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These are the user uploaded subtitles that are being translated: 1 00:00:00,980 --> 00:00:01,813 - [Instructor] In this video, 2 00:00:01,813 --> 00:00:05,690 we are going to work on the body secondary motion 3 00:00:05,690 --> 00:00:07,500 using space switching. 4 00:00:07,500 --> 00:00:10,130 We will work where we have left before 5 00:00:10,130 --> 00:00:12,690 with our base body motion done. 6 00:00:12,690 --> 00:00:15,310 The hips are slightly rotating. 7 00:00:15,310 --> 00:00:18,070 We will start by working on the body part 8 00:00:18,070 --> 00:00:19,620 of the character. 9 00:00:19,620 --> 00:00:20,820 To help yourself, 10 00:00:20,820 --> 00:00:23,480 you can go into the armature option, 11 00:00:23,480 --> 00:00:28,480 viewport display and display the names and axes. 12 00:00:28,580 --> 00:00:32,580 Screen controller axis will help us kind of guessing 13 00:00:32,580 --> 00:00:36,920 which axis we need to use when working with aim space. 14 00:00:36,920 --> 00:00:38,390 Let's press Control + Tab 15 00:00:38,390 --> 00:00:41,120 to switch back to object mode 16 00:00:41,120 --> 00:00:45,210 and I will press then Shift + A to add an empty. 17 00:00:45,210 --> 00:00:48,500 To make sure that we see the empty whatsoever, 18 00:00:48,500 --> 00:00:52,450 we will go into the object option of the empty 19 00:00:52,450 --> 00:00:55,200 and we will activate in the viewport display 20 00:00:55,200 --> 00:00:57,160 the in front option. 21 00:00:57,160 --> 00:00:58,340 Finally, to be sure 22 00:00:58,340 --> 00:01:00,570 that we are not selecting the different parts 23 00:01:00,570 --> 00:01:01,630 of the robot, 24 00:01:01,630 --> 00:01:03,800 we can disable the selectability 25 00:01:03,800 --> 00:01:06,870 by clicking the mouse cursor icon. 26 00:01:06,870 --> 00:01:08,410 If you can't find it, 27 00:01:08,410 --> 00:01:11,920 make sure that it's enabled in the filter menu. 28 00:01:11,920 --> 00:01:15,410 We will start by working on the up and down motion 29 00:01:15,410 --> 00:01:16,610 of the body. 30 00:01:16,610 --> 00:01:18,600 So with my empty selected, 31 00:01:18,600 --> 00:01:21,930 I've added a copy location to it. 32 00:01:21,930 --> 00:01:25,400 The target will be our MECH Armature 33 00:01:25,400 --> 00:01:28,400 and the bone will be the body controller. 34 00:01:28,400 --> 00:01:31,730 We can set the baking frame range directly 35 00:01:31,730 --> 00:01:33,110 during the baking. 36 00:01:33,110 --> 00:01:34,950 But to make our life easier, 37 00:01:34,950 --> 00:01:38,960 I will set the end of the animation to frame 72 38 00:01:38,960 --> 00:01:42,840 since our cycle goes from frame zero to frame 72. 39 00:01:42,840 --> 00:01:45,930 Then pressing Q to access my quick favorite, 40 00:01:45,930 --> 00:01:48,360 I will choose bake action. 41 00:01:48,360 --> 00:01:51,010 You can access it by pressing F3 42 00:01:51,010 --> 00:01:52,837 and searching for bake 43 00:01:52,837 --> 00:01:55,140 and I advise you to create a quick favorite 44 00:01:55,140 --> 00:01:58,050 since we will use this command all the time. 45 00:01:58,050 --> 00:02:00,000 Enable visual keying, 46 00:02:00,000 --> 00:02:02,130 clear constraint and press OK. 47 00:02:02,130 --> 00:02:06,170 Now we do have animation that are for our empty 48 00:02:06,170 --> 00:02:08,183 following the motion of the body. 49 00:02:09,065 --> 00:02:10,670 With all its curves selected, 50 00:02:10,670 --> 00:02:13,620 I will press Shift + E and make it cycle. 51 00:02:13,620 --> 00:02:15,860 From there, we need to use this empty 52 00:02:15,860 --> 00:02:19,440 to constraint the body controller of our robot. 53 00:02:19,440 --> 00:02:20,960 Select the armature, 54 00:02:20,960 --> 00:02:23,570 go back into pose mode, select the bone, 55 00:02:23,570 --> 00:02:25,440 go into the bone constraint, 56 00:02:25,440 --> 00:02:28,740 add a copy location and source the empty. 57 00:02:28,740 --> 00:02:30,720 Now I can get out of pose mode, 58 00:02:30,720 --> 00:02:33,160 select the empty and when I move it, 59 00:02:33,160 --> 00:02:34,300 the body follow. 60 00:02:34,300 --> 00:02:35,770 In the graph editor, 61 00:02:35,770 --> 00:02:39,320 I will offset the animation by two frames. 62 00:02:39,320 --> 00:02:40,970 That should be enough. 63 00:02:40,970 --> 00:02:44,130 So now we get our follow-through animation 64 00:02:44,130 --> 00:02:45,250 of the body. 65 00:02:45,250 --> 00:02:46,960 While I like the timing, 66 00:02:46,960 --> 00:02:50,200 I feel that the motion is a bit extreme. 67 00:02:50,200 --> 00:02:52,700 So I can go back onto the armature, 68 00:02:52,700 --> 00:02:54,190 go into pose mode, 69 00:02:54,190 --> 00:02:58,160 tweak the influence of the copy location constraint 70 00:02:58,160 --> 00:02:59,710 and cut it in half. 71 00:02:59,710 --> 00:03:02,830 This way we keep our follow-through animation 72 00:03:02,830 --> 00:03:05,100 but with less influence, 73 00:03:05,100 --> 00:03:08,380 meaning that we have less amplitude in the motion. 74 00:03:08,380 --> 00:03:10,090 So it's a matter of tweaking 75 00:03:10,090 --> 00:03:13,740 and testing whatever value fits your animation. 76 00:03:13,740 --> 00:03:16,790 When I'm happy with the motion, I will bake it. 77 00:03:16,790 --> 00:03:19,840 With my bone selected, I've pressed the Q key 78 00:03:19,840 --> 00:03:21,570 to access my quick favorite 79 00:03:21,570 --> 00:03:23,980 and choose bake action 80 00:03:23,980 --> 00:03:27,220 and I will check the Override Current Action. 81 00:03:27,220 --> 00:03:29,970 The body controller is no longer a constraint 82 00:03:29,970 --> 00:03:33,280 but it has written all the keyframes needed 83 00:03:33,280 --> 00:03:35,230 to have the same animation. 84 00:03:35,230 --> 00:03:37,110 We will now use aim space 85 00:03:37,110 --> 00:03:40,130 to add a bit of rotation to the body. 86 00:03:40,130 --> 00:03:43,100 First, we need to align the empty 87 00:03:43,100 --> 00:03:44,960 to the body controller. 88 00:03:44,960 --> 00:03:48,780 To do so, you can get rid of the current animation curve 89 00:03:48,780 --> 00:03:50,740 but it's not mandatory. 90 00:03:50,740 --> 00:03:54,280 What we need to so is to add a copy transform, 91 00:03:54,280 --> 00:03:55,970 source the armature 92 00:03:55,970 --> 00:03:58,740 and source our body controller. 93 00:03:58,740 --> 00:04:00,340 Then in the 3D view, 94 00:04:00,340 --> 00:04:02,240 we will press Control + A 95 00:04:02,240 --> 00:04:05,210 and apply the visual transform. 96 00:04:05,210 --> 00:04:07,690 From there, we can get rid of the constraint. 97 00:04:07,690 --> 00:04:10,250 We now need to offset the empty. 98 00:04:10,250 --> 00:04:13,127 So I will use the local space axis 99 00:04:13,127 --> 00:04:16,940 and as you can see, I need to move forward 100 00:04:16,940 --> 00:04:19,010 onto the y-axis. 101 00:04:19,010 --> 00:04:21,460 The further you will move the empty, 102 00:04:21,460 --> 00:04:23,560 the less influence it will have 103 00:04:23,560 --> 00:04:27,440 because we are using location to drive a rotation. 104 00:04:27,440 --> 00:04:30,650 So for a given up and down motion, 105 00:04:30,650 --> 00:04:34,500 the further I am, the less rotation I will get. 106 00:04:34,500 --> 00:04:37,370 So this is something you will have to play with 107 00:04:37,370 --> 00:04:38,750 to get used to. 108 00:04:38,750 --> 00:04:40,380 In our specific case, 109 00:04:40,380 --> 00:04:44,630 we don't really care since we can move the empty 110 00:04:44,630 --> 00:04:47,270 after we have baked its motion. 111 00:04:47,270 --> 00:04:51,560 But to bake it, we need to make it a child of the body. 112 00:04:51,560 --> 00:04:55,160 So I will add to it a child of constraint, 113 00:04:55,160 --> 00:04:57,400 source the armature, 114 00:04:57,400 --> 00:04:59,610 then source the body bone, 115 00:04:59,610 --> 00:05:04,330 click the set inverse option to reset its position. 116 00:05:04,330 --> 00:05:06,137 It now follows the body 117 00:05:06,137 --> 00:05:09,770 and I can press Q to bake the action. 118 00:05:09,770 --> 00:05:12,250 From there, I can select all the curve, 119 00:05:12,250 --> 00:05:15,050 press Shift + E and make cycle. 120 00:05:15,050 --> 00:05:16,050 For the time being, 121 00:05:16,050 --> 00:05:19,290 I will only display the Z location curve 122 00:05:19,290 --> 00:05:23,220 and I will jump onto the controller of my body, 123 00:05:23,220 --> 00:05:25,560 go to the bone constraint 124 00:05:25,560 --> 00:05:28,530 and add a dump truck constraint. 125 00:05:28,530 --> 00:05:30,950 As a target, we will source the empty 126 00:05:30,950 --> 00:05:32,920 and we can see the body flipped 127 00:05:32,920 --> 00:05:34,680 and that's perfectly normal 128 00:05:34,680 --> 00:05:38,320 since the y-axis is pointing backward 129 00:05:38,320 --> 00:05:40,480 in its positive direction. 130 00:05:40,480 --> 00:05:42,560 To fix this, we simply need 131 00:05:42,560 --> 00:05:46,540 to choose the minus y-axis as the track. 132 00:05:46,540 --> 00:05:48,480 I can now press Control + Tab 133 00:05:48,480 --> 00:05:51,010 to get back into object mode, 134 00:05:51,010 --> 00:05:55,530 select the empty and play with the z curve, 135 00:05:55,530 --> 00:05:57,730 so I will frame the curve 136 00:05:57,730 --> 00:06:01,990 and I will offset it by two to three frame. 137 00:06:01,990 --> 00:06:04,162 And we now get a bit of rotation 138 00:06:04,162 --> 00:06:06,830 in our follow-through motion 139 00:06:06,830 --> 00:06:08,620 and that's very cool. 140 00:06:08,620 --> 00:06:10,270 What will be nice too 141 00:06:10,270 --> 00:06:14,130 is to add a bit of side-to-side motion. 142 00:06:14,130 --> 00:06:17,950 So I will head up to the x location curve 143 00:06:17,950 --> 00:06:21,390 and I will offset it by only one frame 144 00:06:21,390 --> 00:06:23,650 to keep it very subtle. 145 00:06:23,650 --> 00:06:25,860 Again, it's a creative process. 146 00:06:25,860 --> 00:06:28,620 If you want more left-to-right motion, 147 00:06:28,620 --> 00:06:32,080 it's up to you to increase the offset of the curve. 148 00:06:32,080 --> 00:06:35,270 But since the weapon are attached to the body, 149 00:06:35,270 --> 00:06:40,270 I feel like we may not input too much left to right motion. 150 00:06:40,440 --> 00:06:44,760 So from there, I can bake the action on the body. 151 00:06:44,760 --> 00:06:45,840 For the time being, 152 00:06:45,840 --> 00:06:48,230 then I will always create keyframes 153 00:06:48,230 --> 00:06:50,280 on all the transformed channels, 154 00:06:50,280 --> 00:06:53,530 including the scale that we don't use. 155 00:06:53,530 --> 00:06:55,670 So we can get rid of those. 156 00:06:55,670 --> 00:06:58,500 I'm pretty happy with the body motion results, 157 00:06:58,500 --> 00:07:01,190 so I will now work on the hips. 158 00:07:01,190 --> 00:07:04,100 We have already animated it a bit previously 159 00:07:04,100 --> 00:07:06,790 but now I'd like to add a bit 160 00:07:06,790 --> 00:07:09,420 of follow-through in its location 161 00:07:09,420 --> 00:07:13,150 and also in its up and down rotation. 162 00:07:13,150 --> 00:07:14,623 Let's repeat the process. 163 00:07:14,623 --> 00:07:16,720 With the empty selected, 164 00:07:16,720 --> 00:07:20,475 I will go to the constraint and add the copy location. 165 00:07:20,475 --> 00:07:23,800 I will source as the target the armature 166 00:07:23,800 --> 00:07:26,580 and as the bone, the hips bone. 167 00:07:26,580 --> 00:07:30,940 If you can't find it, it's just further down in the list. 168 00:07:30,940 --> 00:07:34,540 From there, we can press Q to access our quick favorite 169 00:07:34,540 --> 00:07:37,750 and bake the action of the empty. 170 00:07:37,750 --> 00:07:39,800 Then select back the armature, 171 00:07:39,800 --> 00:07:43,660 go into pose mode and with the hips bone selected, 172 00:07:43,660 --> 00:07:45,380 go to the bone constraint 173 00:07:45,380 --> 00:07:48,690 and add a copy location constraint 174 00:07:48,690 --> 00:07:50,490 and source the empty. 175 00:07:50,490 --> 00:07:52,880 From there, let's exit pose mode 176 00:07:52,880 --> 00:07:54,440 by pressing Control + Tab, 177 00:07:54,440 --> 00:07:57,490 select DMT, select all its curve, 178 00:07:57,490 --> 00:08:00,300 press Shift + E to make it cycle 179 00:08:00,300 --> 00:08:03,510 and now I can select the Z location curve 180 00:08:03,510 --> 00:08:06,450 by isolating the other ones. 181 00:08:06,450 --> 00:08:09,810 And just offset it by a couple of frames. 182 00:08:09,810 --> 00:08:13,780 Now again it's a matter of taste and choice. 183 00:08:13,780 --> 00:08:15,710 I feel like the amplitude 184 00:08:15,710 --> 00:08:19,240 of the up and down motion is a bit too extreme, 185 00:08:19,240 --> 00:08:22,640 so I will get back onto the hips bone 186 00:08:22,640 --> 00:08:24,760 by selecting the armature, 187 00:08:24,760 --> 00:08:26,668 going back into pose mode 188 00:08:26,668 --> 00:08:29,000 and in the constraint panel, 189 00:08:29,000 --> 00:08:31,050 I will reduce the influence to 0.5 190 00:08:32,190 --> 00:08:34,300 and double check how it looks. 191 00:08:34,300 --> 00:08:36,520 I will test at 0.5 192 00:08:36,520 --> 00:08:39,320 and then increase it a bit around 0.6 193 00:08:40,200 --> 00:08:43,430 and since I'm quite happy with the result, 194 00:08:43,430 --> 00:08:45,300 I will bake the action 195 00:08:45,300 --> 00:08:47,800 by pressing Q, bake action 196 00:08:47,800 --> 00:08:50,570 and overwrite current action. 197 00:08:50,570 --> 00:08:53,370 We can now refine the rotation of the hips. 198 00:08:53,370 --> 00:08:55,697 So I will go back to the empty 199 00:08:55,697 --> 00:08:59,494 and hide all the curve and get rid of them. 200 00:08:59,494 --> 00:09:03,518 Add onto it a copy transform constraint 201 00:09:03,518 --> 00:09:05,590 and then in the 3D view, 202 00:09:05,590 --> 00:09:08,010 I will press Control + A 203 00:09:08,010 --> 00:09:11,910 and apply the visual transform. 204 00:09:11,910 --> 00:09:13,210 We can see that the hips 205 00:09:13,210 --> 00:09:17,036 are pointing forward on their local y-axis. 206 00:09:17,036 --> 00:09:20,310 So I will move the empty on the y-axis 207 00:09:20,310 --> 00:09:23,130 but first, we need to remove the constraint. 208 00:09:23,130 --> 00:09:26,700 If you want, you can also enable the axis display 209 00:09:26,700 --> 00:09:28,150 of the empty. 210 00:09:28,150 --> 00:09:31,600 That should help you to figure on which axis you have 211 00:09:31,600 --> 00:09:32,700 to offset it 212 00:09:32,700 --> 00:09:35,420 but again, it's the y-axis. 213 00:09:35,420 --> 00:09:38,500 We now need to make it a child of the hips, 214 00:09:38,500 --> 00:09:40,210 so we will go to the constraint, 215 00:09:40,210 --> 00:09:41,980 add a child of constraint, 216 00:09:41,980 --> 00:09:45,350 source the armature, source the hips bone 217 00:09:45,350 --> 00:09:48,980 and don't forget to click the set inverse button 218 00:09:48,980 --> 00:09:50,750 to reset its position. 219 00:09:50,750 --> 00:09:53,410 Then we can bake its action 220 00:09:53,410 --> 00:09:56,660 and with all the curves selected, press Shift + E 221 00:09:56,660 --> 00:09:58,490 and choose make cycle. 222 00:09:58,490 --> 00:10:00,710 I will now use a tracking constraint 223 00:10:00,710 --> 00:10:02,460 to make the hips rotating 224 00:10:02,460 --> 00:10:05,400 but since we have already animated them, 225 00:10:05,400 --> 00:10:07,730 rotating from side to side, 226 00:10:07,730 --> 00:10:10,650 instead of a dump truck constraint, 227 00:10:10,650 --> 00:10:13,360 we will use a locked try constraint 228 00:10:13,360 --> 00:10:16,770 and rotate around the x-axis of the hips. 229 00:10:16,770 --> 00:10:17,930 With the rig selected, 230 00:10:17,930 --> 00:10:20,020 I will get back into pose mode, 231 00:10:20,020 --> 00:10:23,760 select the hips, go to the bone constraint 232 00:10:23,760 --> 00:10:26,560 and add a locked track constraint. 233 00:10:26,560 --> 00:10:29,370 I will source as a target the empty 234 00:10:29,370 --> 00:10:32,420 and we want to point on the -y-axis 235 00:10:32,420 --> 00:10:35,660 and rotate around the x-axis. 236 00:10:35,660 --> 00:10:38,970 With this constraint, we will only have the rotation 237 00:10:38,970 --> 00:10:41,970 around the local x-axis of the hips, 238 00:10:41,970 --> 00:10:44,120 the up and down rotation. 239 00:10:44,120 --> 00:10:45,860 We can go back to object mode 240 00:10:45,860 --> 00:10:47,570 and select the empty 241 00:10:47,570 --> 00:10:51,560 and offset the Z location curve of the empty. 242 00:10:51,560 --> 00:10:54,159 This will create a slight follow-through animation 243 00:10:54,159 --> 00:10:56,070 of the hips. 244 00:10:56,070 --> 00:10:59,530 I've used a 223 frame of offset. 245 00:10:59,530 --> 00:11:02,310 As usual, you can choose the offset you want. 246 00:11:02,310 --> 00:11:04,840 You can choose the influence you want 247 00:11:04,840 --> 00:11:06,890 and then just press Q 248 00:11:06,890 --> 00:11:10,130 and bake the action onto the hips. 249 00:11:10,130 --> 00:11:13,240 As I'm done, I will get rid of the scale keyframe 250 00:11:13,240 --> 00:11:15,090 because we don't need them. 251 00:11:15,090 --> 00:11:17,453 From there, let's move onto the head. 252 00:11:19,330 --> 00:11:22,440 We will repeat exactly the same workflow. 253 00:11:22,440 --> 00:11:26,530 First, select the empty, get rid of all the curves. 254 00:11:26,530 --> 00:11:30,173 Then add to it a copy location constraint, 255 00:11:30,173 --> 00:11:34,490 source the armature, then source the head controller. 256 00:11:34,490 --> 00:11:38,950 Then press Q and bake the action on the empty. 257 00:11:38,950 --> 00:11:42,670 Then go back onto the armature. 258 00:11:42,670 --> 00:11:44,670 Select the head controller. 259 00:11:44,670 --> 00:11:46,800 Go to the bone constraint, 260 00:11:46,800 --> 00:11:50,030 add a copy location, source the empty, 261 00:11:50,030 --> 00:11:52,130 go back onto the empty, 262 00:11:52,130 --> 00:11:54,120 make all the curves cycling 263 00:11:54,120 --> 00:11:57,840 by pressing Shift + E, make cycle 264 00:11:57,840 --> 00:11:59,770 and then you can offset the curve 265 00:11:59,770 --> 00:12:02,020 to get the follow-through motion. 266 00:12:02,020 --> 00:12:04,020 So in the case of the head, 267 00:12:04,020 --> 00:12:07,950 I prefer to offset the z-axis only 268 00:12:07,950 --> 00:12:12,100 because I don't want to create too much left to right swivel 269 00:12:12,100 --> 00:12:13,510 of the head. 270 00:12:13,510 --> 00:12:17,180 So I will reset the offset of the curve, 271 00:12:17,180 --> 00:12:20,090 then select only the Z curve 272 00:12:20,090 --> 00:12:25,090 and offset it by two or three frame later in time. 273 00:12:25,220 --> 00:12:28,930 Then I will select the x location curve 274 00:12:28,930 --> 00:12:31,770 and I will offset it by only one frame 275 00:12:31,770 --> 00:12:35,020 to get a bit of delay or follow-through motion 276 00:12:35,020 --> 00:12:37,470 on the left to right axis 277 00:12:37,470 --> 00:12:41,380 but not as important as the up and down. 278 00:12:41,380 --> 00:12:45,110 Try not to overdo all those follow-through motion 279 00:12:45,110 --> 00:12:48,640 or your robot will really look very clanky. 280 00:12:48,640 --> 00:12:51,010 So it might be a look you are aiming for 281 00:12:51,010 --> 00:12:52,930 but if you want to make it robust, 282 00:12:52,930 --> 00:12:55,550 don't overdo all those follow-through motion. 283 00:12:55,550 --> 00:12:59,300 When I'm happy with the timing of this follow-through, 284 00:12:59,300 --> 00:13:02,450 I can play with the influence of the constraint 285 00:13:02,450 --> 00:13:05,930 to reduce the amplitude of the motion. 286 00:13:05,930 --> 00:13:10,850 So it seems I was happy with an influence of 0.6 287 00:13:10,850 --> 00:13:12,680 for the head motion. 288 00:13:12,680 --> 00:13:17,080 So from there, I will get into pose mode 289 00:13:17,080 --> 00:13:20,210 and press Q to bake the action 290 00:13:20,210 --> 00:13:22,500 of the copy location constraint 291 00:13:22,500 --> 00:13:24,080 onto the head bone. 292 00:13:24,080 --> 00:13:26,710 Now, we will switch to aim space 293 00:13:26,710 --> 00:13:28,640 to add a bit of rotation. 294 00:13:28,640 --> 00:13:30,920 So I will select the empty, 295 00:13:30,920 --> 00:13:33,090 get rid of all the curves, 296 00:13:33,090 --> 00:13:36,290 add a copy transform constraint. 297 00:13:36,290 --> 00:13:39,130 As a target, I will choose the armature 298 00:13:39,130 --> 00:13:41,000 and the head bone. 299 00:13:41,000 --> 00:13:42,190 Then in the 3D view, 300 00:13:42,190 --> 00:13:45,710 I will press Control + A and choose visual transform. 301 00:13:45,710 --> 00:13:47,840 Get rid of the constraint. 302 00:13:47,840 --> 00:13:50,930 Offset the empty on the y-axis. 303 00:13:50,930 --> 00:13:55,120 Then we need to add to it a child of constraint. 304 00:13:55,120 --> 00:13:57,737 So I will select it, go to the constraint, 305 00:13:57,737 --> 00:14:01,750 add the child of, source again our rig, 306 00:14:01,750 --> 00:14:03,950 the head bone controller. 307 00:14:03,950 --> 00:14:06,420 Set inverse to reset its position 308 00:14:06,420 --> 00:14:08,900 and bake the action of the empty. 309 00:14:08,900 --> 00:14:12,320 Now the empty's following the motion of the head. 310 00:14:12,320 --> 00:14:14,157 Now we can select the head, 311 00:14:14,157 --> 00:14:17,290 add a dump truck constraint, 312 00:14:17,290 --> 00:14:18,940 source the empty 313 00:14:18,940 --> 00:14:22,000 and then flip the bone constraint 314 00:14:22,000 --> 00:14:24,820 to the -y-axis. 315 00:14:24,820 --> 00:14:27,360 I will select back the empty, 316 00:14:27,360 --> 00:14:29,130 make all the curve cycle 317 00:14:29,130 --> 00:14:32,050 and isolate the Z location curve. 318 00:14:32,050 --> 00:14:34,710 I will offset it by four frame 319 00:14:34,710 --> 00:14:38,040 to get enough amplitude of motion 320 00:14:38,040 --> 00:14:39,970 but now what I'd like to do 321 00:14:39,970 --> 00:14:41,820 is to smooth the curve. 322 00:14:41,820 --> 00:14:45,150 We will have a smoother rotation of the head 323 00:14:45,150 --> 00:14:47,460 that will looks way heavier 324 00:14:47,460 --> 00:14:51,520 but will also make the robot look more robust. 325 00:14:51,520 --> 00:14:54,630 If you want to have more amplitude in the motion, 326 00:14:54,630 --> 00:14:59,570 what you can do is switch the curve editing pivot point 327 00:14:59,570 --> 00:15:04,570 to bounding box and scale it on the y-axis. 328 00:15:04,760 --> 00:15:07,980 This will slightly increase the up and down motion 329 00:15:07,980 --> 00:15:11,770 of the empty and the rotation of the head. 330 00:15:11,770 --> 00:15:15,810 Now I will try to spot these little bounds in the curve. 331 00:15:15,810 --> 00:15:18,230 You can then duplicate one of the keys 332 00:15:18,230 --> 00:15:20,490 or add a key manually 333 00:15:20,490 --> 00:15:22,410 and to get a smooth result, 334 00:15:22,410 --> 00:15:24,770 I will select all the keys, 335 00:15:24,770 --> 00:15:28,380 press V to set them to auto clamped. 336 00:15:28,380 --> 00:15:32,180 From there, it will be pretty easy to smooth the curve. 337 00:15:32,180 --> 00:15:35,650 We just need to get rid of some of the keys. 338 00:15:35,650 --> 00:15:38,560 Just keep the keys that are on the extreme. 339 00:15:38,560 --> 00:15:42,760 Since our handle are all set to auto clamped, 340 00:15:42,760 --> 00:15:45,520 whenever we get rid of a keyframe, 341 00:15:45,520 --> 00:15:48,520 Blender will automatically try to keep the curve 342 00:15:48,520 --> 00:15:50,640 as smooth as possible 343 00:15:50,640 --> 00:15:53,493 without changing the extreme values. 344 00:15:53,493 --> 00:15:56,900 So from there, you can try to simplify the curve. 345 00:15:56,900 --> 00:16:00,350 You can edit it, moving the keys a little lower 346 00:16:00,350 --> 00:16:04,160 or a little higher if you want a bit more motion. 347 00:16:04,160 --> 00:16:08,420 Just make sure that the curve cycle on 72 frame, 348 00:16:08,420 --> 00:16:09,970 meaning that the very first 349 00:16:09,970 --> 00:16:12,930 and very last keys must be the same 350 00:16:12,930 --> 00:16:14,890 and don't be afraid to fail. 351 00:16:14,890 --> 00:16:18,268 If you fail, you just need to rebake the curve. 352 00:16:18,268 --> 00:16:19,980 So with this process, 353 00:16:19,980 --> 00:16:22,531 you can be very creative for free. 354 00:16:22,531 --> 00:16:24,740 So from there, what I wanted 355 00:16:24,740 --> 00:16:29,150 is just to add a very subtle left to right motion. 356 00:16:29,150 --> 00:16:32,420 So I've slightly offset the X location curve 357 00:16:32,420 --> 00:16:34,500 of the empty so that the head 358 00:16:34,500 --> 00:16:36,970 is dragging a bit left to right. 359 00:16:36,970 --> 00:16:40,030 I used like one or two frame offset. 360 00:16:40,030 --> 00:16:41,990 When you're happy with the result, 361 00:16:41,990 --> 00:16:45,350 as usual, select back the armature, 362 00:16:45,350 --> 00:16:46,837 go back into pose mode 363 00:16:46,837 --> 00:16:49,359 and with the head bone selected, 364 00:16:49,359 --> 00:16:51,790 just bake the action 365 00:16:51,790 --> 00:16:54,110 and then clean any keyframes 366 00:16:54,110 --> 00:16:58,750 that is unwanted, like on the scale channel, for example. 367 00:16:58,750 --> 00:17:00,750 I hope you're getting more familiar 368 00:17:00,750 --> 00:17:03,010 with the space switching process. 369 00:17:03,010 --> 00:17:06,830 In the next video, we will do all the remaining pieces 370 00:17:06,830 --> 00:17:08,533 of the robot the same way. 27615

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