move those newly created frame by 24 frame 332 00:16:06,353 --> 00:16:09,120 on the right. 333 00:16:09,120 --> 00:16:13,180 If we now move those keys in time left to right 334 00:16:13,180 --> 00:16:14,810 while playing the animation, 335 00:16:14,810 --> 00:16:19,190 we can see that we are currently offsetting the motion. 336 00:16:19,190 --> 00:16:22,610 So if I press G X minus 12, 337 00:16:22,610 --> 00:16:26,830 now the left leg motion is offset by 12 frames. 338 00:16:26,830 --> 00:16:31,100 So of the length of the cycle with the right leg 339 00:16:31,100 --> 00:16:32,640 and our cycle is done. 340 00:16:32,640 --> 00:16:34,240 To make this clean, 341 00:16:34,240 --> 00:16:37,690 I will go on frame zero, press I an insert, 342 00:16:37,690 --> 00:16:39,970 and key frame on all channels, 343 00:16:39,970 --> 00:16:43,370 select all the keys on frames zero, press V 344 00:16:43,370 --> 00:16:45,530 and switch them to free. 345 00:16:45,530 --> 00:16:47,410 Then they will duplicate them 346 00:16:47,410 --> 00:16:51,920 with Shift and D and move them on frame 24. 347 00:16:51,920 --> 00:16:56,010 We can now delete any keys after frame 24 348 00:16:56,010 --> 00:16:58,190 and before frame zero 349 00:16:58,190 --> 00:17:02,453 and both our leg now cycling and are polished. 27543

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