Transcripts
1. Intro: Girl. Hi. I'm Southern Shadi. I'm a professional artist with over ten years
of experience, working with Fortune 500
companies that range from everything from Game
Dev to film to tech. I also run an educational
Blinder YouTube channel with a quarter million
subscribers and just recently released
my short film, which has been making
it into festivals. Welcome to this course. You'll gain essential
professional skills that are pivotal for
any three D artists. We'll dive into Blinders
animation tools, master keyframe techniques,
and explore rig controls. Skills are not just about
creating a walk cycle, but instead they
form the foundation of character animation, a critical aspect of
professional three D work. By the end of this
class, you'll have a polished walk cycle animation to showcase in your portfolio, but more importantly,
you'll have acquired industry relevant skills that will set you apart
as an animator. Whether you're just starting or looking to refine
your technique, this course is
designed to enhance your professional journey
in three D animation, whether it be game dev,
motion design, film, or tech. If you're new to blender,
I highly recommend first checking out my your first day
in blender three D course. But that's enough
talking. Let's dive in and get to the fun part
where we start animating.
2. Getting to Know the Tools: I cover this more in depth in my animation class and blender with your first
animation and blender. However, I'm going to do a brief overview
of the tools here, including the various modes and kind of the timeline
and things like that. If you're already familiar
with all of these tools, you can go ahead and
just skip this lesson. But let's dive in for those that are getting into
this for the first time. First is a timeline as attributed here to the
light gray portion. You can set the range
of your timeline over here with the start
and the end numbers, and so also determine
what frames are rendered when you go to
render your animation. I can play forward here, I can play backwards, I can go to the first
frame, the last frame, or I can skip in between key frames of the
selected object. Here, you'll see that I
have several key frames, and I can actually grab those keyframes with G
and move those around, or I can grab all
those keyframes and scale them from
wherever the cursor is. I can drag this cursor back and forth to
scrub the timeline. And if I click away
from my object, you'll see that those keyframes disappear because it will only display the key frames of the selected objects
in the timeline. Now here, we have
the auto keying So if I go ahead and click
that auto keying on, and I'm going to
open my panel here, and I grab this object
and move it around, you'll see that it'll begin applying automatic keyframes
to whatever I did. So since I did a grab motion, it applied it to all locations. And if I went ahead
and did a rotation, it would apply it
to all rotations. I'm going to undo that. And if I come here under a key, I can choose an
active keying set, so I can set it to location,
rotation, or available. So if I set it to available,
and then I come over here, I turn on only
active keying set. Now when I hit rotation, rather than adding a
rotation to all keyframes, it will only add it
to the keyframes that already has a keyframe on it, and then now when I move it, it will reset those
other motions back. So you can see how this is a very powerful and
simple tool to use. Now, if you are having
trouble with the playback, you can come under
playback here, and instead of play every frame, you can do frame dropping. What that will do is that
will drop frames to try and get you as close to the
scene frame rate as you can. In this case has 24
frames a second. However, you will
be dropping frames, which means you may not
see every frame play back. This is useful if you're
on a lower end machine, or if you're working in
a complicated scene, and you're not able to play back your animation in real time
by playing every frame. Now up here, we have
the dope sheet editor. This will display animation for all objects within a scene, and you can see here that it
also has this cube action. Blender has an action editor, and this allows you to
store various actions. For example, you can make a running action, a jump action, and then you could
switch over to the NLA editor, and
you can mix those. That's something that I
did on my Al animation, which I'm displaying
on screen right here. We will not be covering
that in this course, but just so you know
that is an option that you can do within
the dope sheet. What we'll be using
the dope sheet for is adjusting key frames. So you may wonder why this is useful when we already have
the timeline down here. Well, up here, as I said, we can display all
objects in a scene. If I go ahead and
duplicate this cube, you can see that now we have
both cubes in the scene. Or if I come up here and
click Show only selected, then it will only show
the selected objects that appear over here. So that's very useful. However, the great thing
about the dope sheet is that what we can do is
we can grab these objects, and we can twirl down, and then we can
adjust the key frames of every individual element. Something we're not
able to do here. So here I can go ahead and grab the Zuler rotation and
move that forward. And you can see that now I've adjusted the keyframes
of just the rotation. Thing that I couldn't control
with just the timeline. Now, up here, you're going
to see the graph editor. Now, the graph editor
has a lot of controls. We can add modifiers. So if I grab this rotation here, I press N and bring
out this panel. You'll see that we
can add modifiers. I'm going to add
a noise modifier. And now when I hit play, you'll see that it is creating a noise on that
system right there, and we have plenty of controls. I'm going to go ahead
and turn that off there. The other great thing
about the graph editor is that we can
control the easing. So right now, you'll see
that we have the Z location, if I zoom in on this. You can see here that
this is a bezier curve. So if I go ahead and grab this easing here
and scale this out, you see how it hangs at the top more before
dropping down. So this is great for
being able to polish your animations and
adjust with a graph. Now, just like the dope sheet, you can hide individual
elements over here. You can select them by
double clicking them. And when you have them selected, you can also press period, and what that will do
is zoom your view in. So if I select everything here, which is going to be
your default view, you'll see that we can't
see our location at all. So if I want to adjust the graph key frames
of the location, what I would want to do is
double click the Z location, and I can press
period to zoom in. Now, if you want to
hide all animations aside from the one that
you have selected, you can grab the one you have
selected and hit shift H, and that will hide
every other graph. This is a lot more
useful when we begin working in more complex
character animation scenes. You can see here in my short
film animation that when I have a lot of
animations going on on the scene or even
just on my character, how complicated these
graphs can get. So understanding how to focus in On the elements you want to adjust is a really important
part of animation. Now, what we're doing
here in the walk cycles will be pretty simple. So try not to get intimidated
because I promise you we won't be doing anything with graphs quite this crazy. You're probably aware that
blender has multiple modes, which can be changed up here, object edit and pose mode. Object mode will allow you to grab objects within the
scene and move them around. Edit mode, will allow you to
tab in and edit the mesh. But since we're working
with characters, we actually have
another mode when selecting armature
called pose mode. So this is where we will be
doing all of our animation. This is where we can
pose the armature rig. And record our
animated key frames. So this will be how we will be animating our character
in pose mode. This differs from edit
mode, where in edit mode, we're actually altering
the armature and the rig. If you've never heard
those terms before, the armature is what blender calls objects that
refer to character rigs. So the armature is all the bones and the components that make up a character rig, which are then attached
to a character model. And then able to be animated. These are then controlled from this modifier here where we attach our character
to the armature, in this case, which
we have called the Watermelon girl rig. So that's a bit about how
to switch into pose mode. Now, the other thing
to be hyper aware of when we are working in pose
mode is your screen space. So here you see global, and we will have our
transform gizmos. So I'm going to just select all of the bones and hide them so that we can only
see this hip bone for illustration purposes. And here you see we have the
transform gizmo in there, we have our move, our
rotate, and our scale. Those work as expected. You can move up and down on the Z, back and forth on the y, or you can rotate those. But what happens when we start moving our character around? You'll notice here that
if I move my character over here and start
rotating them around, and then I grab the move tool, you'll see that this is
still considered up, but this is not up
for our character. This is just up in the scene, hence the word global. So global, when global transform orientations
are turned on we'll always maintain
the coordinates of the world space here. So with global on, up will always be up in
comparison to the world. But if I switch to the local, it will change to the bone. And now you can see that the up has rotated to match the bone, and thus when we do up, it will do up focused
on our character. Be switching between
these spaces, but it's important to
understand the difference. In short, to make it
as simple as possible, global transform will
make it always so that x, y, and z are always going
the same direction. Local will orient those
to the selected bone. By understanding the
difference between those two, your animation process will
be quite a bit smoother. When we look at animations, we also need to understand
the terminology of a keyframe verson
in between keyframe. In traditional two D animation, a keyframe refer to any key
pose that a character made. So the lead animator would go through and draw
all the key frames, and then the beginner
animators or inexperienced animators
would then go through and draw all
the in between frames. And those are the two types of keyframes you may
hear me referring to. Now with computer animation, we insert the keyframes, and it tries to fill in all
the between animation for us. However, during the
polishing phase, we may find that we
want to go in and make slight adjustments to
those in between frames, and thus we insert a keyframe. Now, this is where it
gets a bit confusing. Because with computer animation, any frame that has
animation data stored on it like this is
referred to as a key frame. However, this would still
be considered an in between frame because it is in
between our key poses. So I just wanted to make
that clarification, because as we move forward, some of the terminology I may use might confuse you if
you didn't understand that.
3. Exploring the Rig: Before we get started,
I just want to show you the character rigs
that we have here. Now, we have two
character rigs included. We have the cat and the pants. I'm just going to walk
you through the cat because they use the same
rigging system on both. So if you understand
how to use the cat, you'll also understand
how to use the pants, which is the same thing
minus the upper body. Now, this was rigged using
a tool called rigipi, which is free and
included in blender. Have a tutorial on how to
rig this character here, if you'd like to watch it, and that might help you
understand the system better. Now, when you work
with rigs like this, they're going to be complicated and have a lot of
various layers. By default, I'll
have all the layers you need turned on and off on. So if you just want to open and follow along,
you can do that. However, if you want to
experiment with the rig more, you can turn those layers
off in one of two places. One is over here
on the right side. Under the armature tab,
you can twirl this down. This is kind of the primary
way to deal with bone groups, and you can see all the
various options that we have here to turn them on and off and to star them
and to slo them. The other way is
that if you open the end panel by pressing
the end button here, you will see that we have
the various rig layers here. By go ahead and
turn all those on, you can see how
complicated our rig works. We're going to go
through each one of these and break
down what they are. So let's start with
just the root bone. The root bone here
is something that controls the entire rig and
where everything is posed, so by moving the root bone, we move all other bones. And that's why it's
called the root bone. If I turn on the leg IK, what IK stands for is
inverse kinematics. And what that means is
that it will automatically move the leg for you when you
move the foot up and down. When you move that foot up and down with the foot control, you can also further
control the upper hip and rotation by playing with this upper thigh
bone here as well. Now, you'll notice that there's
these IK and F K systems. That gets pretty complicated, but I am going to show you how to switch between
those two systems. Right now with this
entire bone selected, if I hit R and Alt G, what that will do is just reset everything back to
its default position. So let's go ahead and look
at what an IK system is. So if I go ahead and grab
this bone down here, you'll see up here that we have K to foot and all these
various controls, with everything sitting here
in its default position, if I change this
IK foot from zero, to one, it will switch from an inverse kinematic system
to a ford kinematic system. I can then come
down here and I can turn that leg forward
kinematic system on, and you see that we get
a new set of controls. And these work very differently. If I grab the foot bone here, you see that it only
moves the foot bone. So essentially, this poses the same way that an
action figure does. It's not as easy
to animate with, but under certain actions
and circumstances, this can be very helpful
if you want to put the leg a specific way
or a certain place. For now, I'm just
going to go ahead and reset all of that by again pressing all R and all G. You'll notice
these tweak bones, and what these
tweak bones are are little bones that
allow you to kind of tweak in between your poses, so you can go ahead and move things around and scale them up. So if you're trying to do some really cartoony
loony tunes work, you could go ahead and pose your bone and then use
these to further tweak it to either adjust your leg or to create some really
exaggerated poses. Now, the arm as an
IK and an FK system, it works exactly the same way. We will be using the inverse
kinematic version here, and that will just control
the hand and the arms. Likewise, you can do
the same exact thing with the FK system. Torso Tweak will do
the same exact thing, and arm tweak will do the same
exact thing as leg tweaks, giving us more controls. Turning on the torso here. You can see that I've put
a few controls under here. We have the torso control here. This is our hip that will control our hip
of our character, and you can see that
those ligaments with the IK system on are
automatically moving with it. So that's our torso there, and then we have our hips, which will control just
the hips within the torso. We also have some bones up here, including the neck
and the chest, and we can use these to
kind of adjust the chest. Here we have the shoulders, which will allow us
to rotate shoulders. Since this character is kind
of like a very, like dense, tiny little character,
you're not going to need to use things like the
shoulders and things as much. You're mostly just going to be using this control right here, which is the head control. And you can see that
controls their head, and up here, these
control the ears. And then lastly, we have
one more control back here, which will control the sword, so you can make that bounce
around if you want as well. So, that should be
all you need to follow along in this tutorial
to use the character. I'll make sure to call
out everything as I'm using it so that hopefully it's easy for you
to follow along. If you have any
trouble, make sure to ask questions in the
discussion section, but let's dive in and begin
animating our characters.
4. Breaking Down a Walk Cycle: Going to be breaking
down a walk cycle to its most basic components. And by understanding these
basic core elements, you'll be able to create any
walk cycle that you want. I'd also like to dive into some additional
educational resources. Now, Scale Share has a lot
of classes on animation. I have several courses here on animation in Blender as well
that you may find useful. I'd also like to recommend some books that I reference
a lot when animating. The first book I'd
like to recommend is cartoon animation
with Preston Blair, which is a great book
about character animation and different character designs and how they can
affect the animation. Not familiar with Preston Blair. He is one of the classic
Disney animators with a lot of great films
on his credit list. Now the next book I'd
like to recommend is the Illusion of Life
from Disney Animation. This book is famous for really summarizing and establishing the 12 core principles
of animation, which you might
be familiar with. It was written by
Ollie and Frank, and they are two famous
Disney animators from the classic era
of Disney Animation, and they talk about
how they utilize these animation principles to create those early
animated films. This is an incredibly
helpful book for any form of animation. Lastly, the book I use the most and the most relevant
to this class is the Animator survival kit
by Richard E Williams. He's famous for
animating Roger Rabbit, if you're familiar
with that film. And in this book, he has an incredible breakdown
of animation in general, but specifically
a huge portion of the book is dedicated
to the walk cycle. Lot of the terminology
and things we are using will have been
defined in this book, and I highly recommend
having this book, even if you don't
want to read it, it's great just to have
as a reference for all the various walk cycles
that it has on display. Diving into the actual
basic components of a walk cycle now, I have this example seen here. I've drawn this line here
to represent the ground. I've drawn this line up here
to represent the headline, which is the basic
headline of our character. And then I've made
the front leg red and the back leg blue to further make it easier to
illustrate these poses. Down here on the timeline, you'll see that I
have various markers that go from contact down, past position, and up. After that, it begins to repeat. These are the four basic
poses of any walk cycle. If these poses are
in your walk cycle, you'll have a pretty
solid foundation, and from there, you
can begin making adjustments to make
your walk cycle unique to your character. Diving into what each
one of these poses is. Now, first here, we
have the contact pose. That is defined by saying that this is the moment when 1 ft contacts the ground while the
other is about to lift off. So here you can see that the front leg is coming down into contact while the back leg is about to kick off the ground. At this moment, both
beat are in contact with the ground with the
leading leg fully extended. And this is why it's
called the contact pose because both beat are on the
ground at the same time. You'll also notice here that with the
character's headline, it is matched at the headline. Here. Now, moving forward in the walk cycle to
the down position. The body lowers itself as the weight shifts
onto the leading leg. So you can see here that as we lead down the front leg here, which is the leading leg in this scenario is starting to take the weight
of the character, and the trailing leg is beginning
to lift off the ground. So in that case,
that's the back leg here and it is lifting
off the ground. At this point, the body here is at the lowest
point in the cycle. That's why it's called the down pose because as you see here, we're about a full half a head lower than the headline up here. Moving forward to the
pass position here, you'll see that
the trailing leg, which has been our back leg passes the leading leg
for the first time. And this is as it
is moving forward. The body then rises back up
to the headline or close to the headline as
the leight shifts onto the leading leg here. This is the moment when one leg is fully under the body
supporting the weight. So you'll notice here that our front leg is taking
all the weight while the back leg is passing forward to shift to the
front. Now moving on to Of course, you'll notice
that the head has passed the headline and thus
the name of this pose, which is called the up pose, and the body reaches its kind of highest
point in the cycle, and the leading leg starts to extend preparing for contact
in the ground in the back. While the trailing leg is
pushing off and beginning to swing forward so that it
can make contact in the next. Now moving forward to contact. What we should have at this point is the same
exact pose but reversed. So if I click here, you'll see that we have
the same exact poses, both the front and the
back leg reversed. And then the poses just
repeat themselves with the front and back leg
reversed, as you can see here. Now, this last contact is
just the same exact frame, so that's just a
repeating frame. With those four poses, you can just flip them, duplicate them, and
then repeat them. So you can see with this
very basic breakdown, a walk cycle can go from
an intimidating animation ask to just a simple four poses that you have to get
with your character. And after that, you
can just copy and paste and repeat
your walk cycle. When played back in motion, you can see how they
just mirror one another. So walk cycles as
complicated as they may seem are actually pretty
simple when broken down. Now, let's begin by
actually animating a walk cycle ourself
using the same exact rig.
5. General Walk Cycle Project: Point, you should open
the leg walk cycle start file so that you can
follow along with this lesson. Now, know that I've
switched my keyboard shortcut from F two to
space bar for search, and all other keyboard shortcuts
will show up down here. If you're struggling
to follow along, just look down here and
follow my button presses. Getting started here on our rig, what we're going to do is press the n key here to
open the panel. Come up here to item and make sure that
you are in pose mode. So just grab your object
here and you can hold tab to switch to pose mode
or you can switch up here. You recall earlier, I showed
that with the auto keying, we could set active keying sets. So we're going to
set up our rig to do that to make animation
a little bit faster. So first, what we're going
to do is grab the foot here, this foot I K bone. We're going to come
up to the location. Right click and
insert keyframes. Right click and
insert key frames. So we're going to
do that on both the location and the rotation. We will do that for both feet. Next, we're going to grab
this bone back here, which is the heel bone. And we are going to insert
keyframes on the rotation. So I'm just right clicking and inserting key frames there. Up here, we're going to grab the torso bone,
which is the box. We're going to insert keyframes
on the location of that. And then we are going to also insert keyframes
on the rotation. Lastly, we will grab the hip, and we are going to insert
rotation key frames. Now, if we come down here, we can turn on auto keying, and I'm going to grab the
only active keying set, make sure that is checked on. And then over here under keying, we're going to grab keying, and we're going to turn
it on to available. And now what that is
going to do is only insert keyframes on the layers that we have already
inserted keyframes. Now, if you didn't have
your cursor set to one, you're going to have a random keyframe just floating out here. So what you can
do to fix that is just press A to
select everything. You'll see that it's all
selected when it's blue, which means that we will have
our keyframes down here. Click and drag over
that and press G, and just move that
to the first frame. Now we're going to move
to the first frame and begin inserting our poses. Now I find it easiest to split this window into two views here, and we're going to put
one in the front view. So I'm just going to press
one on the number pad there. And then I'm going to put
this one in the side view. So you can press three and
view it from this angle, or if you hit control three, you can view it from this angle, which is what I'm going to do. Don't need these windows open, so I'm just going to
press in and close those, and with that, we are
ready to begin animating. Now, one thing I like
to do to make this a little easier is I grab
the annotate button here, and I'm just going
to click and drag here so that we
have a line there. And now this is going
to be our headline, which we can use to reference for the rest of the animation. So I'm going to use this view over here just to
grab me controls. I'm going to grab the
front foot there, and we're going to start
with the contact position. So we're going to
move this out a bit further there and I'm
going to grab this foot, and we're going to
move this foot back. Now we can grab the heel here, and just by pressing G, we can go ahead and move that. And I'm just going
to rotate that slightly so that it looks
like our foot is up. And you can just
continue to move this back a little bit to
straighten out that leg. So you want to make
sure that the feet are staying flat on the ground, which in this case,
we're just going to use this grid line right
here for the y axis. Now, let's grab this foot here, and for the contact,
we actually want this foot to be angled upwards. So we will grab that,
and we will just move that hip upwards
just like that. And you can adjust this foot a bit more if you want to try
and straighten out the leg. But I'm going to leave this
as our pose currently. Now let's go to the downpse. So you'll see here that I have
marked everything for you. So I will move forward
to frame four here, and we will create the downpse. So first, to do this,
what we're going to do is grab our torso here. Now, typically, when you're
going on the headline, and you're on your downpse, you're gonna be about half a
head or a full head below. Now, in this case,
this little hip rate here kind of
represents our head. So we can just move that down
about half that distance. And you can see there now our legs are already
starting to bend. So let's make adjustments now. We'll grab this foot over here, and we're going to move
this back on the y. And now the weight is kind
of shifting into that leg. So we will grab this right
here, the heel bone, and if you hit R, that will
reset the rotation there. And you can just make sure that that foot is just sitting
flat right there. So that's kind of the pose we're looking for on that front leg. Now, at this back leg here, we want the heel to
be lifting a bit more as it's kind of starting
to come off the ground. It can kind of keep
its position here, but we will grab this leg here, and I'm just going to press
G there and just rotate that so that knee is starting
to come in a bit more. So to can see from this
frame to this frame how we are dropping down and
shifting our weight. Now moving on to
the past position, we will scoot forward here. And now what we want to do is straighten our leg back up
and put all the weight on it. So we are going to grab our torso and on
the pass position, the torso head position
should go up past the head. So we will move this up so that it moves
past the head there. And now we can grab
our foot here, and we want this to be directly under and pulled
back just slightly. So now all the
weight is on that, and so that this light can pass through with
no weight on it. So you can grab this,
and if you want, you can rotate this a tiny bit, but I'm going to leave my foot just completely flat there. Now, we're going to grab
this back foot here, and we're going to lift it off the ground so that
the knee bends. And this is the character
carrying the foot through. So since they're not putting
their weight on their toe, this toe should just
be extended out. So I will grab the
heel here, and we will press alt r, and what that's going to do is just reset the
position of the foot. But we can grab the foot here, and now we can hit r to
rotate the foot bone, not the heel bone,
and we can kind of extend this foot so it's
pointing downwards. Now, we have a cartoon character here with very long feet, so that means that we're going to kind of have to adjust a get a proper pose. So we'll go and just pull that
foot up around there. So this is the position
you're looking for. The head is slightly
above the headline. All the weight is on
this leg right here, and it is flat footed. And now that allows because there's all
the weight is on here, that gets their character,
the balance that then bring this foot and pass
it across the leg. So this is kind of
the positioning you're looking for
in the pass through. Now let's move to
the up position. So we can see how that is looking here from
frame to frame. Perfect. Then we will come
to the up position here. And now at the up
position will be at our maximum height
above the head here. So we will move the
headline up even further, and we're going to take
this front foot here, and we're going
to move this foot back so that it's extended. We're going to grab that heel, and we're going to
rotate it this way so that it's kind of
pushing up on the tipy toe. So what's essentially
happening here is they are taking this
leg and kicking back and now all that
weight has fallen into that toe so that they can
then drag this foot forward. So we will bring
this foot forward, and we will rotate it forward, because now what's happening is they are swinging
this foot forward, and they're bracing to put all
their weight on this foot. So we'll grab this foot here, move it forward to around there. Now, here, I have
accidentally put some key frames on frame
nine and some on ten, and this is a good
example of how we can just fix things simply
with this timeline. So what I'm going
to do is press A to select all bones. Lock in drags. I've only selected that frame, and I'm going to press G and just move that
forward one frame. And now everything is
tidy on this frame. This is the frame that we are
looking for for this pose. So now we have our contact pose, our down poses, our pass
pose, and our up pose. As we script through here,
you can see that we're starting to get a pretty
natural walk cycle. Now what we're
going to do is use a feature called copy Pose flip, and that will allow us to insert the rest of these key
frames pretty quickly. Let's take a look
at how to use that. Now, you see here, we
have the contact pose, and I have all these labeled. So with the first
frame selected here, we're going to press A to select all of our visible bones. We're going to go
to Pose copy pose. Now we're going to go to
the next contact frame, in which case we want to see this same exact frame but flipped with the
front and the back leg. Now, if I come to
this frame here, frame 13, which is
also labeled contact, I do pose, pace pose flipped. It will pace that exact pose flipped from the front
and the back leg there. And you can see
there. It's a little hard to tell in
this gray mat mode. So now we can see that
as we go through, we get a full walk, and we can actually do that
for the rest of these frames. So we'll come here
to the down pose. Keep everything
selected, do copy pos, come to the down pose, and do pace pose flipped. Now, a trick you
can do to make this even faster is you
can go to Pos, and you can do copy pos, and you can right
click and add to Quick favorites and right click and add to
Quick favorites. Now, once you've
done that, what you can do is just press
Que in your window, and all the things
that you have added to your Quick favorites
will be there. So I'm going to
do copy Pos there and bring this over
to the past position. Pace pose flipped. Again, I will repeat that with the pose, and I'm going to do
a copy pose there. And then on this up pose, I'm going to do a
pace pose flipped. Now, if we come back
to this contact frame, we need this to be
at the end frame so that our lock cycle loops. So you can do copy pose, but rather than doing
pace pose flipped, we can just do a
normal pace pose. So we'll come back down here to the last frame, which is 25, and that's because we
need to leave it at 24 so there's not a jump by
having a double frame, and we will come here
and do pace pose, which will mimic
that first frame. Now when we hit play,
you can see that we are getting a
basic wok cycle. Just by inserting
those keyframes and using pace post slip, you can see how quickly
we move through this. Let's look at a couple of ways we can quickly improve this. So let's add a little
rotation in the hips. We will come up here to
the three D viewport, and we're going to change
this to graph editor. Now, I have it set so that it only shows my selected items. So if you click this right here so that it is
highlighted and grab your torso or
your hips there, you'll see how it only
shows the keyframes there. Now, currently, we
don't really have any key frames on the hip
that we're actually using. I select everything here with A and press period and Zoom in. You can see it's a
flat line because we didn't adjust the
rotation at all. So let's switch to
front view over here. And then what we're going to do is add some rotation
to the hips. So up here, make sure
you are set to local. And then if we grab
the rotate here, we can see to rotate the hips
to the left and the light, we need to rotate
on the green here, which in blender
the green means y. So we'll be able to add
a little bit of rotation to the hips by adding
some animation to the Y. So let's make sure that we're
only seeing the Y axis. We'll grab y here
and hit shift H. And then we will only see
the key frames for that. Now, we have a
bunch of keyframes here that are kind of useless, so we can actually just
start over by grabbing all the keyframes
here to the right and hitting delete key frames. Now we only have that first
key frames of the hip, which is set to the first frame. Now, we're going to add
a rotation key frame to turn the hip towards whatever
leg has the weight on it. So here in a contact pose, you can see that the weight is evenly
distributed on both legs. So we're actually going
to leave that hip center, and we can go to the
next contact pose, and if we hit click, that will just insert
a keyframe there, and we can do that on
the last one as well. Now, what we can do is
look at our frames here. So if we come to this
pass through pose here, we'll see that all of our
weight is being put on one leg. So let's switch back to
front view mode here. What we're actually
going to do is grab this y rotate here, and we're just going to
rotate a bit so that all the hip is leaning in and putting its weight on one leg. And you can see there now
that we have that key frame. Now it's come to the
other pass through, and now all the weight is
being put on this leg. So let's just rotate
the hip that way, so it looks like we're
shifting all the weight there. If I zoom out and hit play here, you can see that we're getting a much more
interesting walk cycle as the hip is bouncing
back and forth. So that's kind of the basics
of a general walk cycle. Now, one more thing that you can do to polish up your scene is if you come up here
to the dope sheet editor and we select everything, we'll see that it's pretty clean here, but
as we open it up, we just have lots of key frames that we're not actually using. So what you can do is you
can come up here to key, and you can look for
clean key frames. Now, this will clean
all the key frames and remove the ones
that are unnecessary. And if we hit play here, it should still give us
our same exact walk cycle. Perfect. And with that, we have a complete
general walk cycle and we'll all you to look
at something more advanced. Now, one last thing you
could do to polish up this walk cycle is you may notice that as you
move forward here, the toe, because we have
such large cartoon feet is actually dipping
through the ground. This is actually a
pretty simple fix. If we open the end panel
here and we grab our foot, we can right click
here and insert key frames on this toe
control right here. And then as we move forward, we can rotate this toe control up so that it doesn't
intercept the ground. And then we can just hit t r and move that key frame forward. And you see now it doesn't
pass through the ground. So you can do this
on both sides, and that'll just give you a
slightly cleaner walk cycle, as you can see there as it's not moving through
the ground anymore. So while we are still
here in the graph editor, let's look at one
more thing we can tweak with the torso here. So if we grab the torso here, we know that the majority of our motion is just
on the up and down. So I'm going to grab the
move controller here, and with the local axis, we'll see that it is blue. So up and down on the
torso is the blue axis, which you see here
is the Z location. Now, the only thing
we're animating on this torso is the Z location. So we can actually just delete these other ones over here. I'm just grabbing
those and pressing x. And then I can grab
everything here with A and press
period on the numpad, and that'll zoom out so that
we can see our view here. Now, you can go
ahead and do this on any bone and really start to tweak and
polish the settings. And they say of
keeping it simple, we're just going to
focus on the torso. So I'm going to grab
this torso here, and we're going to look at all the keyframes we have here. So we can see here that this middle keyframe
isn't of much use to us. It's just on the graph and
it's not affecting anything. So I can go ahead and delete that keyframe and just create
a slightly cleaner walk. You could also potentially do the same thing for
these key frames. And with that, you
can see that we have less keyframes
on our torso, but we still have
the same motion. Now what we can do is
we can scale these. So by scaling this easing here, we will make it so that it comes in faster and
then remains slower. So you can see what
that looks like here as it caches
the animation here. You can see how it's hanging
there a little bit more. You see how it's hanging
up in the air a bit more. So that's an example of how
you can adjust the easing to create a more kind of
delightful or poppy animation. We want to make sure that
we do it on all of those so it kind of sits
up high and low. So let's grab all of
these key frames here. We'll come up to the
individual centers. And what that is going to
do is scale them all by their individual centers
rather than as a group. So now when I scale these, it will scale all of
them individually. So, with all of them selected and individual
centers turned on, I will just hit the
S key and just drag out so that they have a little
bit more hang time there. Now if I go ahead
and hit play here, you'll see that now we're
getting a little bit more of kind of a cartoony
up and down motion. And just like that, we have a
fairly polished walk cycle, and we're ready to learn how to do something a little
bit more advanced.
6. Analyzing Other Walks: Far, we've gone through a generic walk
cycle, and upcoming, we're going to look at how
to do this animate inspired run cycle with this cat adventure project file
that we have included. But I think it's
important to note that the nine core elements
that we went through when breaking down
a walk cycle will appear in all of these walk cycles in
some form or fashion. By just doing minor alterations, we can get wildly different
and unique results. So before we move into the cat adventure and
creating this run cycle, I also wanted to show you some
other walk cycles and how all walk cycles basically have these four basic key poses
that we've discussed earlier, and how those can just
be modified to create different variations to
create unique walk cycles. Now, looking at one
example here from my short film with the main
character Watermelon girl, you'll notice that whenever
she walks anywhere, she essentially
waddles, and whenever she runs anywhere, she's
basically skipping. This is very intentional
for two reasons. One being her personality, and that's important
in your walk cycle. She's supposed to be
childlike in nature, and thus I wanted her to move
a bit more like a toddler. Uneasy in how she walked
places wobbling and losing her balance and very excited when she's running
and skipping around. But there's also the
physical element of the character that you
need to consider too. Watermelon girl is a
big giant character with a little tiny legs. So when it came to her
up and down position, she didn't have as much
room to go up and down. So you'll notice
that there's not much up and down in
terms of her head. And for past position, it's hard to get those
little legs past each other. So what ends up
happening is she ends up kind of pivoting on each leg and kind of waddling as her whole body ends
up kind of turning to account for her
little tiny legs that can't carry her places as
fast as she needs to go. Now, here's an example
of the opposite extreme I have a character with long, stretchy legs that can bend
and turn around anyway. Now, when you look
at this walk cycle, you might think that it's
much more complicated than the generic walk
cycle, but it's really not. Let's look at each one of these poses really quickly here. If I come to the side here, you can see that we have
our basic contact pose, and we move into that down
and that pass position. And that up pose before we
land back onto a contact. So you can see there there's not much there that differs
in terms of poses. But where the
difference comes into place is if I switch
in a front view here, what I did here is
on the pass pose, I just went into the
front view and lifted the character's leg up
and rotated it out a bit. That's all I did. And
just by doing that, it ends up giving this
character this rubber hose, kind of old classic Disney
style animation look. So you can see how just altering one or two of the key poses with just a few minor things can result in a drastically
different outcome. That's just two short examples from some of my personal work. However, if you check out
this video by Kevin B Perry, a professional stop
motion animator, he created this walk cycle
reference video where he does 100 walks in
around 6 minutes, and they're all drastically different from one
another and show the wide variety of character you can portray
through a walk cycle. I'll make sure to link to
this in the class resources, and I definitely recommend checking out this
video as a reference.
7. Stylized Walk Cycle Project: Next, you're going
to want to be using the Cat run walk cycle file, and we're going to be doing a stylized anime
run with this cat. And it's going to start
largely as the other one. And some things are going to be different because
as you see here, our character is a bit simpler, but now they have arms
and legs and a head, ears and other things. We're going to be walking through how to
animate all of that. Let's dive in and
begin with our poses. Let's begin inserting
some keyframes on the various controls here. We're going to right click
and insert keyframes on the hand control both
rotation and location. I also want to
call out here that is your keyframes down here. You may possibly see situations
where those disappear. That's because you
can actually move up and down with the middle
mouse button there. If you lose your
keyframes down here, you can come to view and frame all and that should put
them all back into view. Grab this other hand here. We'll continue to insert
our key frames there. We'll grab the head up here. We only need rotation
key frames on this one. We'll grab our torso bone. We only need location
keyframes on this one. We'll grab our hip bone. We'll only do
rotation on this one. We'll grab our feet. We're going to do
location and rotation. And you'll notice
here that the feet controls are a bit simpler, and that's because we don't have toes to bend back and forth. So you'll notice that we only have little foot controls there. And then we can grab
our ears up here and we can insert rotation
key frames on those. And this will give us
kind of the basis that we need for everything to begin our basic run cycle
with this character. So I'm going to split this
screen here into two views. I'm going to put one in
the front view here, and then I'm going to put one in the side view by
hitting control. Three. Then I'm
just going to hide my end panel so they're
not in the way. So beginning with
our contact pose, I'm just going to annotate that headline up there just
to have as a reference. And I'm going to grab the
Torso first and grab that, make sure that we
have our auto keying on and only active keying set. Come over here to keying, make sure it's set to available. And with that, we're
ready to begin posing. So we'll grab our
front foot here, and we're just going to
move this out front. I'm going to turn
on the move Gizmo, make sure I'm set to local, and move that forward
on the y axis. Then I'm going to grab this back foot here and
just move this back. Since we don't have
toes or our character, we don't need to worry about rotating those
heels as mentioned, but we can still rotate this foot to avoid defamations
on the bottom there. So I'm just going to
go and bring that up there and make sure that it's kind of matched
on the ground. Now let's come to the downpwe. So we'll move forward
on the downpwe. And remember, we want
to bring the head down. Now, we have a giant head here, so we don't want to do kind
of a full head motion down. Otherwise, we're going to end up just flattening
our character out. So instead We're
just going to bring our character down a tiny bit. You're going to notice the arms moving around, that's okay. We will do those
key frames later. Now, what we're going to do is grab our front foot here and put r to re rotate that and kind of just put that
down there on the ground. So now that our front
leg is kind of squished. And you can see here that
because the character has such tiny thick
little proportions, that it's making things a
little bit easier to work with, but also harder to get. And then let's grab that
back foot bone there. And we want this one to kind
of start to be bending. So We're just going to
move this forward a bit, rotate that a tiny bit, til you just start to get a
little bit of a bend there. Now, because our character has such thick, tiny proportions, this isn't going
to be as drastic of a bend as it was on
our previous character, which had those big long legs. Now let's move forward to
the past position here. We want to grab this torso, and we should start begin
need to pass this headline. So we'll just bring
ourselves up a little bit, kind of extend ourselves. And we really want to
be paying attention more to the legs than the
head on this character, since it has these
short little legs, we need to be kind of mindful that they're doing what we want. So we're going to
grab this front foot here and bring that back, so it's straight
under the character implying that all
the weight is there. Grab this foot, bring it up, rotate until that leg
starts to kind of bend. Now, you can see it's a little harder to see the legs there, so feel free to switch between the different views
so that you're able to see. Now, let's come to
the up pose here. We're going to grab
this pose and move this up past the headline,
just like that. And with that pose
there up in the air, we're going to come back down to our legs and grab this leg here, move this back, so it's
just stretched out, and then move this leg forward
so that it's kind of bent and leaning forward and rotate that foot so that we're
not distorting that. You see here that the leg
is really stretching. You can leave that
stylistically. That has to do because our
character is such short legs, so we can just make that up on the torso slightly less extreme. This is just going to be a
stylized decision on your own. So go ahead and grab that pose. Now with that, we can see
that we're starting to get the beginning
of our walk cycle. Great. So let's begin copying those key frames so we can
get a look at our walk cycle. So we'll come to
that front frame, and we're just going to repeat that same process as before, copying these poses
and past flipping it. I'm going to go ahead and fast forward through
this portion. Great. So now we
see that we have a walk cycle with our character that is working pretty well. Let's begin making
adjustments to improve this and turn
it into a run cycle. We're going to do the same
thing we did last time. We're going to grab
the hip control here, come over to the graph editor, and we will delete everything
but that y rotation, so we'll delete the x and the z. After we've deleted
that, I'm going to grab all the keyframes here and
press period to zoom in. We don't need any of these
keyframes over here quite yet, so I'm going to grab all
those and hit x to delete. And now we should just have one keyframe here
in the beginning. We're going to do the
same thing as last time. Move forward to
contact, hit R, click. Move here to contact,
hit R, click. Now we have three keyframes
with the hips neutralized. We'll come to the pass
position keyframe. Going to switch in the
front view by pressing one, and we're going
to rotate that to shift all the weight of
the hips to that leg. Come to this pass position. We'll rotate to
do there as well. Now when we hit play, we should see that we are starting to get
some hip rotation. Things are starting
to improve already. But the problem is that
things are too slow. So we're going to simply just reduce the speed with
scaling our key frames. So I'm going to press A, make sure all the bones
here are selected. I'm going to come to
the first frame here, and then I'm going to hit S 0.5. What that's going
to do is then scale all those keyframes down by 50%. So it'll be half the
speed it was before, and it's based off
the cursor position. Now, since we just reduced
half the key frames, we should cut the
end down to half. So we'll go 24-12. Now on a hit play,
you'll see that we are moving much faster because all those keyframes are
tighter together. Now, these markers that
I've put down here for reference will no
longer be relevant. If you want, you can
scale those down as well. But I'm just going to move forward because
we don't really need them for the rest of the animation we're
going to be doing. Now, one thing we
want to do is make our character lean forward, so they are just
leaning into the run. And we can grab that
torso bone here. And if we press the
end panel here, see that we don't have any
keyframes on the rotation, which is great. We
don't need those. We'll grab the rotate here, and we'll see that we
want to rotate forward, which is the red axis, which is our x axis. So switching to side view
here, pressing Control three, we will make our
character just lean forward by adding a little
bit of rotation there. How much you want to
add depends on you. I'm going to set mine
to about 15 degrees. And now when we
play, it looks like our character is leaning
forward into their run. Next, let's work on the arms. I'm actually going to turn this back into a three D viewport. Going to switch to
the top view by pressing seven so that
I can see my arms. Now I'm going to grab
a hand control here. And if we're mimking the kind of anime style run that I
have in the opening, we're going to
want these arms to appear behind our character. But we want to save ourselves
some animation time. So what I'm going to do is
come here to the first frame. I'm going to grab
both these hands. And you'll see that based
on the movement we've done, we're already having
some key frames on the hands that we
don't need down here, so we can go ahead, grab
these and just delete. And now we only have key frames for both these hands
on the first frame. And what we're going to
do is come over here. And we're going to turn on
the mirror across the x axis. So if we come over here to the tool panel on your end
panel and click Pose Options, and we do x axis mirror,
and we click that. Now, if I just select one
hand here in the front, I move it, you see that it mirrors everything
over the x axis, which is the red axis here. So now we can go
ahead and insert keyframes on just one hand and it'll insert on
both for both of us. With this, it should
be a lot easier to insert keyframes
on our hands. Now let's go to the last
frame, with your hand grabbed, press G, and then click, and what that will do is just
insert a keyframe there. Now we want to make our hands
kind of bob up and down, because right now they're
just staying in place. So let's move forward and see where we want
to insert that. Here, we can see that if we move forward to
about frame five, our characters at the highest. So let's grab our hands there
and just move our hands up. And then let's look at when
that other frame occurs. We can see that
next highest frame occurs there in frame 11, so let's bring our
character hands up again. And then we can kind
of look at those in between frames of when
they're squatted down. So we have one here at three. Bring our hands down, and you can rotate those if you
want and look at when they drop down again to right around eight or nine,
bring our hands down. And then now when we hit play, we'll see that we're getting
some movement on our hands. But when we press play here, you'll see that it doesn't
look supernatural. But let's look at
a simple trick to fix that by offsetting
the animation. So essentially,
when it goes down, the arms should lag
behind our character. And an easy way to do that
is if we come up here to the graph editor with both
of our hands selected, we will press A, select
all of our keyframes, and I'm just going to press period so that we can see them. And if we hit shift
E, make cyclic, Going to add this modifier, that will then make
it loop forever. So now we can move
all these to the left and right, and
they will just loop. With all those selected,
we can just move them forward one
frame to offset them. So if I hit G one, with all these selected, what it will do is move
it forward one frame. If I was a type negative one, it would move it back
one frame, and so on. Now when we hit play, we see that the arms
are kind of just bouncing behind the
body and giving us a little bit more of a
natural look. Perfect. Now let's go ahead
and do something similar with the
head and the ears. Next, let's do the head. So we'll hit Control
three there, snap into view with the head. We'll grab that head,
we're going to be rotating on the x right here. Now, you can set this
to zero to start, and then you may notice you have extra keyframes down here. These just get added
anytime you grab the bone since we have
the available keying on. So I would just grab
anything that's not on the first frame and delete it so we can start fresh there. And We will come down here to seven, which is kind of the midpoint, and we will insert a
keyframe on both of those. So let's enter x rotation
of negative five. Let's come forward to seven, and we'll enter negative five again. And that'll kind of be our
repeating keyframe there. Now we'll come to
the middle frame and make the head kind
of bounce forward. So let's do five
degrees forward. Now, we have these here, and if we hit Shift
E, make cyclic, we'll see that it will kind
of do a cyclic modifier, and just repeat
that for infinity. And if we hit play
there, you can see now we're getting
a head bounce with our character and
how much character that is just adding to
the motion overall. Let's do the same
thing with the ears. So let's grab the ears, make sure that in the view, tool mode. You still have
the x axis mirror on. I'm going to switch to the
front view for this one. And again, I'm going to delete all those extra key frames
we have at the end. Make sure that you
have both ears selected when you do this part. Great. I'm going to delete that. Now I'm going to select
just the left ear here. And I'm going to move forward
to the seventh frame, and I'm going to
hit R and click. And that will insert the same
keyframe both of theirs. Now we're going to come
here to frame four, and I'm just going to kind
of rotate these ears a bit. So it just kind of looks like
they're bouncing around. Perfect. Now we will grab
these keyframes on both ears. So grab both ears, press A and the graph editor
to select everything. Shift E, make cyclic, and now we should get
some bouncing ears. We can make those ears look like they're bouncing
more by offsetting which will make it appears that the head is bouncing first, and then the ears are kind
of bouncing afterwards. So we will press A to
select everything, G, two, that will move the key frames forward two frames and make it appears that they're lagging
behind by two frames. And you can see now that our
ears are bouncing as well, and how much character
we're getting in this run. Now, using what
we've just learned, I'd like you to
do the same thing on some of the
other accessories. So if you come over here to the Torso tweak,
what I have done, and you can sol
this by turning off the other layers so that
you only see these here. So if I come here
to the torso tweak, you can see that I have
added bones to each one of these collars and have also added this bone back
here for the sword. What I'd like to see you do
is insert keyframes here on the z location of the sword and on the z location of
the collar pieces here, and go through all of these
and insert some animation and make those bounce around just like we did with
the ears in the head, using the same exact methods. You can see what that looks like here in the final animation. Just adding all these
little bits that bounce around can add a lot
of character to your work. But next, let's look
at how you can render out these animations
to share your results.
8. Rendering Your Project: Congratulations on making
it this far in the course. If you've made it
this far, that means you've animated two characters, and you've also
learned the basics of a animation walk cycle. Now, next, what I'm going to
do is show you how to use the included example
file so that you can export your animation
and share it. Now, if you've been
following along, your character should be
center here in the scene. So what you want to make
sure is that when you have your character rig selected
here in object mode, that your location and
rotation are zeroed out. Now, in both example files, the cat adventurer and
the pants leg here, you'll see over here in the scene collections
that there's a lighting and camera option
and an environment option. Those are turned off so that
you can focus on animation. But now you can go ahead
and turn these on, and you should have
a full scene setup. Now, the camera and
the environments are set up to match
the fact that your character is dead center in the scene and hasn't had
its scale altered at all. So keep that in mind. But if I press zero here, I can see that I
have a camera view here that I can then render. Now you have two
options when rendering. If you are on a
higher end computer, then I would recommend
rendering cycles. Cycles is a retracing
render engine, and it is going to yield a
bit more realistic results. You can check your
render engine here under the render properties and
render engine cycles. Once that is ticked on, I
would recommend setting your samples to
something around 150, and then turning on Denise with open image Denise and
these settings right here. You can click on Ue GPU
if you have the GPU. And set your GPU complete here. If you don't know
what a GPU means, that means basically, do you have an in video graphics card? Once you've done
that, you can come over here to the
output properties. You can choose the location
of your export here, and then you can
choose to export it as a PNG sequence or an MP four. By default, it'll be set
up to a PNG sequence, but you can come to P&G, change it to FF MPEg video, come down to encoding, and change the container. From this to Peg four. And when you do that, you'll
export yourself an MP four. After that, you can just come up to render and click
Render Animation, and then it will go
through frame by frame and render your animation so that
you can share it online. I mentioned that if you have a faster computer, you
should use cycles. However, I will also have these scenes setup
for EV, as well. And EV is a simpler
render engine, similar to a video
game render engine. However, it will
render much faster. I will have all these
settings set up for you. So the only thing you'll
need to do is change the output location in the format that you
want to render in. Now, this last setting is only specific to the
pants character. So you may notice that I've
had these googly eyes here, the button, and the
stitches to kind of make it look like a character. Now, if you don't want to do this last step because it
feels too complicated for you, I've left the eyes
separate from the pants, so you can just grab those eyes delete those if you
want to skip this step. However, the eyes,
which are Googly eyes, use a rigid body
simulation to kind of get that effect of the
eye pieces bouncing around. Now, what you want to
do before you render, if you want to
leave these eyes in your scene is come over here
to your scene properties, come down to rigid body, and you'll want to
bake all dynamics. What that's going to do is
just bake the animation of these eyes bouncing around so that you can render
with less issues. Now, if you go ahead and make adjustments to your character, you might notice that it breaks, go ahead and delete
all bakes there.
9. Outro and Resources: Congratulations. You
finished the course and thank you for joining
as we walk you through your first walk cycle in
Blender three D. You should definitely be proud
of yourself because you've learned a
lot along the way. Hopefully you've gained
some valuable skills from this course that
will help you on either your professional journey or just diving deeper
into your hobby. Make sure to keep practicing and exploring new techniques. Don't forget to check out
the recommended courses and resources below to continue your growth as a
three DD artist. Also, make sure to
share your projects and stay connected with
the community as well. I'm excited to see
what you pose.