Transcripts
1. Class Introduction: Animation has always
been fun to me, you know, creating characters, stories and memorable
moments that audiences will keep and cherish in their minds
forever. My name is Zopie. I'm a senior animator in
the video games industry, and currently working at second star studios on
the Peter Pan game. And in this tutorial, we're going to talk
about quadwalks, how to do quadwalks. And we'll be going over
all the reference, how to study reference,
how to break it down, how to find the key poses. Particularly the hips, how
to get the offsets right, because if they're not
right, everything's wrong. So we're gonna lay down a
solid, strong foundation. Then we're going to
polish through that all the way to
polishing the ears, the whiskers, the mouth, the tail, and the pores. So get your Maya, Blender max, whatever
you use, doesn't matter. The concept is the
same, you know, any animation software is fine. It's just a tool.
And come join me, and let's get this
squad work going, okay? And let's start
animating, doctor.
2. REFERENCE AND PLANNING: 1a: First thing we're
going to do with this four legged walk is
we're going to as always, reference reference
is very important. I have broken down on sync
sketch this reference here. And we will go over this. But as you can see, these
are going to be poses. It's the ups and downs that we're looking at
that are very important. We've got these poses. We've got one, two, three, four, five, six, seven, eight, and then nine, back
to the start cycle. These are the high
points on the hips, low points on the chest, the highest point, then
it starts coming down. Then you've got
the high point on the chest and then it's going the opposite
way on the opposite leg. We've got that and
most importantly, we're also going to be
looking at the front. As you can see here, the chest is always angling towards the
leg going forward, you're obviously reaching out. We've got to make sure
we get those right. The rotations is going to be all axes Z we're just going
to concentrate on Y first, then we'll start adding
in all the other ones. Uh, the lean. As you can see here, the back at the start is neutral first. That kind of follows later. But then as we get
it's slightly offset, you can see the
hips are slightly offset to create that S shape, but as you can see, halfway
through the contact, the opposite way to the start, we can see that there,
we can see that. Then obviously the end
is back to there again. And as you can see, naturally that leg step
that's coming here, it's going forward, naturally, it's going to be it's
just like the walk. It's very simple. When
we break it down, it's very simple the mechanics. So we're going to block
it first. This series will be a five part series, going to block,
splining, polish. So this is the blocking. I just wanted to
show the importance the real importance
of this breakdown. I'll put a link in
the description for this reference so that
you can go to it. But obviously, you
can follow tutorial, just follow me along, let's dive in without fervor to do
and get these poses. All right. All right.
So the first pose. The first pose will be we're going to do this in
stepped interpolation two. We're going to do it in stepped. But let's check this out. If we go to the side view here, this is going to be back, so that will be back a bit. And we're going to
have this down. So it's going to
be down like this. Now we can exaggerate
the up and downs. We like this a bit
up, and then we can always tone them down later once the
blocking is all done. That's locked, so we'll
keep it a bit like that. Then the back one,
we have this leg going back coming up and we're going to
have this rotating. We're just getting these poses. Now the other thing we
want to do is this one. So this is going
to be let's put it around here. All right,
so we've got that. Now, the other thing we want
to do while we're here, like I said, that's
the first pose. Let's go back here.
The first pose. Let's look at the we know the
back is neutral straight, and there's going to be an angle at the top, so it will come it. Let's go back here. We're always going back and
forth checking out. This is going to stay neutral,
we'll keep that neutral. And in this, we're
going to choose. If I come here, let's
bring this channel box here because I like to
work a bit like this. We'll go to Y and we know that
that leg is reaching out, so we know it's going
to be this way. Another thing, as you notice
there, his head's moving. Now what we want to do, I should have done
this at the start, but if you look here, these controls, just
select the head. If you notice you
select the head, if you notice here, head follow
root. We don't want that. If we want to put down zero, neck follow root,
we don't want that. We'll keep the
stretch how they are. But now if I do it now, you'll see it won't follow. I'll stay like that. That's
why I want to keep it. I don't want it to
affect the head. What we'll do here,
we'll start rotating out as we can see,
so it's leaning. In the front, we can
start maybe Z as well. We have to worry
about the X too much, a little bit, a little bit
forward, not too much. All right, so we just
basically get that down then we can
exaggerate it later. We've got that all working. Then what I do, I just select everything and I
just key everything. Then we go to number
three, frame number three, and then let's check
out the pose there. That is going to be
you got your contact. Then you've got your next pose, which is coming here. So what we see here
we go forward, it comes back, so
this leg comes back. And this slightly goes up. Sorry, it comes down,
comes down slightly. Bring this back.
This leg goes up. It's coming back here. Just fold this back. And then here we have
This one comes forward, so this is coming forward. We're just posing these out at the moment. This one comes back. Then we'll just key
everything there. Then we'll make sure
in our graph editor, we're stepped pose for pose. We've got that pose. Let's go to frame one and put the head up, then it comes down. Then the next pose is going
to be passing position. So this is starting
to come up a bit and the back is
starting to go down a bit and this is
moving back a bit. This front leg is planting, so we'll just zero out and
then put that to what? Zero, so it's hit the floor. This front leg here is
going to be going forward, so it's coming here
and this is back leg, it's starting to come back. So we've got that pose. Are you with me? Are
you following me? Yeah. So we're just doing this now. We're just blocking out the
key poses and the breakdowns. Next one, we're going
to rotate this. This is going to be reaching
out this paw out here.
3. Part 1b: Still going up and then this is coming back. We're
moving this back. This is coming up
now, the back one, and we are rotating here. We're getting that. We'll
just key everything. Make sure we got it
on, we got it stepped. Okay. All right. Now, what we're
going to do here, we're going to go to the models, and let's go to Geo. I'm going to go to
the first frame and duplicate and press Shift P. The reason I press Shift P is to bring it
out of the hierarchy, so it's here so that I can delete it and
it won't affect anything. So it's out of the
hierarchy. I can see easily. Now, what I want
to do, basically, I want to take all the
keyframes on zero, middle click it to 12. Now, I just want to
do the opposite. This front leg, I want to
make where the left leg is. Then this left leg, I want
to make where the front. I'm just changing it around. I haven't got I haven't
got the anim bot. I would have done it
easier, I have it at work, but I can't use it here. It's only one license, so
I have to do it this way. But yeah, I'm going
to lift this up, rotate this and just match. The other thing I
need to match is basically I need to rotate
this now the opposite way. Why? At one, we know at one, it's going to be the same value. A I do here is just
add the minus C, it's going to do
it the other way. It's going to reach
out that way. Now I can delete I
can delete this. Don't need that. It's
a reference, right? So we'll key everything there. Make sure that's stepped. Okay, so now we've got a
blocking there, right? So I would say here. We'll bring the shoulder up. I mean, we can always
do this later, but I just like adding it a bit. Well, actually. We'll add it later. Keep
it simple, isn't it? Keep it simple as my
teacher will say. He would say, keep it simple,
stupid. I'll go right. We've done that.
This would have been done really easy all I had to do was copy all these and mirror the poses,
but that's fine. But we can do the same thing. To make it quicker, we'll do the same thing like
I did last time. You go to the third frame here, duplicate that, unparent it, and then come here,
and then I'll be like this pose is
going to go here. This one is going to go there. Yeah, same thing. And then, was it gone? I got this. It's going to go and this
is going to come forward. You're using the
opposite legs, right? Right. Yeah, this one's going to be forward,
that's right. And that's going to be
back. That's right. The opposite. Okay, we've got that we've got
all that working. Or, the other thing I
wanted to do I should add a squash squash and stretch,
I should add that too. Okay, so now I just uh Okay, so we got that, so
we know that one. Now, this one, we
want to copy this. Again, duplicate and parent and then come here and we
want to do the opposite. So I need to copy this. Copy that today. In
this one too copy this. Copy this. Okay. What we'll do? You know what? Let's just do it
with the reference. What was it go? Let's
get rid of this. Okay, let's do it
with the reference. We've got that there. Then the next pose is it's going to go up
from there it goes up. One more thing we'll
do. Let's select these foot controls and go here to autostretch
and put it as one. Okay. We'll keep that as one. Okay, so let's go back
to 12. 12 is like that. 15 is up and 15 is up. Yeah, this is fine back
here, so we're going in. Okay. This is going
back too far. This needs to be, that's fine. We got that, then it goes back. Okay, this is also
too far. Wait, sorry. This one still needs
to be back here. Yeah, but we need to lift
it up then bring it back. B
4. Part 1c: That's fine. Can
you bring it back? We got that. And then Let's sort this
out this rotation here. Let's leave it like that. We got Y minus minus
minus Y, yeah, that's it. Okay, let's leave. Let's just bring
this back a bit. All right. Okay,
so we've got this. That's fine. And then we have that
pose, which is fine. That comes forward. Next one. So the next pose is You're
going to hit the floor, right? So this is going
to hit the floor. I'll go over the poses
after I've done it all, but as you can see, we're
just getting these poses in. And then this goes back. This goes down a
bit. This goes up. Have a look at the
reference here. Yeah. This goes forward.
This comes back. And then the next
pose the paw goes up, paw comes forward, reaching out. I just reaching out
here like this. Torso is going up. It's
coming down on here. Backside. But then this leg is coming
lifting, going back, and rotating the toe and
this leg is going back too. And then we just copy the end pose to the
start, let's have a look. All right. Let me
just block that all. Okay, let's have a look at this. Now you can see it's a bit higher everything,
right? That's fine. We can sort that out.
What we're going to do now is we'll go into
the graph editor. So if I show you here. Let's look at the
chest first, right? If we look at the top
view, we can see, right? Now, we need to go back to the reference and have
a look at the top view. If you look at the
top view here. So if we put that there. All right. Now we're
going to follow this top view, we can see here. So the first keyframe, if we go here, we know
that rotation is right. Now let's look at
the second keyframe. If we look here, the
second queue frame, the second one it
straightens out a bit. This one's starting to bend, that's what we'll do.
We'll come in here. Then we'll always clean this up. If you come here, there's
a slight little if I'm looking looking it is
slightly straightening. But then you notice the back one is starting to rotate,
is starting to rotate. Now, the next one, if we go to the next pose here, the back one is rotating a lot. This is where we need to
put that rotation in to show the offset and
how it's rotating. That's where you're going to see the front one
becomes straight. But if you notice at the start,
the back one is straight. But in the breakdown, you
got passing position, the front passing position, the back leg, that's what's creating the S.
You see this line? That's what's going to start
creating that S shape. What we'll do, we
can start rotating that and then this
becomes straight. You can even zero it
out here if you want. And then then we go
to the next frame. So if you look at it, this is the importance of
reference, right? Next frame, you can see, they're both kind of rotating
similar, right? So we can start to Well, we can zero this out because then we can start to
rotate a bit more. Same here, just
rotate a little bit. Then we can go to
the next frame, and it's going to straighten. We come to the next frame,
we know that's straight and this one is obviously we've
done that here already. You can see it's reaching out because this leg is forward, so you can see that's
reaching out too. We got that and then the next
frame, the next frame here, we're starting to see this one rotate because this
leg is coming, we're starting to see that
rotate this way more, and this is kind of coming back. And the next one I'm looking.
5. Part 1d: The next one, the front is
straight and then look, it's reaching out the other way, we know that that's
reaching out. We could always equal
the values later, but this is straightening out, so we can zero this,
so it's straight. Then obviously,
the next keyframe, they're both slightly
same direction. They are both But coming back, but coming back. They're both similar direction. Rotations, but they're
coming undo that. Sorry, I mean I meant the
next frame, that's it. So we can still have them
going that way a little bit. That one is also going that way. We're getting that
Oh, bring that back. We're getting, then
we can clean that up. We can clean all that up.
That's not a problem. So if we come back
here, we can see. If we go from here to here, we can see We can see it moving. You see this is rotating
a bit more than that one? This one, slightly
a bit more before. That's the offset
we wanted to get. We've got that. Now if
we go to the graph here, if we go to our hips here, we can see in the rotation. So you can see it
all here right now. If I just splining that
there, you can see. Now, all you have to do is
just clean it up a bit. Just make everything a bit
even like that. The rotations. Obviously, you can cycle, you're going to
cycle that later. You can basically clean
all this stuff up later. You have to worry about it
now and then go back to step, it'll look a bit
more equal there. We got the back working
now at the front. If we look at the
front, again, here, you can see Here, so if we look here. You can see it's all messed up, so all you're doing is
just cleaning this bit up. So if you come in
the middle here. That's all we're doing,
just cleaning it up a bit. And then we can just
brick that out. So we got that happening there, and then if we play it now, you'll get cleaner curves there. The only thing here
I would say is, let's see the values. So if we splining that again, all you're looking at is
What's that 3.5 square? Yeah, that's fine. So
that's fine, right? I would just say
match these values. Just match these up and
then just have a look now. So you're getting that kind of twist happening in the torso. That's the key thing. I'll just have a look at these
values here as well. I think you just
want to equal out the values. So
let's have a look. That's right. These
are all right. That's zero, zero, that's fine. Yeah, that seems all
right. That's fine. We can just that plate. We've got that. This is to show you basically
got the dynamics down. Now, the other thing
you want to do is if you look in
the front view, if you look in your
passing to this position, the weight is on this leg. Let's stay around here. Now, you just want to make sure that you're leaning that way because the
weight is there. And then when you come back, the weight is on this leg. If you look here, the weight
is on that leg, yeah. You just want to get that
in then to smooth that out, you just come here, and again, you just same as blind that's
all you're doing, right? You just trying to break
it down like that. So if we splining
that there, right? We've got that kind
of what's that? 0.0 I want to copy that and just paste it here,
make sure it's not minus. And yeah, that's it. You just want to make
sure it's all equal, then you can just straighten
these out the tangents. But we'll do that later when we have to cycle
it more smoothly. But for now, that's just
a little habit I do, but good habit, but not
important at the moment. If we just do it like that. Then obviously, the
other thing you can do is you see the legs here. We basically want these more
in. So we have it like that. Then what I'll do, I'll come here and just
delete all of this. It's They're always
a bit narrow. Okay. And then the same
thing with the back one, we put it in a bit there. And again, delete the rest because otherwise
it's gonna pop. And, you know, that looks
a bit better, right? And even with the back
legs, what we'll do? We'll just bring them in a bit. And again, we'll delete. We'll come here and just
bring them in a bit. Just meting things up
a bit in the blocking. The more you can get sorted out in the blocking, the better. But we've got all that working. This is the main
thing with this is the mechanics are
working, right? Don't worry about the
tail, don't worry about the head or
anything like that. The other thing we're not
going to do is I think this back is moving too high,
let's have a look here. So if you look here,
I think it's going too high, right. Again, here,
6. Part 1e: To What's happening?
Look at the reference. We've got the reference,
we've got to reference. What's happening? At the start, the hips are going up
and they're going up. They're going up
and they're going up and then they're going down. Actually we could
start it a bit lower. Then it's going up, then
it starts going down, and then it's going Yeah. Then it's going up down. So it's going up, up, down, down, up, down, down, yes, we go down, and then it's going up
again, which it is yet. We go here that's
the high point. That's highest down down. Then Okay, so that's the. Yeah, that's it. Then
it goes up again, then it's coming down and
then down. Okay, that's it. We've got it now. If
you have a look at that and then it's
going to go back down, then it's going back
down to that one. See? That's It's just going up. So if we just for that. Okay, so that's a bit
more tone down, right? That's fine. We just want to check out
these values. That's fine. And that one. That one
in that one. This value. So this one and this And then these middle ones. These are our in betweens here. Recycle that. Okay. Just save this. Don't
want to lose it. Always save your work.
And then block that out. So if we look now. And we can always we can always
refine that later. The other thing we want
to do is the front one. Have a look at that
up and down as well. Okay. So we've got a down. Then it goes up,
then it goes up. So it goes up here. I'm just looking at the
reference and it goes up again. So it starts off.
How does it start? It starts off down, down, up, up, down down down up up and
then down yes doing that. What we need to do, it's
the same. That's fine. So what we're going to
do, we're going to copy this pose, copy these values. That goes down and then
that goes down. Down here. These down values, we're just going to copy
so they're equal. Think this is the same.
Yeah. Okay. That is the same as this one. Yes. Okay. We can
just do a bit of a there, keep a lot of that. We can just flatten these off. To be honest, we can
just match these. So we've got a nice match there. Okay, and then we can
just block this out. Now, we can tone this
down if we want. Well, I think we
should tone it down. Just bring these down a bit. I don't know why
this is a bit slow. But what we do, we'll
just tone it down. So if we look now, you can see. Maybe a little bit higher. We don't want it too too high. If we look now, Let me
see this all blind. Sorry. We look now, we've got we've got our
mechanics working here, right? We can polish the
feet and all that. Little sliding there, we'll do all that. Little
things we can do. For example, here, if we go
to animation Motion Trail, have a look here,
see the spacing, so we don't like the spacing. So here, it could be a bit
bring it in the middle here. So you get a bit more.
7. Part 1f: Move there. And then we can
go to the next one here. Do the same thing, Motion trail. So, you know, refining in
motion trail is like this is, you know, it's good to do. You're just kind of
spacing things out, so the cycle is a
bit more smoother. Okay. And the check
out the back as well. Okay. We're just trying to get the spacing right here. Okay, let's copy this. Come here. Okay, that's fine. Just move that forward. I can have it back copied
out to the front. We could move this
a bit forward. Get a bit more of a cycle there. Okay. And then
lastly, let's get, was it this one?
Have a look at this. This seems to be
spaced out nice. Yeah. Might be flicking a bit quick there, but
we can sort that out. That might be something
there and then copy that. Feels a bit better there.
So we've got all that. So we're just getting
the mechanics working. That's the main thing
that we want to do. So it was faffing around there. But the one more
thing we need to do, if you look at the
back with the front, find out where the weight
is on the leg, right? So So the weight is on this leg. So have the and then the middle, the weight is on
this side, right? So we just want the hips
to move side to side. If we look here, we've got a little I think it's kind of like this.
But let's see. Translate. Let's just mirror
that and take the minus off. So we've got we're
moving side to side. Okay, so you've got your
mechanics all working there now. Okay, it feels good to see
the S shape is happening. That's how you block
out the right mechanics by looking at the reference.
We got the reference here. We're looking at all of this
and we also important most importantly looking at the
top to see how the hips are. So go along with this. And just block it
out, make it solid. It is a bit of a
process. It's taken, 40 minutes, 45 minutes. We did it we could have
gone a bit earlier, but we just faff it around
a bit that's animation, back and forth, back and forth. But I have a go. The next
video we'll be splining, we'll be refining it a lot more. And when we come to polish, we'll really start bringing the shoulders up and everything. Would probably start. In fact, I would say, let's do it next. We'll do the
shoulder stuff next. We'll just see how that
is and then splining it, clean it up, and then we'll
start adding more stuff. Okay, oh, almost forgot
almost forgot the head. So the head basically goes up. The head goes up when the back hips more or
less more or less go up. So the head is up there. The third one down
this comes down. And then when we get
here, it goes back up. Then it goes down. And then we'll just work
on that soap we come here. Here's the head. So we'll just start just keep it the same
consistency like this. Same as the hips, basically. We could tone that down a bit. Doesn't have to be a too much. That's fine. We can
always refine that later. But there you go.
All right, guys. I'll see you in the next video. In the meantime. Don't forget to check out Maya
Animation Master. There's more of this in there. I teach you how to
master fundamentals. Bus once you master
that, you can pretty much animate
anything you want. So check that out, link
in the description. Please share, subscribe. Channel is growing over
6,500 now so slowly, and I will be bringing
out more content. Okay, guys, I'll see you
in the next video, take
8. SPLINING: 2a: Okay, people, we're
going to start splining now. What we'll do? We'll get the graph editor
in. All right here. We can see both. All right. So we'll do I
normally just select everything and I'll cycle this. Then I'll select the in between and I'll just splining
actually splining. We'll fix it up
when we get closer. The splining it. All it's too it's not
too bad considering we We had keys on
every three frames. It's a lot of cleanup, but you can see it's getting
a bit smoother there, what we'll do we start working on let's check
the hips out first. So we go to the hips
and let's have a look. All right. I'll just straighten these out make these a
bit more matching. Also bring this back
a bit, level it out. To bring this down a bit.
This is the rotation. Or really, what we can do,
we can just delete these. That would still be all
right. Then we'll just match these and really we could
delete the middle bit. Actually, we know
what we'll keep that in because it's the same value. Now, one thing I did notice
is where is it gone? Okay. That's weird. Okay. So what we'll do is
what I noticed is so the weight the weight
is on this leg. Which means let's put
the weight on the let, which means we're going to move the character a bit
to the side there. Then in the middle, it's basically going
to be opposite that. In the middle, we're going
to have it 1.27 Okay. We can delete this and play
around with that later. We're getting that side to side because it's
taking the weight that is going to be the
same rotation as that. We'll get the same
rotations now. Here, same same. And the front here, I think
we did add a delete those. Z, which one? Z is
going forward, right? What leave that do. Then we've got the
rotations again. Okay. Yeah, we'll check that. We'll keep that rotations. That's fine. But
then here we also have We also have step here. When it comes underneath,
there's a weight shift. I would say on that side, then there's a weight
shift on this side. Very slight doesn't have
to be much Ihelo here. We'll just copy this value, so it's the same value
as the one at the top. They're both moving the same. In fact, we bring it down
to the square below here. Bring that down. We don't
want too much movement. We could always tone
that down later, but we look at a front view. The other thing we need to
do is Me to bring these in. Me to bring these in. I don't know why.
And this one bring this into Hey. Okay. The back legs too. I
want to bring these in. I think I did this
in the blocking, but I think the file might
have corrupted a bit, so I'm just doing them
again, which is no problem. No problem. All
right. Okay. So we've got the hips and everything. The head we can do at the end.
9. 2b: Let's check out the legs now. There's a little bit
of a pause there. These seem to be cycling. There's one here at the front, there's a bit of
a pause. S there. First thing we'll do, let's
just clean up the curves. We'll come in here,
flatten these curves out because they
are overshooting. Anything like this is making the character go
forward and back the part. If you're okay, if
we look at that bit, you'll notice it's going
forward them back. Maybe we might even,
we don't need that. We could even just
bring that down a bit. All right, bring it
down, level this. We may Let's see. Yeah, we could even bring that. I reckon we should just bring it down like this.
So we'll get more. It's getting there, we're getting those nice
curves here to here, there to I mean, it's the same values actually
going across, right. So we're just trying to I mean, you could even try you could delete these and delete these
and see how that works. Okay. Let's try deleting that. Then we can check out
the curves later. We just want to get these
translation sorted out here. Next one here,
we'll just flatten these all out and see
what's happening here. Obviously, this foot
is already out. Bring this back. Keep this
line a bit more constant. Okay. Flatten this, come here. Now, this one, we could have
it a bit more like this. Yeah, that feels a bit better. Okay. And then this back one. We could flatten these out
'cause they're going to be hitting the floor here All right. This, we could just
move this out a bit, so that That's right. We could bring this up a bit. So you're getting a bit
more of a cycle there? You're cleaning up these then
we can do the toes later. But as you can see, there's
a nice cycle there, and it's going
nicely there, right? We're getting there and then this one, let's
just have a look. Was it a ball? No, that. Then this one here
we'll check out. We can flatten this as we do. When we get here, maybe these
we can make these go up. Bring these up slightly, flatten these and then
bring these down slightly. We've got a nice Is a little bit bit of a
pull there, isn't it? Near the end. But let's see. I think it might be to do
with this. These, yeah. Abcuso. All right. Bring this down a bit. The Okay, we'll work on the spacing there, but I think what we're trying to get like that. I want to make it a bit more. Okay. And now, the
other thing we need to start doing is the
shoulders, right? So when cat takes the weight, so we're going to do
every three frames. Let's just key here so we
got our reference points. So when we get here, we know the shoulders are going to start rising and then the
passing position. And then it's going
to go down again. Keep it there. Maybe
forward a bit. Okay. So we're going to
do that. What would work.
10. 2c: That y, you can see. And then, you know, we
just start refining this as we go about the moment. Kind you can kind of
ease it in like this so it comes up there, right? We could start refining that. Just get it in for now. It seems to be going down
a bit quick, isn't it, so we could still have it up a bit. Then it comes down. That feels a bit
better and we can add And the same with the other
bit. We come here. We can start adding
this is in the middle, so we know the weight is being taken so we can
raise this a bit. It's just frame,
every free frame. We got a reference point. Okay. Okay. It's good food. Then it starts coming
up and then up then up bring it up there. We really
want to make that pop. So let's see. So we'll
copy that to the start. So it goes down here, so we'll keep that like that. Then it comes back up. I might even push it
up a bit more here. I got to make it
a bit more sharp. Push the shoulders up,
make it pop a bit. Even here, push this up a bit
so we could even push it. Push these all up.
We're starting to get a little bit of
a feel for shoulders. We can always tone that down. But for now, it's good. Yeah. I'll just stop. There you go. So we cycle that. Okay. Let's give you a little look. How's it feeling? All right, there's a bit of the front legs
need a bit of work, and the back polishing, but we're going to polish that with the
arcs, but we'll do that. We'll get to that. But
it's getting there, It's getting there
slowly, slowly. We'll start refining it
a bit more as we go. But that's the steps,
never looks good at the start and then you
have to keep on refining. Animation that's just
how it is at the start, it's all a bit blocky. You're trying to get the
animations in the timing. We've got it kind of
smoothing out a bit, right? Now, this middle bit if you
look at this middle bit, what we can do, we can start just creating that
shape coming through. We'll just move the start one. It's you've got cleaner lines, so you're getting
cleaner lines here. So we'll start doing that
for the first frame, we'll copy that to
the last frame. And then in the middle 12, we'll just move
it back that way, and then we can adjust
in the graph editor. We can just bring
it down to maybe, one, two, three, four, five squared, so we can
bring this down to five. Or you can change the value
however you want to do it. Just roughly so we've got
that movement happening, little jello movement
happening there. We've got something happening there and you can start to see it starting to feel
a bit more organic. Now what we'll do for each leg, we're going to
check out the arcs, we'll select any leg you want, and we're just going
into animation here. Bring the mike a bit closer. We'll create edible
trail and we'll have a look at this because we
want these to be cycling. You know, that
seems to be for me, the front leg here just seems to be coming up too quick, right? It might be to do
with the rotations, but let's have a look. So if we look here, so we know
here, the legs coming up. So let's take a look
at the rotation. I think so. So let's ease that. Let's see if the ease works. Yeah, I still feels
quite abrupt to me. So we bring it in.
That feels a lot.
11. 2d: Up. Let's have a look at this, see
if we can smooth this out. Maybe it goes back
here, arcs back first. Spacing there as well. Quick that. Let's see there. Okay, that seems a bit better. But let's get this
smoothed out a bit. All right, it's starting to
feel a little bit better. All right. All right. Let's
see how that looks. No. No, there's something
not right there. I think I think the rotation there needs
to be more rotation, so I do think that this
needs to be rotated a bit. Let me get here. Zero that? Yeah, that's not bad, but I think we just
need to sort this out. I need to make this
a bit forward, maybe bring it forward a bit. Then it comes back. Maybe bring it forward a bit there.
That's a bit better. There's something
going on there. Don't like that.
Don't like that. Is basically this bit. There's a bit of compression
here that I don't like. I don't like it.
I don't like it. I think we could lift it up. So maybe Yeah. I think that's what it was. Okay. Yeah, that's much better. We'll polish it a bit more
by least. That's working. And now we'll do the back.
We got the back here. We'll do the same thing.
Great edible motion trail. Have a look. Let's have a look. All right. We'll sort this
out, let's see. Okay. Okay, this is cycling. I think this is cycling good. Just think that
there is a lot of
12. 2e: Up. Let's have a look at this, see
if we can smooth this out. Maybe it goes back
here, arcs back first. Spacing there as well. Quick that. Let's see there. Okay, that seems a bit better. But let's get this
smoothed out a bit. All right, it's starting to
feel a little bit better. All right. All right. Let's
see how that looks. No. No, there's something
not right there. I think I think the rotation there needs
to be more rotation, so I do think that this
needs to be rotated a bit. Let me get here. Zero that? Yeah, that's not bad, but I think we just
need to sort this out. I need to make this
a bit forward, maybe bring it forward a bit. Then it comes back. Maybe bring it forward a bit there.
That's a bit better. There's something
going on there. Don't like that.
Don't like that. Is basically this bit. There's a bit of compression
here that I don't like. I don't like it.
I don't like it. I think we could lift it up. So maybe Yeah. I think that's what it was. Okay. Yeah, that's much better. We'll polish it a bit more
by least. That's working. And now we'll do the back.
We got the back here. We'll do the same thing.
Great edible motion trail. Have a look. Let's have a look. All right. We'll sort this
out, let's see. Okay. Okay, this is cycling. I think this is cycling good. Just think that
there is a lot of
13. 2f: Base hair. I think that here we could push
push it a bit back. Yeah, we can get even this we look here, there's a overshoot overshoot. That's why that's why there's a That's why it's like it
doesn't stay on the floor. But apart, I think that's right. Yeah. The back leg
seems to be right, man. The arcs seemed to be right. Then let's check
out the next one. Let's look at the arcs here. They seem to be okay. Polish this a bit. Edible motion trail, let's
have a look at this. All right, this looks alright. I think coming down
is quite sharp. Mm. Whereas on the other one,
it's a bit more rounded. Okay, so let's try and get
this one looking a bit like that. So he went up. I would say, Hey,
we just want to Get the spacing right. Okay. Oh, let's change that. See, that's not right. We need to get rid of this. Mm. No, if there's a limp there,
that's not right. Not good. Let's delete I don't like that. Okay, let's get rid
of all of this. Sometimes this is what
happens in animation, you just got to go
back and forth. Mm. That does not feel right. And it has something to do with this axis. Maybe. Do we need.
14. 2g: Okay. Let's check this out. All right. Let's cycle these. Let's see how this is All right. It's a bit of a
roll there. So we'll do. There. That's not right.
Doesn't look right, man. But Normally, we'll look at the other side and see what's happening here? It's bit constant,
then it goes up. This one is on the floor. If we look at the
floor, this bit should just be linear, really. That feels a little bit better. Let's get good ideas. Yeah, there's just that bit
there. That's not right. We've got to sort this out now. So it's coming up. So this is what we're Okay. The I think we're getting there. We had to overshoot.
That's what it was. So if we delete these there. I think M
15. 2h: That's better. So we just
have to overshoot below here. So overshoot, I mean, we had to make this
go back a bit. So that's feeling a lot better. We'll try and tone
it down as well. So at the moment, let's see. Okay, we're cleaning
it up. We're getting. It's getting there, right?
We're getting there. Still a long way
to go. But let's do a little play bass
and have a look. There's a bit of a pop there. Yeah. Yeah, a bit robotic
at the moment, but we will check this side out. That's looking a bit. Yeah, that back legs looking much better than still a long way to go. Don't like that pop. This
one, don't like that at all. It's got nothing to do with
the rotation, so that's good. It's just think is this.
Or let's have a look. That seems fine. No, I don't like I don't
like this bit. Okay, that's better.
I've deleted that. That's a bit smoother.
So what we'll do? We'll have a look at the arc
here. What we'll do here? To go. That's fine. We've got a constant.
That's a constant, right? So we'll do that as a constant. We'll leave that how
it was because that was cycling, all right.
16. 2i: That's better. So we just
have to overshoot below here. So overshoot, I mean, we had to make this
go back a bit. So that's feeling a lot better. We'll try and tone
it down as well. So at the moment, let's see. Okay, we're cleaning
it up. We're getting. It's getting there, right?
We're getting there. Still a long way
to go. But let's do a little play bass
and have a look. There's a bit of a pop there. Yeah. Yeah, a bit robotic
at the moment, but we will check this side out. That's looking a bit. Yeah, that back legs looking much better than still a long way to go. Don't like that pop. This
one, don't like that at all. It's got nothing to do with
the rotation, so that's good. It's just think is this.
Or let's have a look. That seems fine. No, I don't like I don't
like this bit. Okay, that's better.
I've deleted that. That's a bit smoother.
So what we'll do? We'll have a look at the arc
here. What we'll do here? To go. That's fine. We've got a constant.
That's a constant, right? So we'll do that as a constant. We'll leave that how
it was because that was cycling, all right.
17. 2j: All right, let's have a
look at the other one. Sorry, I'm just going
back to the other leg. Having a look here. I think here what we can do. Let's try and add say
if we add an overshoot, we can add an overshoot
like this, right? By breaking the tangents, let's have a look how this is. Yeah. You see? So much better, then
we can do add a key. Let's add a key there. Then right. We add a key there. We added the key there and then here we can try and
do the same thing. We're adding an
overshoot and this might be a bit flatter. You get more nice
curves like that. What we'll do, let's have
a look at this again. We could add an overshoot
here there so we could I had a bit of an overse if we look at this. Yeah. Then this one too, we have a Let's go to overshoot. This one has an
overshoot already, but we could try and add
a bit more like this. Keep this linear. There's a bit of overshoot. Okay, so we've got
that. All right. I don't like this. I hate this. Was this. I hate this.
18. 2k: And See, I think here we
could have it overshooting. I think that's better. Yeah,
that's a bit smoother. Okay. I don't like that. It's
too much overshoot. I mean, not enough, sorry. Let's see how this is. Yeah, that's better. Okay. So if we look at this, Okay. Now, what we can do is come here and start. Start rotating these. Passing position
passing positions here. And we'll do. We'll just bring it up higher. Breach it out a bit. Alright. Here, there's an overshoot,
so we might want to just bring that down. We might have we
could ease that in. Yeah. We ease that one in. So what I did, I
just eased this one in and made this one sharper so it doesn't
overshoot intricacy. This I think is right
because it comes here and it's not overshooting, so that's fine. Okay. All right. Okay, let's see how
this looks on the side. Okay, starting to cycle a bit. The other thing we can do is smooth recycling. What's this? Okay, so what we'll do in the next one
we'll start polishing Let's have a look
at this background. I quite happy with that. Yeah, I need to delete these. I think this is
rotating too much. That's what's happening
is catching the eye. Yeah, that's better. Okay. All right, so that's the
splining we'll do for now. Okay, that's all
working, the mechanics. And in the next video,
we're going to really start getting it together, polish these little bits and the feet as well, the
claws and everything. So that's the
splining stage done, and we'll move over
and we'll start doing polishing a bit more.
19. SPLINING PLUS: 3a: People. What I've done, this leg was popping a bit. It's a bit more smoother now. What I did, I just
cleaned it up, make your curves look like this, and you should be all right. You just want to
get a nice curvse this one looks
smoother, the leg. That's what I was
just working on just trying to get that
lift up smoother. Yeah. Now what we'll do now, we'll start working
on making the legs come in a bit as
they come around, they're arcing in
slightly and we'll do that by checking the arcs. I'll delete this. What we'll do? For example, we'll get this. I've just cleaned those up. Now it's just going to be a lot of going back and
trying to refine. This is how it is with animation.
Look at the back legs. They seem to be cycling all
right, normally what I do. Have a look. Sometimes a
play blast helps as well. But we'll start making
this cycle a bit more. Yeah, that cycle seems a bit the mechanics
seem good there. That looks good, we can start refining what we'll do
now, like I was saying. If I do put this up
a bit, that's it. Right. So we've got that, but as you can see in the front, it's just straight, right? So we want it to come. The cats comes in, so we want
to do it like that. What we'll do, we'll go in the front view
here and the side one, as the cat excuse me. So as the cat is
in the air here, the foot, we could
have it come out, and then we go to the next one, have it come out, and then
the next one comes in. Then even here, we could have it a bit
more in the center, then we middle click that back to the start so the front
and last polls are the same. But you can see, we see
how's sliding there. Now, what that is is the red. If you look here, see? All the time the foot
is on the floor until it comes so what
want to do here. We just want to
put the same value here as the foot comes up there, it's flat. It's
not going to move. If we look now, stays in one
place and then it's moving. Then it's going we could even keyframe here and then start moving
this down, easing. Basically, the foot
starts easing in, it's easing into the next. We could even push
it down even more. Get that. Let's have
a look at that. Yeah. Then we'll add a bit more with the claws shaking that
will add a lot more. If you look at the
top, in the top view, you can really see
that's the floor. Then it comes out here. And then back in. We'll
start creating these. You can play around with the positioning
however you want. For now, we'll do it. By the end when we
start approaching it, we probably do on every frame
to get it really polished. And then what I'll do, I'll do the same
on the other side, we delete that and get the visualized tool as well there and just
do the same thing. Remember. If it
comes out, right? Let's see, two, two, two. That's the contact. There
are contacts there, and that's going to
be the X as well. I we're okay, same thing, X. Let me just key here.
And then we want.
20. 3b: To be the same. Let's just copy that's the same, then we copy that last pose to the start because obviously it's
going to be the same? But now you see that's
too much happening there. So we'll just ease
that in play around. Kind smooth that
out. We come in. We could even bring
that in a bit. And you're just there. Yeah, that looks
better, isn't it? Yeah. Bit more closer. Okay, then what we'll do? Let's go back to the other one. You know what, man? Let's
try and delete these two, and let's see how it looks. Yeah. And even that.
Because essentially, that's what you're
doing on both sides, just getting the side
to side happening. That looks fine. All right. And we can refine it as we go. All right. And then
we can do the same. Do the same for the
back. So if we go to the back one, let's
have a look at this. So we know as it comes up, we could even have
it come out a bit. Have a look at the
and then key that at the end. Okay. I just have a look, see
where in the middle. That's fine. We can keep
it like that. We know. You see how it's
curling on the floor. We want that we basically want
that all the way to here, here to be zero. Come here, we'll come here.
We just need to flatten. Take this off this. So we want to key frame here
and basically move that up. So it's flat. Yeah, so it's flat,
and then it comes up. And when it hits the floor here, again, key frame
and bring that up. It's hit. Okay. Because in the air is when it's curling,
but then it's flat. We got that happening. The same on the
other side we'll do? We'll delete this, come
to the other side. Again, motion we create
edible motion as your best friend and
um do the same thing. So it's in the air there, so we might want it to
just come out a bit. Well, it's a key and
a key at the end. There's no key on her and then key at the end
and in the middle. Alright so when that lands, So there, this way is going
to be out a bit, right? Yeah. And then when it lands, which is there, we want
that to be constant. So basically, from there, let me just key the
start and finish here so when you
land there, keyframe
21. 3c: Que frame. But the
land is going to be I guess in a
bit. There you go. Then from there to there,
we'll have it the same. We'll just put a queue frame, copy this and then
queue frame here, and then flatten these out
so the tangents match there. All right, so it's a
little bit of curvature, and then we can always
refine that as we go. So I just delete that key. Yeah, we can work
with that. All right. I'm just thinking about I mean, we can do this at the end, but just thinking here, we could bring the pvector out. Just slightly. And the end is going in, so we can just bring
them out a bit. Copy and paste that there.
I mean, to be honest, you can do this at the
end. I just saw it now. I thought I'd do it. All right. The main things here
is the shoulders, when the leg is
straightening here, you're getting this shoulder bit going up, because it's
taking the weight. But yeah, we can sort that
out. We've got that happening. What's this? I guess here, the only thing here
is in the front. You just want to bring it in. Yeah, right. So you want to just this one too, so
we look at the front. And the end, and then
let's see how it is here. This one looks alright, Mum. This one doesn't look too bad. Yeah, so here, that's fine. Even here, we'll just
bring this in a bit. Then what we notice with the
head is it moves similar to Similar to it's in
sync with the back. If the back, let's have
a look at the back. Well, we got her y, right? So I'll just keep it in sync with the white What we can try is
we can copy this. If we copy this and then go to the front control and I have
already done that look. Splining this. So
we have it already. We have a movement
already in there, right? Maybe we can get a rotation
in like that as well. Let's check out the There's a little bit of movement
happening there, what you can do while
it's playing to scale it. You see, and then
you can scale really exaggerate it so you
can tone it down, then always exaggerate
and then bring it down and same with
the translation. Always exaggerate.
And bring it down. I think there's
also a Z, isn't it? Yes. What we can do, we
can play around with the Z axis so it could go forward slightly as
well, like that. Obviously we don't
want too much, but if we play it, So
if we look at that now, it's something to work with. Right? I think we should tone that
down a bit, let's see. Yeah, that's fine. And
then what we can do. We just tone that Yeah. Maybe the rotation we
could make a bit more. Bring that down a bit. Yeah, I think this is cool.
Something like around here.
22. 3d: Then this insight, I don't
know what's happening here, we'll do actually. Let's take the rotations off. Let's put it in here. It's keyframe there, go
to rotations and put it at zero and paste and
then just cycle this. Let's check this
out. Might be more. Oh no, that's fine.
Yeah. That's basically for rotations, the
control inside, translations for outside
because you can't translate or you can
translate, sorry. Okay, so the head is
starting to feel I mean, it might be a bit but I
think that looks nice. I don't feel that's too bad. So we can work on that. Then if we look, let's look at the
front again, right? Let's we can see that we want to make sure that this
is over there like that, and then we can just copy that. You know what?
Let's make it five. It's a nice brown
number, isn't it five? And then make that
five. G's have a look. Yeah. Because that one's
crossing over like that. Okay. Alright. I'm just thinking the back.
We look at the back legs. Alright. You know what? You know what? Let's try
and bring these in as well, because I think we
can bring these legs in a little bit. Not that. It just using the red X actually, I'll do five on these
55 is an even number? Let's see. Yeah. Down here, and then we'll put that in
the middle to like that. And we'll bring that down
to minus minus five. All right. But I think here we'll
move this here so it does it earlier. Then we can sort these backbits out with the pol vectors here, we can start playing around
with the Pol vectors, but that's when we polish it. But for now, I just think that little curve adds
a bit of difference. Makes it look a
bit more natural. Then now what we can do now we've refined that
a bit, we're at, we get the cycle a bit
smoother and we'll start adding some real
animations to the toes, the kind of polishing it, spring, getting
that spring going. So we'll work on
that, refine that. All right, so we'll do
that in the next video. I'm putting this out bit by bit. But in the next few weeks, we'll do I'll do a whole compilation of
it together, right. So we've kind of got that
working, how we want. And, you know, the mechanics
are working, right? We might straighten
these legs a bit more. Just get that all
working properly. All right, guys,
that's it for now. And look out next week. There'll be a bit more
polish happening and stuff. So I get it, we'll get it looking
like demo real ready, kind of like to just show
a nice vanilla quadwak. Okay, guys, I'll see
you in the next video.
23. POLISHING: 4a: Okay, guys, so what I've done, I've selected the make sure your curves
here are like this, like spaced out below evenly. I've got a nice cycle there now. The legs, right? So we've got that happening.
And now what we'll do? What we'll do? We'll, I noticed like coming up as the
character comes up, let's start adding some
sideways rotations, right? Like this. There's a bit of a spread there, right? Did I put some spread on there? Let me check. Yeah, by accident, I got your
spread on there. But let's just we'll
do the spread, but we'll do that later. We just want to make sure we got that nice little angle
going like that, right? As it comes up. Okay, so even here, we can start rotating. Up that then. And then we
can have a bit of a spread. And when it lands. Let
me see when it lands. Let's look at the reference. There's a spread when
they land, right? So we'll keep it in. Then there's a spread, right? Then we'll copy
that to the start. So I'll just key that. But then the next one, we want it to be a bit
in because we want the spread want it to
spread when it lands. Then we'll copy that to the end. Then maybe it goes in a little the So let's check out the reference. All right. That's fine.
We've got this bread. I would say here is
the same as 21, 2.93, we could do three actually
three and make this three minus three minus three. Actually, let's make the
first and last minus three. The mirror this bit
should be zero. Got that wrong, so be zero. What's this display? All
right. Well, we've got a bit. So you've got a bit of that
volume happening now, right? Squash and stretch. All right, let's check this display
out. What's the display? Come here. Where is that? Maybe we'll just play
with this a bit. Yeah, that's adding a bit
of cushion, too, isn't it? So can you build
that display in too? That's a nice little
touch there, man? I never saw that do. Is that looking like a
psycho from there? It's getting there, isn't
it? It's getting there, right? And let's do the same. I got Anim bought at work,
but I don't have it there. I could have easily copied
that all over, but never mind. But what we can
do is let's check out the spread spread
on display, right? Let me try and copy this over. The spread might
copy, let's do this.
24. 4b: Right. I'm going to do, I'm just
going to copy Control C, copy, go to the next
one, go to spread. Delete all the keys. Make sure I'm at one and
paste it in there. Let's have a look.
The only thing with this is the spread starts. That curve starts around
here, You know what? We'll get it, mat.
We'll do it by key. We key we doing? We'll just curl it in a bit. That's fine. And now, what we'll do? I got to spread. So the spread here is zero. When it lands, we'll do minus three like we did
with the other one. Now we want to hold that. We want to hold that spread
all the way to the end. So we'll go to spread
and make sure, yes, it's all the way the
same to the end, right? Let's kind of smooth
these out a bit. This was the rotation, so
we'll move that slightly. All right. So let's have a look. The only thing here
now is that's zero. The spread here is zero. That's 02, and then it goes up. That's fine. But also, we want to do display.
We come here. No, that's fine.
Display. All right. So you're getting a bit of
that volume now, right? I want to make this small, yeah. I want to make that smaller. Yeah, we want it to be small, then it lands,
then it gets flat. That's what we want.
We want that volume, maybe a little bit want it flat and then a
little bit going in. And then copy and paste the
last pose and the first pose. That is the same. We got
a bit of that cushion. Now I might have I added it? Squashing, then
it goes in a bit. You want a bit of that you
might add it to this one too. So when it lands
as it comes back. Yeah, there is a little bit
of a pull. That's fine. Okay. Later on, we'll do because you've got Individual controls, we can add a bit of cushioning there as
well and offset them. What we'll do with the
back, save the work, always save your work, and
what we'll do at the end. We'll do the same thing
with the end ones. You got to spread
on there as well. Same thing here.
We'll come here. So it's on the floor, we already give it a
minus free spread, then what we'll do? That spread will go all the
way to there, we'll key that. When we come up here,
we can zero the spread, and that will go
all the way to 15. We'll key here, zero, zero, that, zero that I'm just zeroing it in
the graph editor. Zero that out. When you land, you could even key here
before and then be like, Alright, spread
Wait, minus three. That was minus three,
minus three, zero this. That's zero. So let's see.
25. 4c: To Yeah, there is a spread there, but it's not really
that Is it noticeable? Minus eight. Okay,
let's do minus eight. Minus eight, copy that to the start because we
want it to be the same. There's a bit more
volume on there. Yeah. You can see
the spread there. All that's fine. So those back ones are cycling
pretty well, isn't it? Just a bit of a
let's what's this? Let's sort this out.
There's just back cycle doesn't seem as clean
if we ever look. I just think there's a
No, let's have a look. Something don't seem
right there, man. Let's see. Maybe I need to make
the Y go up a bit. No, it stays down. All right. Let me try some. Maybe we make the Y shoot up. That's too much, man. All
right, let's ease it. Mm. Okay. So this bits pretty quick
going up like that. It's pretty quick,
what we'll do. Let's check the other one
out, see what that's like. Sometimes you have to see
there's a little bit of, that's a bit. That's why. The circles a bit
different, isn't it? There's another
queue frame there. I think I think this. We need that around here. Yeah, that feels better. And that has right. There's a bit more keys there. So what that is, I reckon. So that distance there we
could close that a bit. Good. All right. That's fine.
And then what we'll do? Let's check this one out again. Okay, so I'll think here. All right, let's
clean this up a bit. Let's just get this linear.
26. 4d: So All right. I don't like how
that is because it's Well, let's go back,
Let's try and get this. I think we can delete. Ooh, pen there. Okay,
that's the first one. I think we can make
this go forward a bit. That feels better. All right. That feels a bit better.
What we'll do here, we need to put the spread here. Here was Q frame zero,
then the spread, which will be minus
eight all the way to the end to the So we'll do that. Yeah, you got this
spread. Okay, awesome. Now what we'll do, you can
come in and start polishing. For example, where these
rotations are happening now. We can be like. Keep it up on the line. Yeah. So we have got that and we can do
the same on the others. So we can go one by one, one frame by one, make so it's not
intersecting the floor. I will give a good kind
of groundiness feeling. Then the front seems fine. This is a, that's rotating. I would say with this
one when it lands, we need to just make the spread, go to zero, not
spread all the way. Put that to zero. So it doesn't that's better. Okay. That's cool.
All right, ma'am, we've got those working
a bit of cushion there. See what we can do now is we also got these
controls, right? So these So what we
can do with these. We can key here. But this is
more like when we come here, we key here. When you land,
27. 4e: We could just move them a bit. And then then we can play around with that,
bring it down a bit. So maybe move this a bit, so there's a bit of a see there's a bit of a
jiggle there, right? But what we can do here, Then what you can do is we've got that key on all of these. If we cycle it, we can go to the
second one and move that one frame and
move this one too. It's a bit of an offset. See, there's a bit of an offset. Jiggle, a bit of a jiggle. Then we can do that
with the other one. If we come here, if we come here, we can
do the same here, so we key, then here as well and then copy that
first key to second and then come in here and
just cycle everything. Again, just pick the second one, leave the first one,
take the second, offset both of them w one, and then the second one, offset the last one by one. You offset by two. Then
if we have a look. Yeah, we've got a bit of a dish is shaking a bit because let's go to the first
frame, put it to the last. We want to take the first frame. There. You got a little bit of a Something there that wouldn't be there
otherwise, little movement. You can tone that
down very slightly. Just go to match these end poses up on these because
I've cycled them. There. Yeah, if you can always
spread this a bit more fast. A little fine tuning
you can do right? You can bring these middle ones. I just creates something. An extra secondary motion,
if you like, you can tone these down to bring
that down, tone them down. Okay, so you can do
that. Just create that on the other side and
you can do the same for that. And then let's have a look
at so let's start having a look here because we
want we kind of want So, that's fine. The shoulder should be coming up
like that, right? So we could have this
going forward a bit. Let's see how that looks
because it is reaching.
28. 4f: Okay, that's cool. Let's select this
tool at the front. We have a look at this. Okay. Let's see. Let's see here. All right. So what is bothering
me a bit is this shape. I'm just thinking
when we come here. I wanted to just
straighten that out. Okay. I just rotate that so it straightens it
because you see here, it straightens it there, I'm just straightening
that, put one keyframe here and I just made
it go back to normal again because I
just felt like it looks much straighter Shoulders
working fine as well. Opposite that's fine. The same thing here, So let's get rid of that, and let's have a look here, too. So we key at the start,
then we key at the end. Let's have a look.
Where am I not happy with that
shape? Is it here? Let's see that. A anywhere else
here? Is it right? I think that's alright. Yeah, that seems right. No, that's fine, yeah. And I would say, Hey, you
just need to bring it. A bit hierarchy. Yeah, you can see this
peeking at the right. Just thinking is it too much? Think it might be too much. Could even bring it down slightly. Bing the stone of it. Yeah, that's fine. All
right. So we've got that. The other thing we
need to do is the back here, we've got this. But these controls are very much Let's have a look. Because we want this
to rise as well. So we want to do what's
this one? This one here. Yeah, that's it. We want So this key here, when this leg is coming
up, this is going up. So why don't we
get both of these and move them up slightly. Okay. But when they're coming down, it's cute. Actually, let's delete that
because I know what we'll do. Instead of that, instead
of that, what we'll do?
29. 4g: We'll just make the hips go
up a bit, a little bit more. What we'll do we select these, zero this out, this control out. That's fine. Because the
legs are cycling fine. We don't want to mess
that up, you see. I already did the up and down. Let's just do a little bit. Yeah, add a little
bit up and down. We don't have to
mess with that too much. We've got that working. The feet seem fine. The only thing we'll
do, excuse me. This pol vector is
at the end here is let's see this pol
vector at the end. We just need it to
stick out a bit. I want to make sure when
we get in the middle, it's just out a little bit. We don't want it to be Perfect. All right. Same here. Come here. Slightly out a bit. So it's following the toe. Yeah, that's fine. Then we get here, it's slightly out. I want to follow the
toe, not two out though. All right, that's
working fine there. The head seems right. Let's check out the head. Head's fine. What we
can do? With the head. I could even try and see if you wanted to
rotate it a bit more. Select everything
and scale it up. We can come here. We can be
like, Well looks good, man. Should we scale it down
a bit? Is that subtle? Is that too much? I
think that's all right. Let's just tone it down
a little. That's fine. Let's leave it at
that. Then what we can do is then after this, we've got the mechanics working. Mechanics seem to
be working good. I'm just trying to think
of these controls. I didn't use these
in the other one. I'm just thinking,
would it be good to use it just to add
a bit of volume? Let's see if we key
here, key here. Yeah, I don't think
we need them. You could add them
for other stuff. I think I think we are
right with these, man. And let me see. Sometimes I do a play
blast just to check. This front leg, left, right leg. I just think it keeps pausing. I don't like that. It's not cycling smovly. Let
me see this one. Yeah, you see, this one is That one is that one doesn't feel feel like there's
a pause there. I don't like that.
I don't like that. I think it's because of this, it's not linear and here too. I'm just thinking this
needs to be linear.
30. 4h: So Yeah. I don't seem right
about that. Let's see. Yeah, I don't like
that. Let's go back. Okay, so I reckon we can
straighten this out a bit. Let's see. This is what
it is in animation, man. You got to keep going
back and forth. Yeah, see, there's a
little stop there. Let's see what is that? Dan, what is that? What is that? Something don't
look right there. Ls. Alright. Let's see. I try and fix this. I'm just trying to
polish. All I'm doing is trying to polish
this at the moment, so I'm just You know, is it the spacing?
Is it the spacing? All right. Let's see that. Yeah, yeah, that looks better. That
looks much better. See, it doesn't look
like it's poison. Yeah, I think the
other side just needs The height bit
needs to be higher. I think that will do it. Sorry, excuse me,
yeah, that's fine. Just look in here.
Let me see this. All right. So there's a
little bit of a pull.
31. 4i: Okay, that's fine. I
just want to rotate. So when this is up, I'm trying to I'm trying to make this and
this is parallel, right? And then when we come
down when it lands, there's a bit of
a cushion there. And then here, I'll
just probably copy this pose around here. So it's the same as this
one, holding there. Yeah, that's fine. Okay, that's fine. Then the next video we'll do. We'll leave that for here now. Next video. That was
a bit of fine tune. I guess there's a video
you could go through and just look at
how I refine it. I'm just trying to get the
cycles clean, you know, that takes sometimes has to do with spacing and
timing, right, guys. So I'll see you in the next video that
will start working on the fun stuff like
the s and the tail. I'll show you a quick way of animating the tail so
that you don't have to you can see the
secondary action and everything working quickly. All right, guys. I'll see
you in the next video.
32. ANIMATING THE EARS AND TAIL: 5a: All right guys, we've got
the mechanics working. We're getting that walking, it's feeling good
and what we'll do. Is there, we can put that
at the end. What we'll do? We'll just key
this control here. So this foot is forward. So let's key it here and let's go in the middle
and key it back that way. Yeah, so we've got
a little bit of a movement happening
in the neck. And then maybe a
bit more that way. Yeah. So at least there's something happening in the neck, there's movement there
in that is connected. I would have to rotate. That's fine. Actually,
you know what? That legs coming forward, we rotate that way in the
middle, let's rotate, let's minus it Rotate Z. Oh, sorry, 15. That's what way to rotate. Copy that, go in the
middle and do -15 here. So you can see there's a bit of a there's a rotation
happening there. And then we can just cycle that. All right, so now, what
we're going to do, here's a quick way of
doing the ears, right? So if we look at I think
that's the bottom one. Yeah. All right, what we'll do? We'll leave the
ears up like this. No, D. Oop, sorry. Let me see. We've got a All right, so let's check this out,
right? So we come here. Let's leave. Let's put the ears. Have a control down
then, That's fine. Let's move this ear
back like this, right? Let's copy that to
the other side. Is it the same? No,
it's not the same. All right. Normally, when
we put it in this side, we can kind of match
the control so it's similar or similar. There. Okay. All right. So what we'll
do we'll key this. And I'll key at the
end and we come to 12. And then was it as D. Let me see the head. The head rotation
goes like this. What I do, I copy this say let's go here and we want
what axis do we want? That rotates. Which one is rotating? I would say this
one's going forward. That's Y. I'll go into Y, delete the end and just paste that cycle it let's
see how that looks. Now what I'll do, I'll just
start exaggerating this. So you're getting a bit of
movement there if you want, you can make it a bit less. Don't have to make
it move that much. Now what you do is you copy
that, we'll copy that. And then I'll come
here like this, put a key on one and
then go to all of the Y rotations and paste it in. Cycle it and you'll see
it moving like that. Then what you do is you go to this one A, just
move that by one. Then the next one
move that by two, and the next one
move up by three, one, two, three, and the
next one move that by
33. 5b: Four. One, two, three, four. Before you know it, you've got a little secondary motion there. If you want to play
around that with a bit more, all you do, you can select all of these, and then you can start playing and then maybe start moving. Move at all of them together, and then even you can start just moving it up a
bit, see if you want. Down here, if you
want a bit more flap or another thing you can do is just select them all in scale. No, that don't work.
But you can do it like that and then you
can come in and be like, maybe I want the top. Maybe I'll have the top three. And then maybe I want
this one a bit more, and maybe I want the third
one a little bit more. Right? Just to create
a bit of movement. Make it feel alive or you can just bring them all
back and just have it have it normal offset the same on the
other side. So what you do? You go to the other side.
It's the same thing. I would select all of these
and just key the first bit. Again, select all
the wise rotation wise and paste but
and you'll see, you'll see it all starts
of the same position. You've cycled it, and then all you're doing
exactly the same thing, you're just selecting
the next one and you're just moving it in. Select the next one, move
it in by two, one, two, next one, one, two, three, and the next one, one, two, three, four. That's just a quick way to just get something in so you can quickly review it, right? S. And if you really want to
make it a bit more natural, I tend to what I do is I
tend to select one of them, could be anyone,
select them all, go in the graph editor
and play it and just have one offset
maybe two frames. So it's not happening
at the same time. So that really just makes
it look a bit more natural. I will do that. And you've then you can always tone
it down if it's too much. So what we can do we can
select all of these. And you can just bring it
down a bit if you want, bring the controls down. But the other ones are the
same as well, I think. That's the same, yeah.
Yeah, it's the same. All right. That's fine. So you've got I think this was offset a bit
more, so we just do one. You do that a little bit
more and offset that by one and that by one? Yeah. Okay, just to get a
bit of movement there, let's offset that,
bring that back. I think that's too much, man. There's too much going on there. Let's bring that down
and bring this down. Let's bring it now.
So if it's too much, just tone it down.
There. That's better. Yeah, so you got to
be a movement there, so it makes it look a
bit alive, and then
34. 5c: Now the next one is the
tail. Let me save this file. This is what I
want to teach you. This is one axis at a time. Let's take this
tail for example. All right, so it's moving. What we'll do, we'll
start this off where it's bent and then it starts going up like that, yeah. So let's start it
like that, right? Yeah, so it's down.
That'll be right. So that's going to be
our starting position. So let's get all of
these, and let's key it. Now, if we look at
the first thing here, first axis, let's do
the Y, side to side. All you're doing the hips is driving that
movement, the tail. If you look at the hips, you just want to get that
rotation in the Y. If we come into Y,
that's all you want. You copy that and what I'll
do, same thing as it is, select all of the
controls for the tail, key which is already keyed, go to all the rotate Ys so there should be
five of them there. Make sure you're
at zero and just paste and make
sure you cycle it. And you already can see, right? There's a swing,
there's copying. But also, what we want to do
is if we look at the hips, et's check this out. All right, you know what?
As the leg comes up, don't forget we didn't add the rotation of
the bum coming in. So as it comes up,
as it comes up, then middle click
that to the end. Then what we want
to do we want to delete this middle one. No, wait, delete this Actually, zero this out. As there's a high point,
the tail goes up. What we'll do we key and
then the tail goes up. Tail goes up. Tail goes up. So the passing position, so let's zero this all out. Let's get this all
zeroed out there. This is the passing position, the leg here, there's going to be a
little rotation going up. Then on the front leg
glands, it's going to go up. It's going to stay up, right? And here it goes down. So passing position, then down. Passing position down. So it's going to go
down here, right? So it's going to be
similar like this. You're going to have
this kind of a movement.
35. 5d: Because every time there's
a parting son is higher. So maybe we can bring
that down here, right? So you got that rotation
happening? That's fine. I just wanted to add
that. Okay, now, with the tail, we've got that
movement happening, right? Now, All right. So we also need to put z axis, I forgot about. I was
going to do that. But basically the leg leading
that takes the weight, it's gonna rotate
towards it, right? So it's going towards it, right? So that's the one that's
that's the one that's landing, so it's going to go
towards that way. Okay. And then So let me copy the
first difference. So it's going to be like So it's landing and
then landing, right? So it's going to
go that way. Okay. So that is what's that
minus six and six. So it's very subtle,
but you see it. In some animals you see it, but I will always put it in. So you'll get in that
kind of rotation. Now what I was the
reason I did that is because now we've
got that copy that. And one to three. Was it disateT is going to
be the z rotation, right? So we've got that, that that. And then what you're
doing, we can delete the end and just come
to the front and paste. All right. And now,
if we have a look. Alright, you've got that
rotation right happening. Okay. Now, that
might be too much, so you just reduce it here like that. But you see
you're getting that. Now what you do is you get the front the first
tail, offset it by one. Get the second tail,
offset by one, two, get the third one, offset it by one, two, three, fourth one, one, two, three, four, and
then the last one. One, two, three, 45. And if we play now, you see, you've got a little bit of leading from the hips. And now, what you can do, you
can start playing around. So if you come in here, so
you could be like, right. I want this third one to
be a bit more exaggerated, so you could move this
like this a bit more, you can select the next three here and you
could be like, right, let it play and let it play and let me move
this two fims more, and you start to
see a sway, right? You could be like,
all right, let me unselect Let me select
these last two. Play it, and let me move them a bit more,
offset them more. Then the last one,
you might be, right, I'm going to offset
that a bit more. So you want to start
getting a bit of a sway. There. You see? Then you can start maybe
moving this one or more. There. All right, so you're
getting that kind of secondary motion, right? If you want to drag it
a bit more, you can. You can get this, and you
could even exaggerate the animation on it.
See how it looks. Even more. Right? There's a
rotation happening. And then maybe in the z, you might add a bit more rotation. You'd be like,
Alright, let me add
36. 5e: Yeah, you're getting
more sweet and then we should have done
it for this one, too. Let's play it and let's
see how this looks. If we put more Si's moving
around a bit more like that, and then we do the same here. Play that and then
we could be like, there you go and you're
getting it and you could even exaggerate bit
more here as well. Okay, and then just
something there, you know? Just something there just
to just to play off. But yeah, there's a bit of
a movement there happening. So what we can do, we can start play blast we
can play blast this, have a little look.
See how it looks? Yeah, so you've got
a little work cycle there that you can kind
of edit and make it. We know all the mechanics are working right on there, you
know. That's the main thing. Then you can start
refining even more. And then what we can do
is we can come here to the settings and go face rig and start
playing around with the face rig
more, you know? I don't know what's
happening. What's this? The mid controls, neck? That's all the neck follow
stuff. That's fine. But yeah, so that I mean, we'll start we'll do next, we'll do the face, get
that all detailed up. And then we can polish a little bit more and we
call this one done. This is more to
do with research, reference, and getting
the mechanics right. That's the main thing,
getting the mechanics right for the Because
once that's right, you can keep polishing the rest. If it doesn't look right,
hips aren't right, offset, then you may as
well not polish Eva. You need to get the
foundation animation, get the fundamentals
right first. Then you can start doing
the fun stuff like the tail, the ears, the face. Until next time, I'll see
you in the next video, guys. We'll do the face next and
then we'll call this one done. We'll do the run next
as well, using this. But yeah. I'll see you in on these quad series. I'll
see in the next video.
37. FACIAL ANIMATION: 6a: Guys, what we'll do now.
Remember, select your rig, here, the face, this option
here at the back, the face, and go to
face rig visible. Then you'll get
these extra faces on it. Now, what we'll do? What we'll do we'll
grab all of these. These are the whiskers,
let me turn this off because this keeps
coming on. Not good. Let's get these Okay. And then the last one, and key, the start
key at the end. What we'll do, we'll just add a rotation subtle one to
this going like this. If you look, actually
what we'll do. When it steps, then we'll go
down and then in the middle, we'll go back up and we'll
copy that over to 15. Every time there's a step
it's going like this. Now what we'll do, we'll
just soften it slightly. We'll move these
couple of frames. Okay. And even we look here, you can move these up a bit. It doesn't have to be too
much, right? That's fine. Something like
that. Very subtle. And then to cycle this,
go to the next three. Move that by one, go
to the next three. And move that by two, one, two. You got a bit of an offset. Then if you leave the top
one, get the bottom one, offset that by one,
select all of them, and go to the right at the bottom and offset
that by one, two. The first one happen, then
the second and third, you'll get that kind bounciness and just do the
same on the upside. We go to outside.
We'll get these. This is just a very
quick way of you to add some secondary
motion very quickly. Okay. So if we
select this, right. And then let's go to the middle, keep the middle the same. So when you land, we
know when we land, we go down and just
copy that to 17, right? Same. And then what you'll do we just bring this up a bit. Keep it the same. I think
it was around that much, right? And then, same thing. Get the second ones
on all of them. Offset that by
one, make sure you cycle it, and then the next, offset that by one, two, Again, you've got that. Then all you do is you
leave the front one, leave the top one, get
all of them and overall, make sure you cycle them, move it by one, and the last one make
sure it's all cycled. Move it by two, one, two. There you go. If you really want to make
it a bit more asymmetrical, then what you do is
keep the bottom one selected, select the top two. And the middle, all of them. The bottom is already selected. Then you can just move it by one and you'll
see it'll happen. If you delay a bit more you see that one's happening way after and that's
happening bifore. I'll just do it a little bit
to keep it subtle like that. That just creates
a bit of symmetry because you don't want sometimes it's good to have
it asymmetrical, sorry, not symmetry,
asymmetrical. You know what? Maybe here, we might we could
even have it open slightly. Do that same kefine in the
middle contact and the end. As the whiskers,
when we go to five, we could have a subtle rotation like that and add that to 17. It's just a bit of a
breathing happening. You can leave that makes
it look a bit more alive. Then if we look at
these controls here, same thing we do, we'll
select all of these controls. And even that one there. Yeah, so what we
can do, we can put key frames in the contact
and lost and go to five. The reason I go to
five is because there's a step in the back. So I'll go down with it, and I'll copy that 215.
38. 6b: Here you can see there's a
bit of a movement happening in the face there. Then you can just cycle that. Then I guess what you could
do is you could come to the outside ones here,
the outside cheeks, and you could be like, Okay,
let me just offset these by one because I want
the front ones to go down first, then the second. And then you'll get a bit
more of a breakup in that. Same thing with the eyebrows. All you have to do is create a little bit of
movement, not too much. A key frame, contact
keyframe keyframe, you could be like, all right, the head goes down, the eyebrows go down a bit and put that in. It just fleshes out
the skin a little bit, then you here, you see
you already got one here. There's a bit of
movement there and you could just maybe that's
a bit too much movement, then you just bring
it down a bit like this if you don't want too much. And then the other
thing you could have is say the nose here. You could key frame again
in the middle and be like, right down, we go down. Just have a very slight, if you have to show it,
just have it very slight. Then this is the top bit. We don't have to
worry about that. Obviously, these
will move, right? So these will move.
That's all right. That this one. Yeah, so we can get these too. What's the square? All the
square moves all of them. That's nice. That's good. Then the square here,
that will move them. The same thing because
the whiskers are moving, it makes sense then that these
are going slightly down. Doesn't have to be too much, but they're going slightly down. And they might even happen earlier because they're
leading the whiskers. Then you've got those as well, you can keep on keying
out all of these. You could be, we'll
bring this down as well. Copy that over here.
Then you just key frame. It's just something there that wouldn't
otherwise be there. And in these arrows, you could do the same thing
you could cue frame, come to five, just slightly
have it down, not too much. So there's something there and I guess this is for
the eyes, but again, you can just do the keyframe and just bring it
down a little bit. There's a bit of
movement there, right? So just makes it feel
a little bit alive, something that's there that
wouldn't be there otherwise. Then you can have a look. Yeah, that tail might be too much exaggeration
of the tail, but hey, it's right. Okay, so we've got and you can carry on polishing that as much as you like
more and more and more. There you go. So there is a walk cycle that
you can practice. Remember, it's all about oops, it's all about why
isn't this closing. It's all about the reference. That's all it comes down
to. But there you have it. We have done a cycle which we can still polish it
a little bit more, you know. Yeah, I mean, the
cycles side to side. You call it side to side,
moving side to side. Yeah.
39. 6c: Two All right, guys, yeah, that's the end of the series for the
walk cycle there. And that's how you animate
walk cycle, a quad walk cycle. Vanilla one, obviously you can go ahead and just
polish it a bit more, get it refine it a bit more, get it looking how you want. Change the timing if
you like, as well. All right, guys, I will see
you in the next series, which will probably be
the untoro that will do. Take it easy, take care. And remember, if
you want to dive more detailed into
this kind of stuff, I've got a Maya
animation mastery that you can do or
animation mastery, as you call it,
which goes through basics to fundamentals
and gets you ready. Gets your show real game ready. I'll give you all the
tools to do that you got to put in the work.
Animation takes time. It's not easy, it takes time, but I try to make it as fun as enjoyable to
learn in the course. Check that out in
the description. There's a private
Facebook group, private inner circle
group when you enroll, so I give feedback directly. Okay, my friends. I'll see
you in the next video.
40. Conclusion: Congratulations, my people. You have just
animated a quad walk. Now we can polish it, as well, but, you know, that's up to you. You can take it
wherever you like now. You know the basics,
the fundamentals. What did we cover?
Let's go over it. Firstly, reference, right? That's the main thing we want. We're gonna make
sure we're studying the reference and making sure that foundation
is laid down. And once that's laid down, then you can have fun with
the other stuff, right? Because if that is wrong,
then everything is wrong. You know, I just
doesn't look right. So the main things were the offsets we were
trying to get from the back hips and
the front shoulder, if you like, or two of the hips. I'd like to see
them as two hips. And then we're working on the back legs and
then the front legs, trying to get the
cycling working. And really, we're just
looking at the hips, the rotations in the
hips and the patterns, the foot patterns, right,
the gaits, how they happen. And that all comes down to reference. So we check that out. We check the reference out, got the key poses, contact
positions, sorry, then we got the
passing positions, high positions and contact again, and we cycled it, right? And you just want to keep
in mind that you're getting the hip rotations
and the ups and downs working at the right way. Because like I said, if they're not working right,
everything's off. And once you get that
mechanic working, then it's just a matter
of polishing, you know, splining and checking the arcs, bringing the legs in, you know, as the walk as the toes come in, and all those little details, the claws, and then
you can really go to town with
that kind of stuff, and the ears and nose and
everything that we did detail. So I hope you enjoyed that. I'm still learning as well. So, you know, that was a
tutorial on doing a quad walk. Most quadwalks are similar, but some are different. You know, camels are
a bit different. I was talking to a
colleague about that. So, you know, with camels, they walk two feet on one side, then the two feet on the
other side together. So it's like, you know, so always do a reference, you know, just to double check how the foot patterns, the
gait patterns are. And for now, if
you want to learn more and go further further
in depth to animation, I have a course online
exclusive course where you get to if you enroll, you get to join
the Maya Animation mastery inner circle group. And that's where I
teach and give a lot of feedback to my
students as well. And if you really want
to refine your skills, it goes right
through foundation, all the way to
advanced techniques and how to create a show real, how to network, how to
get your work out there. And, you know, how to be seen, how to register to agencies. There's so much stuff in
there that you can check out. Check out the free
training on that. If you like that, you know,
and you want to commit, you know, there's no time
like the present, you know? When you invest in yourself, that will always
come back to you. But remember, time
never comes back. So, you know, if
you're on the fence, just be committed and
go for it, right? And, yeah, apart from that, I hope to see you in
the other classes that I'm teaching on Skillshare, you can check them out or on YouTube, you'll
see on YouTube. Always put in
tutorials out there. Alright, guys, take care. Look after your health,
and I will see you in the next video. A