Body Movement Series - Animating a Side Step Weight Shift | Opi Chaggar | Skillshare

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Body Movement Series - Animating a Side Step Weight Shift

teacher avatar Opi Chaggar, Senior Animator + YouTuber

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:24

    • 2.

      Where To Download Rigs

      0:27

    • 3.

      Pre Blocking Brief Breakdown

      1:00

    • 4.

      Blocking Poses Part 1

      4:26

    • 5.

      Blocking Poses Part 2

      5:00

    • 6.

      Refining breaking down the animation

      7:26

    • 7.

      Polishing Part 1 Adding Volume To The Hips

      1:22

    • 8.

      Polishing Part 2 Refining The Knees

      2:06

    • 9.

      Polishing Part 3 Tracking Arcs On Hips and Feet

      3:47

    • 10.

      Conclusion

      3:09

    • 11.

      Maya Animation Mastery

      2:33

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About This Class

In this class we will cover how to animate a cartoony walk cycle in bitesize form. The course will cover the process below:

  1. Introduction To The Class
  2. Where To Download Rigs
  3. Pre Blocking Brief Breakdown
  4. Blocking Part 1
  5. Blocking Part 2
  6. Refining Breaking Down The Animation
  7. Polishing Part 1 - Adding Volume To The Hips
  8. Polishing Part 2 - Refining The Knees
  9. Polishing Part 3 - Tracking Arcs On Hips and Feet
  10. Conclusion

Download Project Rig from this here.

Meet Your Teacher

Teacher Profile Image

Opi Chaggar

Senior Animator + YouTuber

Teacher

Hello, my name is Opi.

I'm a Professional Senior Animator working in the video games industry.

I have over 20 years experience in the Video Games Development and The Animation Industry and I've created these courses to give back what I have learnt and hope to inspire the next generation of animators.

Companies I have worked for:

My Mentors:

- Jason Schiefer - Weta Digital/PDI Dreamworks
- Steve Gagnon - Cady -Weta Digital
- Don Crum - Pixar Animation Studios
- Carl Brunker - BlueSky
- Kevin Koch - Dreamworks/Guerilla Games

The Opimation course covers the importance of mastering the fundamentals to create in game animations such as walks, ru... See full profile

Level: All Levels

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Transcripts

1. Introduction: Animation To me, it's all about getting out of the world of reality and going into the deep, imaginative worlds of our minds. Welcome guys. My name is opi. I'm a senior Animate video games industry. I worked on a range of AAA titles, Heavenly Sword, motor storm, apocalypse, Harry Potter, the bone conspiracy, and a series of lego games. And in this class we will be continuing the body Movement Series. We will be Animating a weight shift, which is a very crucial part of any type of animation that we're doing in terms of body mechanics, getting the weight right when a character is really important to shift in weight formula one led to the other will give that little ability to Character. So in this class we will do pre Blocking. You always stop blocking the Character. Part one then will block it a bit more. We started refining the breakdowns of the animation. We will talk polishing it, move Volume To The Hips, Adding more, Refining To The Knees, and then also finishing off with Tracking Arcs On The Hips and Feet. So I'm excited to go over this basic fundamental again, to make my skills more solid and hopefully make your skills more solid as well, and get a better understanding of the foundations of Animation. So get your Maya Blender max will ever use, like I said in all the other classes, concepts are the same, that software is just to two. So I'm excited. I hope you're excited to come along, grab you to animate with me and have FUN along the way. And let's start animating 2. Where To Download Rigs: Guys, we're gonna do this side shift weight exercise. Don't forget the non-stop net. Go to this website. Pre Rigs yet. Just to remind you, we're going to use this Rig ultimate Walker download from here. And I'll see you in the exercise 3. Pre Blocking Brief Breakdown: Alright guys, welcome back. So in this video, we're gonna do a simple side step just to show weight. Just going to be a Side shift. We're going to shift this mocha character. So let's load this Character up. And let's start. So we're gonna do is we're going to shift in, we're going to Shift him this way first. I'm going to lift this up. Now that and then land here. Then the weight is going to shift this way. This move followed this way. Yeah, it's a simple weight shift. It was very important, very important exercise. So come along with me and I'll show you my workflow, how I do it yet 4. Blocking Poses Part 1: So we've got this Character, we posed it out. We want to make sure there's Character is balanced. Anova going to just do it in the front view, but we want to make sure that's balanced. Okay? That looks pretty balanced to me. Grab everything can. Now key every forefront. What we're gonna do is gonna be a little down that way. So it's gonna go down. Okay, Let's just go down. Slightly, rotate everything there. So it's going down. Anticipation that we're going to lift here. We'll just have leg up. Close it. This two will get rid of just up back here without wanna do, we want to work this post? So let's move this to frame eight. And let's just copy frame six, middle click that, bring it back to three is a bit of a whole. And then you just move this forward a bit. Who've got a hold here? I might want to just push this a bit more. We rotate. Rotate this as well. So there's a bit of a whole. Now how much do we want to hold it? Let's see. Dirac's, we will look be a quick quantity comes out. And then this starts to come down. And we're going to put it down somewhat differently on the same spot. Now, this is starting to come down, but it's also rotating as it's coming down. So we'll get a nice little hole there. Select everything here. Just a habit I have. I'm selecting everything in Kenya, so everything's good. Then this leg, we go to Y here so we know that's going to be on the floor. Then we can go to rotate X, which we fly it. Then we want to move and rotate this. So we land. But we still want it to come here. So it hasn't shifted yet. Let's see. Lands step and then weight shift. When weight shift, then weight shift forward. And then maybe slightly more. With the rotation. This foot starts to come up 5. Blocking Poses Part 2: Coming up. But this is still going back because it's weight shift comes in and then this moves as well. Slightly social will move this. And then maybe here we'll On the flu. This is still moving this way. So the momentum is still this way. And then it settles as it's settling, as it steps. Starting to come back here, many steps and then over in the middle. So we got a little Blocking. They're just trying to get them mechanics right? So let's see how it feels. I think the, as we play. This side, first side works, alright? I think there needs to be erode tension on the second, and so it goes down. And then here we need to rotate. Rotate slightly more. And then comes back. Feels better. Okay, so step. So now we could start playing around. What do we want? We want this to be a couple of frames yet. So that's step first in Weight Shift, depth-first in Weight Shift. So as he lands here, we can go to the foot control. Rotate. Crews can go to don't you could use that. So we'll use this step. Okay, so as it comes up, just to go. Okay, so let's just do this. You can rotate this. That's fine. We've got places there. Let's check the foot. Needs to be quicker. So we'll just select all this. Move it here. Yeah, so we can move it down. We can move it down. It's going down. We can even Hips down. We could even move this down. So there's a weight here. There's a weight, maybe not too much down. Move it down, move it forward slightly member following a curve, following the curvier. But we'll get into that later. But I'm still thinking about that. Yeah, I'm thinking about the ball. What path is the following? So it's going up and then it's going up that following a path here. What I'm looking at, the middle of this, this dot, this translation. I'm seeing where that's going. Each, every Poses I'm going that close that close that close down. A little bit oversell. Yeah. We can start polishing. Relate to below 6. Refining breaking down the animation: Okay, so now we can check out the whole we could bring the holding slightly. So let's see. Okay, it could do that. Maybe a bit longer. Let's make it a bit quicker. Okay, let's get the foot below. Alright. We wanted to go down here. Yeah. Then we can get a bit more of a boom book, Pierre. And then the second foot. Make that step a bit quicker. But I don't think that has to be as high. So that could be could move this steps. Then goes over getting it right the S looking a bit more softer Deci who's going a little shift coming in. Okay, so now what we can do, now we've got the mechanics working properly. Yeah. We can feel the way on this side when it's coming up like this. We can feel it. You know what, we could even move it a bit more. Yeah. So we know from here to here to balance, you want to make sure there's equal mass on both sides. That way you can see the balance, the central line. So if we draw a center line here, it's more or less equal on both sides. So we know as imbalance here. So that's looking a bit more, feeling a bit more better here. Now that we've got that working, Let's check The Hips. Because of the hips aren't working well. As we know, everything else will be affected here. So let's check out the hips here. Alright, let's take out the Y. Here. We've got a bit of a whole, but nothing upward and see, Let's do it like this. So let's do this a bit more of a high. It's going down. So maybe comes down first and then goes up, a little bit of anticipation then goes up. Don't really need that. Systemic down the key we have that seems to be working alright, goes in. And we don't need these really. We can just gradually come up with getting that seems to work Becker. Now, let's check the rotation now, let's go to Z rotation. Okay, So it comes up. Yeah, we need this. We could do without that, so it just goes. And as it comes down, let's see. Should we delay it? We can delay. If we delay, we could keep these how it is just overshoot this. Keep the overshoot going, maybe move it down slightly. So let's see. Feels right. That seems to be working on right. Now what we, what else we can do is we can try and we can select this or this, move it to friends. So we can delay that. You get a bit of a delay. Maybe if you do one frame to see. So translate happens first, then the rotation follows. We get more of a feeling there. What else we can do is they see the Feet here, lift it up. And when he lands here, we can get like was it got is a toad. Yeah. So we can do we can select our frame before, have the toe up, up here as well. Frame before. And then we can zero the toe. So we'll create a bit over breaking out to give a secondary action. Yeah, same with the other ones. If we select the toe here, toll road. And here, this is zero. So we can do here as the toe up. Keep that zero so we can go that should we congratulate? Make it go up there as well. There you go. You've got a little bit smooth. That's what we soften it. You've already got that. The only thing I would say it's here leg is straight hair. So maybe if we check out my albion, the overshoot, if we just slightly the overshoot smaller, see that difference that overshoot makes. So maybe we can just tone that down a bit. So now the season doesn't lock out. And you can also, the way that angle of this is Hips here. You can try and counter. But maybe we could tone it down slightly because it's extremely, isn't it? This way? This is how you edit your animation. Just come in. They asked a bit more subtle, isn't it? Yeah, so that's how you do it. So that's how you basically do a side Shift. Very good exercise to do practice, practice, practice that you'd get more comparable 7. Polishing Part 1 Adding Volume To The Hips: Now we can do here to fund is less delete these keys at a couple of is controlled is a squash and stretch here. We can do is from here. As the guy comes up, as this pulley comes up, we can stretch it. Yeah. Just to add a bit of weight as it comes up and then as he lands, so we can stretch it up to the land, is cautious. And then comes back up here, stretch and then step down. And then we can zero that. Let's see how that feels. Adds a bit of Volume. Yeah. All select all the controls and that's 38 frames yet. So it doesn't matter how many how many frames you use as long as you're getting bad for you. Yeah. Let's check this side. You see there's a bit of a Volume. They're great exercise for showing weight shifting weight here 8. Polishing Part 2 Refining The Knees: All you're doing is you're just looking for the Cs here. For the weight. Yeah. So make sure it's equal. Everything's equal. Then the other side too. So you're just shifting because you're gonna be doing this a lot with your characters shifting weight, moving the Feet. That's a really good exercise. This is a brilliant exercise to do. A current recommended more. If you want to polish the scene up even more, you just get these vectors here. So Bang. And you can move these vectors a bit. Normally you want these vectors to follow the Feet, the direction The Knees should really be falling with the Feet are going yet. Could you don't want them in luck there? So all the general rule is, I mean, obviously you can change that to, but just generally you can go For each key and just check it out, see what's happening, to see where the direction is. Co2, your keys maybe put the key air as you land with key, looks good there. And just bring it out loud. That same with this one here. You go back and then you just layering each Animation, you're going, you're going next layer, checking it out. That seems fine. So if we look at that, that feels like there's weight on it. And it's good. Yeah, that's what you're doing. Animation is also feeling. It feels good. So practice, practice, practice via keep going back. Keep practicing this exercise. Ship weight shift, Step, Weight Shift, Step Weight ships that were chips that up, weight shift, Step Weight Shift Up, and then level Weight Shift, and then he settles back in. Okay. Have Fun with it and practice it a few times. 9. Polishing Part 3 Tracking Arcs On Hips and Feet: Okay guys, and one other thing we need just going to do for good practices, which are always do is I check the curves. So if you slept this curve, go to animation here in the drop-down and just go to create edible most yet. So now let's have a look at the path. If you want to polish it more. So what you can do now is go back. Okay, so I'm shifting the frame, sorry. How much shifting to the friends aren't visible on your keyboard. If you select this, any control on your keyboard. Basically, if you use these these keys, both of these this was shift previous and this was shift the other way. Yeah. That's a good little tip. And I'll try and show you the tips I use. So when you press those keys arrow forward, it will go to the next frame, will shift quicker. Now what am I looking at here? So this curve looks alright, it's going down a little anticipation. Move it like here. Yeah, I might want to create this nice Arc. Might still want it down. Hold it up. Cycle. Yeah. So let's check that up. Nights Arcs you got there. Nice moving oxygen. If you want. You could even go back here up. So it's looking a bit more smooth. A lot more cycle. Yeah. That's all you're doing. This is more or less the Polishing stage. So you just go in and having looked at your Arcs properly, cleaned up and down. And then the same with the legs. Flex and an oppressed create motion. So it's coming up like here. You might want to create a more of an AAC. Nice. If you want. Here, you might want to only go in-between and below. Alright, let me just create a nice ARC going up like that. Then. You've got a nice dark like that. You can play that and see how that looks. Just getting those nice oxygen. And this one, it seemed right, but let's check it out. See that Arcs fine. You can see just a simple one. If you really want it to. You could bring it in a bit Center to get the spacing even. But it doesn't really nice and soft there yet. That's how you polish the scene at the end as well. Polishing, Adding a bit of squash and stretch, pushing that little bit more that wasn't there before. Yeah. That's a simple process from start to finish. How you would do animation. That looks good, standard 10. Conclusion: Alright guys, well done. You've concluded on this course. So now you have a solid foundation on how to do weight shift from left to right. Now, this exercise I cannot stress, it's really important because when you're working in games, for example, Annin feature as well. A lot of convincing movements will be, is that Character believable when it's moving? So the way shift is so important. So the general gist is when you step, then the length text away, then you Step than the leg text away, as explained in the course. So that's the main kind of simplified method of looking at it. Now, you gotta get those, get those weight shifts right to make it convincing. So very simple exercise, but it's really important because in video games you'll also be doing 180 terms, which we will be doing more classes on that as well. So these, even, even when it comes to idling, for example, you might shift from one leg to the other leg. The characters idling at this then is looking like this. So this is where you put this practicing into your work. So you can just see where the little minor weight shift side does not be too much on Movement. It could be slight to one side, slight To the left, leg to the right. These are a little bit of shifts that will make your character feel that much more believable. So in this class, we went over the general gist of the lines, the sea lines that we wanted to see when we do the weight shift. Then we went into the Blocking side. We went straight in, straight ahead than we started just refining what we had. When we got to the end, we just looked at the Arcs and track the Arcs advocacy, that's the process. And at the end you just refining a little bit more, The Knees, the Arcs On the Feet and the Hips. In the meantime, after you've done this little class or you can check out my other courses. I've got the absolute route, fundamental and animation in Maya, which for all Beginners who are ready and just want to just get into Animation Festival complete novice. So you can, if you don't know enough about animation or Maya does the course to go to. And then once you refine that and work down, then you can go into checking out the video game series, body Movement Series, cartoony Series. And you can just have FUN doing those step-by-step. And also I have a YouTube channel where I share my tutorials. I also share my fitness journey on there where I've done an update on where I'm at with that, as well as also giving feedback to TV series, TV shows, animations, animation films out there, Breaking Down the scenes. And also, I am avid war hammer Games Workshop fan. So I also paint miniatures, airbrush and as a side hobby for me. Alright guys, so that's more or less the conclusion of this class. So just remember lastly, as always, stay healthy, have FUN Animating, get out, live life a bit, bring that work experience back into Animation. That's how you're going to make your work original. But most importantly, take care of your health. Stay content. I see you in the next class. 11. Maya Animation Mastery: Hi, everyone. Congratulations. This is just something after the conclusion that I just wanted to put into all my courses. If you're really serious about leveling up your animations, I have a brand new course that you can enroll in. It's called Maya Animation Master. This course, I've redone it with four K Good Audio, came out in January 2024. And this course is designed in a way how I would have liked to be taught animation when I started. So It basically gets rid of all the pain pain pressure points that I had when I started animation. So I want to get rid of those frustrations and give you a direct line to what that aha moment was for me when my mentor Steve Gagnon Kati taught me about animation. Something just clicked, and I teach that in the course. So if you're interested in enrolling, you can go to the about me page where I'll have a link there called My Animation Mastery, and you can go through the webinar. Then the course breakdown. You can check that out. And then if you decide, you can enroll, if not, that's fine. There's a private Facebook group. There's a link in there about me for that as well. You can join that where we get feedback, and there's a nice community there. And also, when you enroll, there's a private Myers Mya animation Mastery inner circle group where it's just exclusive for students where we give feedback. So, have a look at that webinar and let me know your thoughts as well. If not, you can join the Facebook group to the private group. Obviously, the inner Coco group is for people who have enrolled, students who have enrolled, but check it out, and it's just for leveling up, and really, it's got all the theory and practical, heavy on the practical stuff, video game stuff. If you want to learn about how to get a shot from reference to blocking to splinding, to polished, show real level. It goes through all of that. And also, I talk a lot about networking and how to get jobs and context that I have within the industry that I can ph your work out there so at least it's in the right hands and people can see and at least consider you for applications. F of my students who have already got jobs in the industry going through the course, so have a look at it. And yeah, let me know your thoughts. So enjoy your animation journey, stay healthy, and I'll see you around. I'll be around on the Internet on YouTube and a giving tutorials as usual. I'll see you later.