Bouncy 2D Walk Cycle from Illustration to Animation in After Effects | Aarthi | Skillshare

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Bouncy 2D Walk Cycle from Illustration to Animation in After Effects

teacher avatar Aarthi, Motion Graphics Designer

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.

      Intro

      0:57

    • 2.

      Head

      9:50

    • 3.

      Body and Legs

      11:55

    • 4.

      Hands

      2:43

    • 5.

      Rigging

      10:39

    • 6.

      Walkcycle

      23:31

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About This Class

If you want to learn about character designing, Character rigging, and Character animation, then this course is perfect for you!

If you want to create your character and animate them, No worries, I have covered the same in this course. You could be a beginner or intermediate, doesn't matter, I have included all detailed steps, so it will be easy to follow all the steps.

 

Here’s what’s you’ll achieve in this course:

  1. Learn to design a character inside the after effects with some tricks that will help for animation.
  2. Character rigging with plugin and without plugin for the character inside the after effects.
  3. Animating a character into a walk cycle
  4. Learn to give a dynamic look to the animation
  5. Finally learn animation principles and how to apply them in our animation and some tricks to boost the workflow.

 

Course Parts Explained:

Part1: Character Design

We will create a character inside the after effects itself. We will see how to use the layers properly to design a character so that we won’t complicate our animation later. I have provided the colour pallet inside the project resource folder, with that we will create the character.

Part2: Rigging

Here I have covered two types of rigging that is both with and without plugin. You can install duik in your software for free to attend this session. Duik is a very helpful plugin to have inside after effects. We will see how to use that to rig our character.

Part3: Animation

This is where the fun begins! We will animate our character into a dynamic bouncy 2d walk cycle as per the promo video.

 

Project Resource

I have attached color palette, key pose reference images and plus the character designed after effects source file inside the class resource folder. You can refer to that. If you don’t want to design a character but to learn only the animation, you can directly take the character source file and start doing the animation.

 

Have fun and reach out to me for any queries!

 

Meet Your Teacher

Teacher Profile Image

Aarthi

Motion Graphics Designer

Teacher

Hi, I'm Aarthi.

I am a Professional Motion graphics designer. I love to explore different styles of work.

 

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Transcripts

1. Intro: Hey guys, this is after here. I'm a motion designer and I have more than three years of experience. I have done many projects on what motion graphics and character animation. In this course, you will learn how to create this walk cycle from illustrating the character to the final animation. All we need is Adobe After Effects, DSP will create the character enough to put itself. Then we will learn about rigging, where we will use a plugin. Then finally, we will animate the character into a walk cycle. I will cover some of the animation principles and tricks that I use while doing character animation. Inside this course, I have attached unnecessary files in the name of the resource folder with the course project segment. That's going to go and download them for better use of this course. By the end of the course, you will learn how to design a character rig and animate them. Even if you're new to the After Effects, the scores will work for you too. So now let's just jump into the course. 2. Head: Welcome to the first session of our course. In this session, we will be creating a character inside the after-effects for the walk cycle. Before we start, make sure that you have download that resource folder from the project segment Open your After Effects. As a first step, we need to import the color palette here. Come to this project panel, just double-click it here. You can choose the color palette. Jump back from the resource folder. Now click it and then choose Import. Be an imported the color pallet inside. After Effects, we have to create a composition to illustrate the character. Here you can see an icon, just click it. Now we need to give some information to the settings step, mean the compulsions, character type, we can keep the same 19th, 20 cluster knitting. Frame rate, keep it as 24 frames per second. This is really important. If you keep it as something else other than twentyfold, then it will be really difficult to follow the animation. It keep it as 24 frames per second. The solution full. Hip, the duration less than ten seconds. Now click Okay. The composition is set as a first step, we need to input the color palette instead of just select the color palette and drag it here. Keep the car part at the top left corner. Unlock the layer. We need to create a background layer for decomposition. I click New solid. Use this color picker, pick the second color from our color palette. Click Okay. Keep the solid layer under the color palette. You can locate the Earth, but before that, we need to rename the layer. To rename the layer, you just select the layer and click Enter. Now we can rename it. I'm giving a name BG. Now lock it. Now fit other composition, a 100 percentage, follow a better view. This baby can walk. But first we're going to create the head followed character. To do that, we need to select the ellipse tool. Come to the toolbar. Select this ellipse tool. Hold Shift and create a small circle, similar to what I've done here. I want to center the anchor point for the circle. Just center the anchor point. I'm using a free script, ankle point mover to move the anchor points. It is a free script you can download easily on the Internet. Does not necessarily to have the script, but you can save a lot of time with this one. You can easily move the anchor point to the left, to the right like this. But this tool, if you don't have this one, set the anchor point tool from the toolbar manually and move the anchor point like this. The Socolow is fine for me know, we have to change the color of the soc, go to the fill, and pick the colors from the color palette. Faster color. That is what we are going to cube the skin. So use that for the circuit. Let's zoom in photo. A better understanding of the phrases greater we need to give here to the face. Usually what people do is they will just pick a tool and they will create a shape for the head or something, whatever they wanted to do. This or they will just keep adding the layers. This is something people do as a beginner. This is not a convenient process or workflow to follow as a motion designer. It's fine if it is doing the illustration alone. But as the most in designer, we will be animating this layers and shapes. Lesser the layers. It will be better photos to animate and it'll be really comfortable to walk. But that's how we are going to create all the shapes inside a single layer. To do that, select the current layer. They're tangled tool and create a shape like this. Since fallen over here. We need to change the color of the hair. Since we created all the ship inside a single layer where you have to select a particular shape and then change the color. Here I selected the rectangle shape. Now I can choose the color offered as a warning. This will not affect other shapes. I'll select the layer itself and changed the color. You can see it's actually affecting both the shapes inside the layers. Now setup a rectangle shape and choose the fill. And the fourth declared from the color palette. The Cloud for the hip. Now we have to modify the hair cost of Harrison duck tangle shape. Let us see how we can modify this to modify any shape visually use the selection tool, the shortcut this week. You need to remember this because we will be using the selection tool a lot throughout the course. Just keep in mind, began try to modify the shape. And you can see the shape is not getting modified. Character can see it's modifying in a different way or not in a proper way. This is because it is a shape and it doesn't have any notes. Usually if you've ever walked in Illustrator, you know that in each shape you will get a node and you can easily just edit that note to get the shape that you want. Similarly, we are going to give some nodes to the ship so that we can easily do that computed the rectangle shape. Open it. You can see rectangle path. Just right-click it, choose convert to Bezier path. Now we can edit the layers easily. Just moral, any notes and you can see how it works. But still they need accessible node strategy shapes into complex forms. To do that, select the rectangle shape in that layer. Go to the toolbar and select the Pen tool and outcome here. Hold Alt. Click the node. You have to click it once. And you can see the shape by just adjusting the notes. We need to press V to get the selection tool just to them, but only with the selection tool you can edit the sheep so altered the shape to create the nodes and the selection tools to alter the notes. These two will be the ones mainly you should be kept in your mind to create the shapes and natural effects. Then create a shape like this, just to make a smooth bend that looks like hair falls from the top of the head to the bottom. This looks good. We have graded the backside of the hair. Now we need to create the friend side of the hair that falls on the friend. To draw the friend head. Just pick the pen tool and select the same layer going purport to select the layer database you will be periodic. Another layer. Once you've selected the layer, use the pen tool and draw a semicircle. Just draw a semicircle and hop circle like this. Since we have drawn using Pen tool, you don't need to change the path to be surpassed. It's already in a pot. And you will get asked several nodes, not distant nodes of the back and keep it like this. It looks good. This looks like a person's head has a health view. If you want, you can keep it like this, but I want to create a round shape to the corner. So to do that, just go to the shape clicked Add don't corners. You can see as soon as we added the rounded corners are shaped, becomes rounded. If you want, you can change the roundness which aiding the radius of the shape. But don't do it too much. Just dennis, Frank. Then you'll be creating a nose for the head. So select the layer to pick the ellipse tool, hold Shift, and create a small circle here. You can change the color of the nose to the face color. Then fur die. I will select the same layer and use the Ellipse tool and create a small circle here. Give the color of the eye to something like a dark gray. I want to increase the size of the eye. You can see it if you want to alter the shape, you can use the selection tool, but using it directly on a ship will affect the symmetry of the ship. So instead, there is a need to change the shape correctly. Just go to the shape in the layer. You can see chance for ellipse with the transform tool you can scale, you can move, or you can even move the anchor point. It's similar to the whole layer properties. Increase the shape, size a little. The head is done. Now, we can go for the body layer. Before that Goldberger to name the layer. When we create a layer in After Effects, we need to name the layer. And that's really good habit as a motion designer to select the layer and click enter a name it as head. Lock it because we will not be touching their dance off. Now, we need to get other layers. I don't want to mess with this layer by creating them. 3. Body and Legs: Let's zoom the comp. First, pick the pen tool and come here and draw a line for the neck and increase the stroke width like this. In the same layer we're going to create the top, similar to the head like Hobby created all the shapes inside a single layer. Here also we're going to create all the shapes inside of our body layer. So select the body layer, the pen tool, create a ship exactly like this. Remove the stroke. Color of the top is the last color from the color palette. You can take it from there and make sure that you have kept the neck layer, say mass, the skin color of not doing variable the sizes. Just skip doing can always alter the shape. For the top period, alter the shape like it's a human body. Since we created the shape using a pen tool, you can easily alter the shape using this nodes. But still we need accessible nodes like we did follow him. To do that, just pick the pen tool, hold Alt, and click the node. You will get the assessable nodes, but don't create at the end. I just created to show you come to the top of the ship and make this top two notes into several notes. Let's edit the top. Make a small bend at the friend. In this same way, make a bend in the back. At the top, I want a striped lane. Let's just close the notes like the sudden make it a straight line. This is fine. Now though, select the same layer and pick the rectangle tool and create a shape like this under the top and change the color of the shape to white color. Select the same layer, pick the ellipse tool and hold Shift and create a circle like this unknown. We need to change the color of the SOC. Changed the color of the circle to red color. That is looked up color. Now I want to keep the circle under the rectangle tool. To do that come to the layer. Here we can bring down the ellipse shape under the rectangle shape. I feel like we can bring it down the circle. Since they are brought on the circle, you have to ship to master rectangle. There should not be any gap in between them. So come to the allyship and change the scale to match with the rectangle. Since fine at the bottom. Now we need to make some adjustments at the top of the rectangle shape. To edit the rectangle shape, we are going to change the rectangle path and to preserve the car we did earlier. Now edit the rectangle shape notes to match all the four corners and make sure that there is no gap in between them. That's it. We have created the body. It's a very simple structure. Just has a top hip and the middle one. Now rename the latest body. Just click Enter and you can rename it and keep the body under the head layer. Now we have completed the body. If you see it, you can see the body is not temporally aligned to the head. This will make loosed a balance between the character head and the body. We're going to move the board to the left a little bit so that we can make the center alignment to the head. Now we can create the legs, but we have only little space to create the legs. We can create the legs at this point that we need to reduce the overall size of the character to create another layer, just right-click, New Null Object, rename the layers character size control. No pattern the head and body to the control. Now press S for scaling option. I'm trying to scale down the character. I'm doing up to 8500. This move the character to the center of the comp using the same control. I'm the morning the character under the law port, so that we will get space to draw the legs. I feel like we can reduce the size of the character. I'm going to reduce it up to 70. Not we will get enough space to draw the legs. Since have used the controller to scale it down. It won't affect the proportion because we have scaled down as a whole. Now I'm going to lock the control layer. Now let's zoom it. Use a pen tool and draw a line like this. An increase the stroke width up to this much. Now we need to change the stroke to a rounded one. Come to the Shape Layer Properties. Stroke properties change the line cap to round cap line joint. We are around design. That's it. We already have Typhon or character. We have to make sure that one thing that is needed to make Phil asked none. Otherwise, it will create a problem in the animation. Name the layer is selected type. Move the anchor point to the top corner. You can just pick anchor point tool and then move the anchor point to the top. I'm using anchor point mover to make it to the top. Now, duplicate the layer using control plus D. Press P for position. And what we don't, this is like the top foreignness type minute to align these two layers properly so that we can create a good record of it later to make a perfect alignment, there is a trick that I use. Just press P for two layers. Opacity. Just reduce the opacity till you see the overlap of both layers. Now align the leg with the highlight this. You should see a circle shape in between them. Renamed the latest left-click. Now we need to create the left foot. Using the Pen Tool. Draw your food chip in the layer like this. Under modal stroke width, we don't need that. Fills a color with the color option. Now change the color of the foot. Let color. Since we have reduced opacity of the legs that is in the wrong color. So just directly pick from the color palette, the first color. Now I want to add the round corners to the food. Go to the layer shape properties. Round corners. Now we got round corners. Follow food. Select the pot. Underneath the foot shape like this. I'm just making it smaller and fruit. If you want, you can change the radius of the rounded corners. For me, this is this looks fine. The left photo, Stan, now reading the latest left foot, increase the opacity of the left eye and left leg to a 100 again. Now I'm going to add a shock to the character, like the character's wearing a shot. It's very simple to do. Let's see that. Come to the Layer Properties. We have a ship one, so just duplicate it by pressing Control plus T, the shape to change the color of the stroke to top red color. The line join to the material join. Edit the stroke like this. Change the line cap to but kip. Bring up like this. Here we can see shape one at the backside. We need to remove that for this area alone. To do that, come to ship one stroke, bring down the stroke. Since shaped blue is in front that shape to struggles getting doubt. So don't worry about that right now. We can bring it back again. Bring down the ship one stroke like this. Bring back the shape to stroke up. If you want to see whether you're doing it right or not, just come to the body layer, reduce the opacity and see, This looks fine to me. Make the opacity to 100 again. We have the left side legs. Now we need to create the right side legs. We don't have to create that from scratch. We can just duplicate the left side. Let's select all three layers, leg and foot and press control plus D to duplicate it. Now, bring the duplicate layers to the top. Rename the left to full two to the right foot. Left leg. Right leg. Left tied to two. I want the left leg at the back. So bring down the left side layers at the bottom. Both left and right side lake layers are the same color. We might confuse ourselves doing the animation, I'm going to change the colors of the right side. We are brighter. One, select the right thigh and right leg. Change the stroke color to a third color from the color palette. It'll select the foot layer and change the fill to the same color. Finally, we need to change the shape of the right thigh. Stroke color, boot top red color. Select all the layers and move to a little back. You can see the difference. This baby won't confuse ourselves while do the animation. 4. Hands: Now we're going to create the hands before the time where the lock all the layers because we don't want to mess with other layers. We're going to create the hand in a single layer. Usually the hand structure will start from this point to this point. Use a pen tool, draw a line like this. Increase the stroke width to a relatable size and change the stroke color to the skin color that we have used earlier. Come to the leadership properties. Stroke. Change the line cap to round cap. Select the same layer. Select the ellipse tool and draw a circle here. Remove the stroke. We don't want that. Give the fill color to the skin color that we're using. Come to the Layer Properties. Select the E-loop ship Mobile to the center, and go to transform properties and increase the size. Up to this much is fine. I want to bring down the shape a little bit down. This looks good. Usually this hand starts at the shoulder joint. Bring down the whole hand down. This point. The hand is done. Renamed the latest right-hand. Duplicate the sandwich plus C control plus t. Rename that layer has left hand, like we did for lecture. We are going to do brighter color to the right-hand. Change the color of the light hand stroke to the bright colors from the color palette. The color of the E-loop ship to move the left hand. You can see the difference. The left-hand should be at the back of the body, so keep the left hand later under the body. That's it. We have completed our character illustration. If you reach this step along with me, that's great. I have already addressed this character filing the resource folder. You can check with that. In the next video on widths, we will start doing the rigging and animation. Let's go for it. 5. Rigging: In this video, we will do the rigging. Basically, rigging is setting up or character for animation. We don't need the scatter size controller anymore, so just deleted. You can unlock all the layers. We don't need this color palette to anymore. So diluted. First weekend pattern, the head layer to the body pattern, the left hand to the body. Now right-hand pattern that right hand to the body. We don't have to parent the legs costs. We're going to read them using a Duke plug-in. Before that we can set the anchor point for the layers. Select the head layer, pick the anchor point. Click the solo icon for the head layer so that we can view that late alone in the comp. Move that anchor point to the bottom edge like this. It does set full body. Now we'll select the solo icon for body. Move the anchor point to the bottom edge like this. The left-hand set it at the top. Same for the right-hand side into that topic. Parenting. And anchor point is done. Depending on his legs, they're going to break that using the Duke. Getting alone. I have already created a customized workspace. I'm going to use that now. This is the layer that I usually prefer for rugae. Here you can see the Duke plugin. You can also create your own customized layout. You can go to Window workspace. Here you can see different Workspaces. Animation, standard motion tracking, customized one, just arranged the workspace manually once, just by dragging here and there. And save that acid new workspace. That's how I created this rigging layout. Let's come back to the session. If you don't have the Duke plugging nauseous, it's available for download on the internet for free, just downloaded and installed with a lot of tutorials are already available on the internet for the installation or even available on the website. You can just refer to them. Predator already installed them. That is so great. Knowing that do plug it. Click this icon. We are in the structural panel. We are going to read only the legs. So select the left structure. Because the left structure here, we're going to use this for the left leg. So select all the left leg layers at plus the solo icon. Now selected do collect structures and press the solo icon. Now we need to place the UK structures or no legs. Before that we need to know exactly where should we place the structures. To do that, select all left leg layers, T for opacity and reduce it until you see the circle. Remember that we have done it while doing the legs. Here you see we got some points for sexual element. Keep the structure as I do fast to another topic. Second circle at the center of the circle. Fit structure, circle at the fit intersection. Next one, keep it in the middle of the foot. This one at the tip of the foot. The last one is for the hill. So keep that circle at the heel point of the footer. If you're using Duik for the first time, you have to know at this point that you have to go from the top to bottom, not from bottom to top with structures. Suppose if you fix a point here, I'm trying to move the top structure like this. You will lose the bottom point. This is wrong. Keep in mind that we always have to go from top to bottom. Now we have to pattern the lead layer to the respect to structure. Parent the left to fool to the foot structure, left leg to the cost structure, tied to the thigh structure. Select all the structures here at the Duke we can see auto Rick option. Click it. Now, Duke will do the magic and we'll do the controls that you want. You can see a controller for a photo. With this only we are going to create the posters for the animation. Behold the controller and move the leg. We can see, we can easily manipulate the lamppost SAS we want. This is good. To do it correctly. We can manipulate the position of the control. Just spray for position. Now do all the solo icons. Hide the structures and keep the control alone visible. Change the opacity of the legs back to a 100. Now you can clearly see how the legs are movie. It's nice. It is the position of the control that we are changing actually. The current alignment of the foot. All you have to do is change the rotation of the controller. Press R for rotation and manipulate together. They said pulses. Now we're going to do the same for the right legs. If you want, you can pause the video and do the right leg by yourself and then you can see the video. But I'm going to select all the layers and press the solo icon. Click the link structure of the Duke. Because the structure now it's reversed, so is rotating it to get it right. The next step is already saw opacity of the layers to get the connecting points. Top to the top. Second to the middle circle. Third one to the food joint. Fourth word to the mid of the food. Next one at the foot tip. Final one at the heel point. Select all the structures and go to the auto Rick. Once you've got the controller, just remold the solar icons, hide all the structure layers. I forgot to parent the leg layers to the structure. That is why we can't access the controller. Pattern, the right foot to foot to lead to the dial, to the type to increase the opacity of the lip layers 200 back. Now we can get the control. The rigging is done now, mainly we need controls for the animation. We won't be using the structures and let layers. So we have to hide them in the comp. It will be complex to do that animation. Select the structures and press the icon. Select the Shy button at the top. In the same way we are going to do this for the balanced structures. I don't want the legs structure layers hide them. While in the setup there is a possibility of messing with origin layers and structures to wipe them. List icon. We can see all the layers. Now lock all the layers. Press the button, remove the lock for these layers alone, x sub for the BCCI. Since they're getting is done, we can go back to our default layout. Still odd smallest step of spending. If you select the foot controller, you move the legs clearly from the top point. But we can't as a whole lecture type position, but that is necessary for the animation. Visually in the walk cycle, we move the Tice front and back according to the motion. We need to control for the type of system. Unhide all the layers. You can see the Tye structures here. This is what we are going to use. Unhide it. Watertight structures. Press the Shy button at the top. The model lock and make the structures possible. Let this tie structures, we can move the legs from their place like this. The fourth contour. If you stretch it like this, you can see gaps in between them. I want this come to the effort controller. In this stretch, remote auto stretch. Now there won't be any gap while moving them. Do the same thing for other foot control. This session come to an end. Now we will be doing a walk cycle in the next video. Let's just go for it. 6. Walkcycle: In this session, we're going to do the walk cycle animation. We're not going to use the character Calm for that. Come to the project panel. Duplicate the character, Comp, rename it as walk cycle. Double-click it. This is variable do the animation. This is to protect our character illustration. Before they go into the Animation. Let's see abort the walk cycle under key poses for the animation. These are the key poses for the walk cycle. You can get this image from the source folder. We totally have five key poses. The first one on one or the contact poses, the middle one, that is the third one is a passing pose. Balanced two key poses are really not necessarily for initial walk cycle, because even without them, we can make a walk cycle, but having them will give a dynamic and bone C Look. We're going to use that before anything when it comes to animation, we must plan for two things that escape ulcers and timing. The already have key poses. So we need to set the typing. Let's see about that. Faster posts at the 03 second posts at the third frame, third posts at the sixth frame, then fourth posts will be at the ninth. Three finally took the posts will be at the 12th of three. Our walk cycle total timing is 1 second, that is 24 frames per second. The first defy key poses that we are marked here is for the faster hop cycle. For the next half cycle, it will repeat the same for the sixth posts will be at the 15th frame, the seventh posts there'll be a day 18 to frame than the eighth posts will be at the 21st to frame. Finally, the ninth posts will be at the 24th frame. We are just repeating, but we have to swap the legs. We should not forget about that. Love coming to the After Effects. Insert a walk cycle composition. We're going to set the map correspond each respect to frame. Notice that the marker at 03, then I turned the fourth frame, that is 1 second, then set the marker at 12 to frame. Then at the sixth frame. Then set the marker at the third frame to frame and set it at the 18th to frame to frame. Then finally, let the paint. Now we have said that timing, we can start working on animation, since there'll be using 1 second area photo animation, we can close the word carrier up to 1 second, but coming to 1 second and press. Now we are going to create key poses. Follow character at the respective markers according to the reference. First come to the 0th frame. We're going to do the fast equipoise as per the reference, select the body layer and bend it forward like this. To do that, you can press R for rotation. Just select the right foot controller and press P for position and move the leg backlight this select that tie to press P for position. Back. Lit but top. And bring back the leg a little bit back. Using the foot controller. Select the left thigh structure, whereas P for position and move the leg friend like this. Select the left foot controller and press P for position. And move the leg friend like this. Press R for rotation, rotate the foot forward. Come to the right foot controller that is full to controller, press R for rotation and rotated down. Select the left hand. But as R for rotation and rotate it backwards and press P for position. Back. Select the right hand layer, press R for rotation at rotated forward. Press P for position. Move it. And the reason for this hand movement is since the right leg is at the back, replace light tan at the front and vice versa for the left hand. Now we have set our key posts for the first two frame. Before we proceed for the next frame, we should set guidelines for character to do that, press Control plus pick a guideline from the top and keep it at the top of the head and pick either guideline from the top and keep it at the bottom of the foot. Now if you have to lock the Skype so that we won't mess with them while doing the animation. To do that, go to View Log guides. Now we can move the guide. Now what does 03 in the full two layers set a key frame by clicking the stopwatch icon of both position and rotation. Then for the light, then polypeptide to layer, select the stopwatch off position. And then for the foot control layer, select the stopwatch of both position and rotation. Then pulled tight structural, press the stopwatch of position. Then for the right-hand side, the keyframes for both position and rotation. Then for the head layer, press R for rotation and set the keyframe for the body. Set a keyframe for the rotation. Press P for position, and set a keyframe for the left-hand set a keyframe for both position and rotation. Since the first to fourth and the last pose similar to each other, come to the 24th. Set all the key frames as earlier like this. Now I've come to the 12th free. We won't do any changes to the body here. So let's keep the previous keyframe itself for the body. Not even focus on the leg movements. Select the type of structure, mod friend. And bring a little bit down, same level to the left and move the position of the foot to control and bring the leg forward, just like the left leg, we're just reversing bootlegs. Now select the tight and move it back. Press the foot control layer. Unmute the lip backward like this. Rotate the foot down till it meets a guideline. You can bring the postion a little bit down and rotate the foot. Unmatched the guideline in food to move the little forward and bring it down like this. For the type to bring the position down to align with the left thigh and bring the food to position down to avoid the bend. Now we can see the legs are swapping. Now I've come to the right-hand layer model position back under tilted backward. From the left hand. Multiple ocean friend, undertreated followed like this. If you play, you can see both hands and legs are swapping for the head. The previous keyframe itself will take care of that rotation. Finally, as of now, don't worry about it. I've come to the sixth frame. Select the food to layer. Bend the leg and keep it in the middle. And rotate the foot like this. Come to foot layer. Rotate the foot to the stripe. Move the food to filter top to match with the guidelines. Since they're getting a bent, it is nice to use type positions. Come to the thigh, move the position of port and not just the food better taking it forward. I'll just do both die and foot control. Pill you match the guideline. Come to a body layer. Asset is in the reference. We need to bring the body up. Put a little bit about the guidelines. If you play, you can see how the body and lip moves. The head layer set the previous keyframe itself, come to the Type Tool and set the key frame, filling a gap. The 18th 234, the body layer, copy the keyframe of the sixth frame and paste it here. It is similar to the sixth keyframe pose, but only the legs are swapped. Select foot layer and bend it in the middle. Rotate the foot like this. Keep it in the middle. For to make a straight leg posts. Undertake the food to the stripe. To make the leg upwards multiples of the tight to put just the leg position and rotation to match with the guideline. For the Thai layer, keep the current keyframe itself by clicking the stopwatch. Play the animation. You can see we already have a walk cycle the test. But of course it's not perfect, but still we got to walk cycle. Usually people stop at this stage itself to complete the walk cycle. But we will cover some of that bond steps to make it perfect dynamic walk cycle. Now let's come back to our walk cycle process. In the 18th frame. For the head layer, keep the same current keyframe itself by clicking the stopwatch icon off rotation data into three minus ten. And I've come to the third frame. Better reference image. First, we need to bring down the body layer. So the body layer bring down the position under the guideline like this. Select the foot control layer. Bend the legs. Bend the left leg, undertake the food to the straight. We need to test the guidelines so the tile layer down the position. Fourth control for the type of ship. Come to foo2 and make a bend in the legs. It's already fine just to make it better. Create a keyframe at food to position because it's better to avoid any gaps. Now we'll go for the 15th frame. It is similar to the third frame, only the leg SAP. So copy the posture of the body whom the third frame and paste it here. 15th. For the food to control. Bend the legs, rotate the foot to the stripe, come to title position, bringing down the position, and just elect to the guidelines. For foot control. It's already in bend. Multiple, sit back a little. Rotate the foot to the mesh with the guidelines. Play the animation. You can already see the animation shaping up bouncing outcome to the ninth three Asper the reference we need to move the body upward. Come to the body layer. Deposition. Both the guideline like this. Come to the foot controller, move back the lake. The free to the striped shirt to match the guideline. Come to the food to control. Bend the legs, rotate the foot to adjust the post. Set a keyframe for. Now I've come to the 21st to frame. Since it is similar to the ninth frame, copy the body position keyframe of the ninth frame, and paste it here. Come to the food to control. Move the legs back and shorten the food. I just elect post till it matches with the guidelines. Come to foot control, bend the legs and adjust the foot rotation. Offset all the campuses. If you play the animation. We can see what our animation. But it's not perfect right now because it needs some more adjustments. Let me get Voc on the head rotation. Come to the sixth frame. The head forward like this. Copy this keyframe and paste the 18th three. If you play against his head movements but only a little. If you do some tilt, it should be visible clearly. Come to the 12th frame, the head backwards like this. Now copy this keyframe and paste to the 03. Also paste that at the 243. That is one circuit. Now play and see. Now we can see the difference. This is good. Now select all the keyframes. You can just select all the layers by holding Shift. You can just hold the left side of your most and drag it all over the keyframes to select the top. Press F9 to easy ease all the keyframes. This is just a smooth animation. If you planted animation, you can see the difference. Suddenly the walk cycle becomes a smoke compared to earlier. Now we can hide that pie structures are like controls. To suit the walk cycle better. We're going to make sure that the lead movements are in circular. That is one of the animation principle that any moment that happens in an animation should not be in a straight line, but in a circular way. It will give a good dynamic look to our animation. So I'll assume the leg area. First unhide the food to control and select the layer so that we can see their path. As I said earlier, you can see all the path lengths on strike. To make a circular path. Select the Pen tool, hold Alt, and click the point. You get to ask us notes or you can make a circular path, do the same to all node points and make a circular path like this. I believe this much is fine. Let me get to the animation. It's already coming. Good. One, hide the foot control and set this all clear pot as we did what food to curtain. Yes, this much is fine. Now play and see the animation. Now the lead moments are fine, but we need to take care of the foot. We need to make sure that the food is at the ground level. That is at the guideline. Starting from the 03, we need to check for the food. If you find any way the foot away from the daylight, character it. This step is really important. It's just skip it. This stuff will create it very great balance to the animation. Check for both food and food to control. Since we have changed the path, we might see some differences. So correct them all. Also make sure that all four rotations and prop alignment with the legs have gotten them all. Let's see the animation. Yes, this is fine for legs. Now let's come to the hands. We're going to give some nutrients to the hand movements. Go to the Effects Control and search for CC bend. You can see an effect called CC Bend. It just drag and drop to the left hand layer. Also drop it at the right hand layer. Select the right hand layer, press the solo icon. We have to fix the starting point and the ending point of the control. Come to the effects control panel. You can see both the start and end NSSE bended foot just by adjusting the starting particle to the control and the calm. Place the starting point at the top of the hand. Placed endpoint at the very bottom part of the cup. At the 0th frame set a keyframe for bend. Come to the 12th keyframe. It guarantees of disturbance at the layer to a wide debt and move the starting point away from the top. It will solve the issue. Now change the bend backwards like this. I'm keeping it up to 16. You can do the same. Come to 1 second, copy the keyframe of the 03 and paste it here. Now remove the solo icon, play and see that animation genius are not really visible. We have touches that. So select all the keyframes of the right-hand. Press F9 to easy ease it, come to 1 second and bend it forward. I'm keeping up to minus 21. Copy the same and paste to the 03. Is it counts the difference. And this is nice. To do the same for the left hand. Select the solo icon. Place the starting point at the top ending point at the very bottom of the comp. The 0th frame set a keyframe for band. Do the same thing at 1 second. Come to the 12th frame. Bent it forward, keeping up to minus 19. Now come to the 0th frame backwards. Keep it like 13. Copy and paste a 1 second. If you play it down to the animation coming in good shape. The only discrepant that we have this right leg at body overlapping, you can easily clear them. All we have to do is select Place Linked layers onto the body. Remove the Shy icon. Select all the three layers. At the body layer. Now again, press the Shy icon. Not play and see the animation. It's really perfect. It's really a good walk cycle. We have given so many details inside them. We came to the end of our course. Thanks for watching till this point, guys. If you had a big enough, this might look like a big time-consuming process. The whole walk cycle animation, that believe me, once you start practicing the walk cycle, it will hardly take five to ten minutes to complete the whole walk cycle. Keep back building, and create amazing things. Thank you.