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- [Instructor] In this video,
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we are going to work on
the body secondary motion
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using space switching.
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We will work where we have left before
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with our base body motion done.
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The hips are slightly rotating.
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We will start by working on the body part
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of the character.
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To help yourself,
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you can go into the armature option,
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viewport display and
display the names and axes.
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Screen controller axis will
help us kind of guessing
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which axis we need to use
when working with aim space.
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Let's press Control + Tab
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to switch back to object mode
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and I will press then
Shift + A to add an empty.
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To make sure that we see
the empty whatsoever,
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we will go into the
object option of the empty
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and we will activate
in the viewport display
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the in front option.
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Finally, to be sure
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that we are not selecting
the different parts
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of the robot,
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we can disable the selectability
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by clicking the mouse cursor icon.
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If you can't find it,
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make sure that it's
enabled in the filter menu.
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We will start by working
on the up and down motion
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of the body.
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So with my empty selected,
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I've added a copy location to it.
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The target will be our MECH Armature
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and the bone will be the body controller.
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We can set the baking frame range directly
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during the baking.
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But to make our life easier,
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I will set the end of
the animation to frame 72
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since our cycle goes from
frame zero to frame 72.
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Then pressing Q to
access my quick favorite,
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I will choose bake action.
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You can access it by pressing F3
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and searching for bake
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and I advise you to
create a quick favorite
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since we will use this
command all the time.
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Enable visual keying,
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clear constraint and press OK.
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Now we do have animation
that are for our empty
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following the motion of the body.
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With all its curves selected,
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I will press Shift + E and make it cycle.
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From there, we need to use this empty
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to constraint the body
controller of our robot.
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Select the armature,
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go back into pose mode, select the bone,
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go into the bone constraint,
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add a copy location and source the empty.
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Now I can get out of pose mode,
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select the empty and when I move it,
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the body follow.
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In the graph editor,
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I will offset the animation by two frames.
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That should be enough.
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So now we get our follow-through animation
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of the body.
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While I like the timing,
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I feel that the motion is a bit extreme.
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So I can go back onto the armature,
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go into pose mode,
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tweak the influence of the
copy location constraint
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and cut it in half.
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This way we keep our
follow-through animation
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but with less influence,
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meaning that we have less
amplitude in the motion.
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So it's a matter of tweaking
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and testing whatever
value fits your animation.
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When I'm happy with the
motion, I will bake it.
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With my bone selected,
I've pressed the Q key
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to access my quick favorite
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and choose bake action
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and I will check the
Override Current Action.
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The body controller is
no longer a constraint
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but it has written all
the keyframes needed
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to have the same animation.
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We will now use aim space
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to add a bit of rotation to the body.
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First, we need to align the empty
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to the body controller.
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To do so, you can get rid of
the current animation curve
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but it's not mandatory.
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What we need to so is
to add a copy transform,
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source the armature
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and source our body controller.
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Then in the 3D view,
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we will press Control + A
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and apply the visual transform.
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From there, we can get
rid of the constraint.
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We now need to offset the empty.
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So I will use the local space axis
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and as you can see, I need to move forward
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onto the y-axis.
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The further you will move the empty,
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the less influence it will have
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because we are using
location to drive a rotation.
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So for a given up and down motion,
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the further I am, the
less rotation I will get.
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So this is something you
will have to play with
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to get used to.
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In our specific case,
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we don't really care since
we can move the empty
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after we have baked its motion.
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But to bake it, we need to
make it a child of the body.
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So I will add to it a child of constraint,
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source the armature,
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then source the body bone,
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click the set inverse option
to reset its position.
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It now follows the body
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and I can press Q to bake the action.
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From there, I can select all the curve,
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press Shift + E and make cycle.
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For the time being,
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I will only display the Z location curve
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and I will jump onto the
controller of my body,
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go to the bone constraint
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and add a dump truck constraint.
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As a target, we will source the empty
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and we can see the body flipped
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and that's perfectly normal
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since the y-axis is pointing backward
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in its positive direction.
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To fix this, we simply need
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to choose the minus y-axis as the track.
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I can now press Control + Tab
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to get back into object mode,
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select the empty and
play with the z curve,
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so I will frame the curve
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and I will offset it
by two to three frame.
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And we now get a bit of rotation
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in our follow-through motion
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and that's very cool.
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What will be nice too
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is to add a bit of side-to-side motion.
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So I will head up to the x location curve
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and I will offset it by only one frame
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to keep it very subtle.
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Again, it's a creative process.
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If you want more left-to-right motion,
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it's up to you to increase
the offset of the curve.
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But since the weapon are
attached to the body,
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I feel like we may not input
too much left to right motion.
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So from there, I can bake
the action on the body.
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For the time being,
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then I will always create keyframes
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on all the transformed channels,
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including the scale that we don't use.
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So we can get rid of those.
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I'm pretty happy with
the body motion results,
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so I will now work on the hips.
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We have already animated
it a bit previously
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but now I'd like to add a bit
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of follow-through in its location
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and also in its up and down rotation.
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Let's repeat the process.
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With the empty selected,
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I will go to the constraint
and add the copy location.
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I will source as the target the armature
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and as the bone, the hips bone.
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If you can't find it, it's
just further down in the list.
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From there, we can press Q
to access our quick favorite
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and bake the action of the empty.
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Then select back the armature,
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go into pose mode and with
the hips bone selected,
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go to the bone constraint
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and add a copy location constraint
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and source the empty.
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From there, let's exit pose mode
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by pressing Control + Tab,
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select DMT, select all its curve,
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press Shift + E to make it cycle
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and now I can select the Z location curve
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by isolating the other ones.
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And just offset it by a couple of frames.
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Now again it's a matter
of taste and choice.
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I feel like the amplitude
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of the up and down motion
is a bit too extreme,
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so I will get back onto the hips bone
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by selecting the armature,
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going back into pose mode
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and in the constraint panel,
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I will reduce the influence to 0.5
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and double check how it looks.
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I will test at 0.5
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and then increase it a bit around 0.6
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and since I'm quite happy with the result,
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I will bake the action
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by pressing Q, bake action
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and overwrite current action.
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We can now refine the
rotation of the hips.
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So I will go back to the empty
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and hide all the curve
and get rid of them.
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Add onto it a copy transform constraint
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and then in the 3D view,
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I will press Control + A
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and apply the visual transform.
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We can see that the hips
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are pointing forward
on their local y-axis.
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So I will move the empty on the y-axis
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but first, we need to
remove the constraint.
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If you want, you can also
enable the axis display
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of the empty.
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That should help you to
figure on which axis you have
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to offset it
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but again, it's the y-axis.
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We now need to make it
a child of the hips,
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so we will go to the constraint,
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add a child of constraint,
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source the armature, source the hips bone
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and don't forget to click
the set inverse button
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to reset its position.
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00:09:50,750 --> 00:09:53,410
Then we can bake its action
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and with all the curves
selected, press Shift + E
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and choose make cycle.
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I will now use a tracking constraint
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to make the hips rotating
224
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but since we have already animated them,
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rotating from side to side,
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instead of a dump truck constraint,
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we will use a locked try constraint
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and rotate around the x-axis of the hips.
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With the rig selected,
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I will get back into pose mode,
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select the hips, go to the bone constraint
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and add a locked track constraint.
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I will source as a target the empty
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and we want to point on the -y-axis
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and rotate around the x-axis.
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With this constraint, we
will only have the rotation
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around the local x-axis of the hips,
238
00:10:41,970 --> 00:10:44,120
the up and down rotation.
239
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We can go back to object mode
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and select the empty
241
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and offset the Z location
curve of the empty.
242
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This will create a slight
follow-through animation
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of the hips.
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I've used a 223 frame of offset.
245
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As usual, you can choose
the offset you want.
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You can choose the influence you want
247
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and then just press Q
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and bake the action onto the hips.
249
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As I'm done, I will get
rid of the scale keyframe
250
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because we don't need them.
251
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From there, let's move onto the head.
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We will repeat exactly the same workflow.
253
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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
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Then go back onto the armature.
258
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Select the head controller.
259
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Go to the bone constraint,
260
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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
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and then you can offset the curve
265
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to get the follow-through motion.
266
00:12:02,020 --> 00:12:04,020
So in the case of the head,
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I prefer to offset the z-axis only
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because I don't want to create
too much left to right swivel
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of the head.
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So I will reset the offset of the curve,
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then select only the Z curve
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and offset it by two or
three frame later in time.
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Then I will select the x location curve
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and I will offset it by only one frame
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to get a bit of delay
or follow-through motion
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on the left to right axis
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but not as important as the up and down.
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Try not to overdo all
those follow-through motion
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or your robot will
really look very clanky.
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So it might be a look you are aiming for
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but if you want to make it robust,
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don't overdo all those
follow-through motion.
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When I'm happy with the
timing of this follow-through,
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I can play with the
influence of the constraint
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to reduce the amplitude of the motion.
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So it seems I was happy
with an influence of 0.6
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for the head motion.
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So from there, I will get into pose mode
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and press Q to bake the action
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of the copy location constraint
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onto the head bone.
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Now, we will switch to aim space
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to add a bit of rotation.
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So I will select the empty,
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get rid of all the curves,
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add a copy transform constraint.
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As a target, I will choose the armature
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and the head bone.
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Then in the 3D view,
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I will press Control + A
and choose visual transform.
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Get rid of the constraint.
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Offset the empty on the y-axis.
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Then we need to add to
it a child of constraint.
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So I will select it, go to the constraint,
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add the child of, source again our rig,
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the head bone controller.
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Set inverse to reset its position
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and bake the action of the empty.
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Now the empty's following
the motion of the head.
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Now we can select the head,
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add a dump truck constraint,
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source the empty
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and then flip the bone constraint
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to the -y-axis.
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I will select back the empty,
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make all the curve cycle
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and isolate the Z location curve.
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I will offset it by four frame
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to get enough amplitude of motion
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but now what I'd like to do
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is to smooth the curve.
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We will have a smoother
rotation of the head
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that will looks way heavier
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but will also make the
robot look more robust.
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If you want to have more
amplitude in the motion,
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what you can do is switch
the curve editing pivot point
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to bounding box and
scale it on the y-axis.
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This will slightly increase
the up and down motion
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of the empty and the rotation of the head.
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Now I will try to spot these
little bounds in the curve.
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You can then duplicate one of the keys
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or add a key manually
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and to get a smooth result,
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I will select all the keys,
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press V to set them to auto clamped.
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From there, it will be pretty
easy to smooth the curve.
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We just need to get rid
of some of the keys.
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Just keep the keys that
are on the extreme.
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Since our handle are
all set to auto clamped,
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whenever we get rid of a keyframe,
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Blender will automatically
try to keep the curve
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as smooth as possible
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without changing the extreme values.
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So from there, you can
try to simplify the curve.
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You can edit it, moving
the keys a little lower
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or a little higher if you
want a bit more motion.
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00:16:04,160 --> 00:16:08,420
Just make sure that the
curve cycle on 72 frame,
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meaning that the very first
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and very last keys must be the same
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00:16:12,930 --> 00:16:14,890
and don't be afraid to fail.
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If you fail, you just
need to rebake the curve.
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So with this process,
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you can be very creative for free.
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00:16:22,531 --> 00:16:24,740
So from there, what I wanted
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is just to add a very
subtle left to right motion.
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So I've slightly offset
the X location curve
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of the empty so that the head
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is dragging a bit left to right.
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I used like one or two frame offset.
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When you're happy with the result,
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as usual, select back the armature,
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go back into pose mode
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and with the head bone selected,
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just bake the action
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and then clean any keyframes
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that is unwanted, like on the
scale channel, for example.
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I hope you're getting more familiar
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with the space switching process.
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In the next video, we will
do all the remaining pieces
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of the robot the same way.
27615
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