Complete Beginner's Guide On DUIK Angela Rigging | Hongshu Guo | Skillshare

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Complete Beginner's Guide On DUIK Angela Rigging

teacher avatar Hongshu Guo, Motion Designer

Watch this class and thousands more

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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

      1:24

    • 2.

      Setting up Character in AI

      6:33

    • 3.

      Import & Setup in AE

      2:57

    • 4.

      Adding Bone Structure

      9:58

    • 5.

      Finishing Bone Structure

      3:34

    • 6.

      Rigging & Control

      9:54

    • 7.

      Automate Walk Cycle

      11:37

    • 8.

      Fix Knee Popping

      5:10

    • 9.

      IK vs FK

      7:00

    • 10.

      Walk to Run Animation

      13:04

    • 11.

      Congrats!

      0:51

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About This Class

Bring your Illustrator characters to life — even if you've never animated before.

Have you ever designed a character in Illustrator and wished you could see them walk across the screen? In this beginner-friendly class, you'll learn exactly how to do that using DUIK Angela — a free After Effects plugin used by motion designers all over the world.

In just over an hour, I'll guide you step by step through the entire rigging and animation process — from bringing a pre-built Illustrator character into After Effects, to setting up bones and controls, to creating a clean walk cycle and a smooth walk-to-run animation.

What you'll learn:

  • Setting up a character file in Illustrator for rigging
  • Importing and preparing your character in After Effects
  • Building a bone structure that bends naturally
  • Rigging the controls so the character is easy to animate
  • Automating a walk cycle in just a few clicks
  • Fixing a common knee-popping issue
  • Understanding the difference between IK and FK
  • Creating a smooth walk-to-run transition

Who this class is for:

This class is for total beginners — hobbyists, illustrators curious about motion, and anyone who has ever wanted to bring their characters to life. You don't need any animation experience. If you've used Illustrator before and you're comfortable opening After Effects, you're ready to go.

What you'll need:

  • Adobe After Effects (any recent version)
  • Adobe Illustrator
  • DUIK Angela (free plugin — I'll show you where to download it)
  • A character to animate — I'll provide you with two ready-to-use Illustrator files, or you can bring your own

Once you finish this class, you won't just know how to use DUIK Angela — you'll have a creative skill you can use on every human character you design from here on out. See you inside!

Meet Your Teacher

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Hongshu Guo

Motion Designer

Top Teacher

Hey! My name is Hongshu Guo. I am a Motion Graphics instructor with 40K students online. I help beginner animators master After Effects animation through online courses. Thanks for checking out my profile. Please take a look at my courses below and hope to see you in my classes.

Watch more free After Effects tutorials on my Youtube Channel: www.youtube.com/@motioncircles

Join the Motion Circles exclusive community on motioncircles.com

See full profile

Level: Beginner

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Transcripts

1. Intro: Hi, this is Hongshu from Motion Circles. Welcome to this complete beginners guide on Duik Angela. I've been animating in After Effects for ten years now and teaching for the past five years. In that time, I' taught over 100,000 students online. In this short course, I'll be covering everything you need to know to get started with Dui Angela for character rigging and animation. If you ever finish a character in Illustrator and wonder how to bring it to life in After Effects, this class is for you. You don't need any animation experience. We will take it step by step. Over the next hour, I'll show you how to use Duik Angela, a free After effect plugin to rig a character and get it walking and running. We will be working with a character that's already built inside Illustrator, so you can just focus on the animation side of things. The reason I really love teaching this is because once you learn it, you can use it forever. Any human character you design in Illustrator, an astronaut, a dancer or version of yourself, you can bring it all to life. That's what makes this skill so exciting. It's not just one character. It's every single character you will ever make in Illustrator. We'll start by setting up the character Illustrator, bring them into After Effects, build a bone structure, rig the control, automate a wap cycle, fix a common knee issue, go over the inverse kinematic versus the four kinematic, and finish with a walk-to-run animation. For your class project, I'll be giving you a brand new character file to work with. Or you can use one of your own Illustrator characters. When you're done, share it in the project gallery. I really love to see what everyone comes up with. If that sounds fun, I love to have you in the class. Keep watching, and I'll see you in the first lesson. 2. Setting up Character in AI: This is our character called Aaron. It's a very simple character design. I don't want to make it too complicated, but once you know how to do the character rigging, once you know how to rig it, you can actually design your own character. So first, I want to talk about this character. Basically, we need each body part separated when you're designing character. And you can actually make this character however you like. But at the beginning, we want it to be standing straight instead of having a pose. So when we're rigging the character, we need to have a straight standing character. And all the limbs, the legs and arms need to go straight down. And then you can also give it a side view like this. This is probably a quarter view. You can also make it maybe turn him slightly further to the left or to the right. Even like complete a side view is okay as long as you have the two side the limbs all created and then they're going to be probably overlapping more. In terms of this post here, we're not having a lot of overlap. You can see inside my layer channel, I have all the limbs separated. So once you're designing, you can actually just keep drawing one character. And then once everything is drawn out, you just click on that layer and then go to release two layer sequence. And then we need to separate all the body parts onto its own layer. We have the body parts in this illustrator file for better demonstration. So in terms of the body, a couple of things we need, we need the head for sure, and then we need the neck to be separated. So this is a neck actually separated from the body, and then the body parts over here. So we have the torso, which is the hue the main body part. So this is torso, and then we have the arm, and then the arm is going to be separated to arm and forearm. And sometimes you can also add a hand. So it's going to be arm, forearm and hands. So this is going to be the right arm forearm, hands, and then left arm, forearm hands. We don't have hands in this demonstration, but I actually added hands in the new illustrator file. So now after the arms, we have the legs, and then the legs, we have the thigh, and then we have the cuff, the cuff over here, the thigh over here, and then we have a foot. And then what you realize is when we're designing for each body parts, we need a round joint between each body parts. So basically, you can see over here, all these joints here are round because when we are making these round joints once we go back to this character, we can actually just go. So like one of the body parts, say I have the hand and the fore ar, and then I'm going to go to hit R on the keyboard, change the anchor point over here, and then just rotate this one, you can see, if we have a round joint, we are able to seamlessly rotate the parts without any issue. So that's the main points of having round joints. If we don't have a round joints, and if we don't have the anchor point in the center of the round joints, sometimes if we have the anchor point over here, and then once we rotate, we're going to have some breakdown of the body. So the most important thing over here is to be able to have a round joint that's connecting each body part. So you can see on the arm, we have three different joints here, and then the shoulder here is we have this one if we select the shoulder here, and then if I hit R, change anchor point over here in the center of this joint, I can actually move the whole arm. And you can see over here, it doesn't have a lot of issue. When I'm moving the whole arm, the shoulder is still on there. So if I don't have this one aligned with the shoulder with a round joint, it's going to create some issue if I, let's say, have the anchor point over here. Some of the rotation is going to look off because I don't have the wrong joints and the joint is not in the center of the correct position. Let's select the head and the neck R on the keyboard. I'm going to put the anchor point over here, and now I can actually just move the head so that I can rotate the head. And over here, same thing with the foot, let's say if I have the foot here and then I'm hitting R, put the anchor point over here, I can rotate the foot, something like that. So when you're designing character, the most important thing is to have a round joint. If I go, hit CY, I'm going to show the outline of my character design here, and you can see all these points are around joints, and then we have the arm here, and then this joint is in the center of the arm, and you can see over here, I have the arm that's connecting with the forearm, and then I have the leg joints over here. This is the leg joints, thigh joints over here. And over here in the middle, actually have this is the moving point of the torso. So the moving point of the torso it's at the bottom over here. So I have a torso joints over here, and all these circles are just perfectly aligned with the arms over here, and then we have this perfect circle connecting the arm and the forearm and then perfect circle connect the forearm and and, and then over here, we have the leg, thigh and cuff connected, and then the cuff to the foot connected with the joints. So if I just preview this with the outline, and you can see it's a simple character design, but it's designed specifically to basically give you this underlying perfect joint. That's one thing. And then I have this guide layer over here overlaid on top of it. So on this guide layer, basically, I'm drawing a bunch of circles to align with the drawings here. So we're going to use these in after effects to make sure we are putting the anchor point at the correct position. So this is the guide layer that I have, and then each body part is separated on its own layer. So the right hand, also need to label these correctly. So I'm labeling these based on the side of the character. So this is a character right arm, so we're naming it right hand over here, and then we have the right forearm, we have the right arm, we have the head, we have the torso, we have the neck, we have the right foot, we have the right cuff. We have the right thigh here, and then we have the left calf, left thigh, left foot, and then left hand, left forearm, and then left arm. Although you cannot see left arm, it's behind, but we have it in there. Once we rig it, we are able to just make it move behind that body over there. Right now, it's not showing because it's straight. 3. Import & Setup in AE: I'm going to create 19 2010 80 on, so I'm going to call this my artwork. I'm going to give it 30 seconds duration, frame rate can be 30 frames per second. Click Okay. And in terms of character animation, we actually need to modify this space a little bit because in character animation, I'll need to see a lot of different layers because we have so many body parts. I need to see so many different layers in the timeline. So I actually need to put this timeline over here to the left when I have this green doc panel highlighted. I'm going to drop it here so that we have our timeline on left hand side over here. First, I'll click on This button to hide all these options. So I don't need all these options right now. I'll just drag this one back a little bit more. And then we have the effects control and projects in the middle over here. That's good. And then I don't need anything on this side, actually. So I'm going to just drop my ease copy and effects presets over here, move it to the right to have them very small. So I'm going to have this view here, so the left hand side is my timeline. Middle is going to be my effects control and projects, projects and effects control. And then this part is going to be my preview, and then all the other effects align reposition anchor points, effects and presets. Everything is on this side here. So that's going to be my panel when I'm animating or rigging a character. So now, let me just bring the artwork inside projects. I'm going to double click over here in the empty panel of the Project panel. I'm going to choose composition retain layer sizes. Make sure we're not clicking on this sequence. It's going to mess it up if you click on it. So just keep it retain layer sizes, composition. Click okay. And then I'm going to go inside. These are all the body parts we have. So I'm going to copy everything and then paste it onto my number one Aaron artwork. So this is going to be my number one artwork. The artwork layer, I don't want to touch it, so I want to create another one that's called bone layer. So in terms of character rigging, it's a two, I would say, you can call it two step process. So basically, we need to add bones. So this character right now, think about it as a design as a artwork. It doesn't have any bones. That's why it cannot move. So first, we need to add bones to the character. That's going to be the number one process adding bones. Once we add bones, he's going to be able to move with the bones, and then we're going to rig it. So rigging character rigging is just think about steps. First step is adding bones, and then second step is rigging. And rigging is an automatic process. Once you have the bones, this plug in is going to help you rig it right away automatically. It's going to add a bunch of expression and adding so many control layers, and then it's going to rig automatically. So really, the only thing we need to do is adding bones. So it's a two step process, but the second step is automatic. So really, all you need to do is just one step, adding bones. 4. Adding Bone Structure: Now, let's create this. Go to this Aaron artwork, duplicate it Command D. I'm going to change this one to bones. So I'm going to double click on this Aaron bones because we're not changing the artwork layer anymore. The artwork layer is something that we can go back to, so we're going to leave it there. And the second layer is going to be Arin bones. So we're going to add some bones to this layer. First of all, let's go open Windows Angela, Due Angela. And this is Due Angela. Over here. So at the beginning, you can see there's a ton of different things you can do with this, but it's got a lot more feature than you think, and it's actually got a lot more feature than you need. So we actually don't need all these. We only need a couple clicks on this. Like I said, once you accept the complexity of these, it's actually pretty simple. First of all, we want to make sure go to settings over here. Need to click on this dit setting over here. Make sure over here is set to rookie. I think once you install, by default, it's set to rookie. So there's different panels over here. Rookie is going to give you all these icons with text beside it so that you know what that icon is. And then if you change to a standard expert, it's going to make the windows really small, but it's going to hide some of the settings. Hide some of the text so that you actually don't know what's going on, what that icon means. So when we first started, we need to make sure it's rookie. I think normally, if you just install it, it should be rookie if you don't change it. That's good. All we need is just this second button over here. It's looking like a bone over here, just like a joint and a bone. This is the icon we need. If you hover over, it says bones. So we actually need this. And then we need to create this human figure. So there's also other ways to create different animals because animals have different bone structure than humans and they move differently. So we're not touching all these different other animals. All we need is this humanoid human structure. If I click on this, basically, have four body parts. We have the arms, legs, the spine, and hair. Mostly, we're not using hair, so we actually only have three. We have the arms, we have the legs, and we have the spine. That's pretty straightforward, right? We have the arms, legs, and the spine, so we have. And the first step, let me drop this Duik Angela underneath here, so I'm going to just dock it inside my panel. So the first thing we need to do, let me just add both to this arm here, this right arm here. So the first thing I need to do is I need to select the so there's a guide layer over here that's overlaying on top of it, so I need to lock the guide layer so that I can access the arm here. I need to click on the arm here. So I'm selecting all three arms over here. I need to move the anchor point of each arm to the joint so that when they're moving, they're moving based on the anchor point. They're rotating based on the anchor point. So to do that, let me just click on the right ar Zoom in. I'm going to go to this pen behind. The shortcut is Y. You can see on the Hard message. The shortcut is Y. So I'm going to hit Y on the keyboard, select this pen behind two. And then I'm just going to drop this anchor point in the center of the circle. It's better to be perfect, but it doesn't need to be perfect. Like, as long as you can see it's in the center, it should be okay. If you are a perfectionist, you can probably just zoom it all the way in, and then another way is if we go to guide layer, right click and then go to cre ight shapes from vector layers, we can actually make this one a perfect circle as a shape layer. And now, if I go to the arms over here, I can drag this anchor point and then hold down command snap the anchor point to the center of this shape layer because we change it to shape layer. Once we change to the shape layer, we can actually snap to the center of the shape layer. I'm holding down command on the keyboard, control on Mac, control on PC. So I'm holding down command. And then once I see that center, I'm going to release. So I know that's absolute center. If you want to do absolute center, you can outline this guide layer and then snap, but sometimes even stepping doesn't work so well. So I'm changing to pen behind two Y and then moving this anchor point to the center over here, I'm holding down Command. Make sure it's stabbing. That's good. And then going to the right hand over here. Moving this one, holding down Command, I'm going to snap it over here. That's the center, okay. Now, if I rotate, so I'm going to go this rotation tool W. If I hit W, I'm going to go to the rotation tool. See, I'm heading down W. A rotation, I can actually just rotate, right? So over here because I rotate this one. It's going to rotate based on the anchor point. So that's what we need. We need to make sure that three parts of the right arm is rotating based on the anchor point. So we're moving the anchor point to the joint. That's step number one. Moving the anchor point to the joint, very easy to understand. Now, we need to add bones. Very simple, straightforward. Let's add some bones. To add bones, one thing to remember is we need to select the layers from the root to the tip. So in terms of this arm, we need to select this layer. From the root arm, which is the arm that's connected to the shoulder, that's the root. To the forearm, I'm holding down shift to select this forearm and then select the right hand. So I'm holding down shift, selecting each 11 after another, going from the root to the tip. That's very important so that the bone can grow from the root to the tip. Number one. And then I'm going to go to this Hmonoid structure, click on it. And then we have an arm structure here, but before we do that, I'm going to click on the setting here. So for the setting, we need to make sure over here, it says front. So this arm is actually in the front, so that's okay. It's a front arm. And then it's actually the right arm of the character. So I need to click on this, change it to right arm so that it's going to label these correctly once it adds bones. We don't have a shoulder here. We have an arm. We have a forearm, we have a hand. So we have three parts that's corresponding to the three bone structure. So I'm going to click on again, it disappeared. So now we have the front, we have the right. This arm is in front of the body. It's the right arm. We have three structures. Okay. And then the only thing we need to do is hold down command and then click on arm. Hold down command, click on arm. You don't just click on the arm because if you click on the arm, it's not going to parent the bones to the arm. But then if you hold down command and click on the arm, it's going to parent the bones to the arm. So it's going to save you some extra set. It's going to be all automatic. So I'm going to hold down command and click on the arm. And now you see we have a bones. We have some layers over here. We have a bone that's added, and all I need to do is just to move this tip of the bone to the tip of the hand like this. And now, what happens is, if I go select all three and then go to the move tool, you can see I can move this over here, and then if I click on this thing here, I can move this forearm over here. If I click on this here, I can move. Oops. If I click on the hand, I can move the hand. So it's adding a bone to the structure. I'm going to go back and that's how we add a bone. It's the same process, but I'm repeating the same process for the leg. So remember, we need to first put the anchor point. I need to unlock the guide layer over here. I'm locking the guide layer. I need to put the anchor point to the joints, right? So holding I'm using this pen behind tool, which is why as a shortcut, I'm holding it Y on the keyboard and then move this one to the joints over here. I'm holding on command to snap to guide. To make sure it's in the center, you don't have to hold down command. If it's roughly there, I think it should be okay, but make sure you're hitting Y to access the pen behind tool and then put it over here like that. And for the shoes for the foot, I'm going to put it anchor point over here. That's good. Now, I have an anchor point, right? To these three body parts. And then we need to select it from the roots to the tip. So the roots for the right leg is our thigh, and then our right cuff and then right foot. So I have three here. That's good. I'm selecting all three, and then I'm going to go to Honoid. I'm going to go to leg in this time instead of arm. I'm going to click on the options here. And for the leg, this is actually the front leg. So it's actually in the front, so I need to click on this one, and then it's also the right leg. It's above, it's above, and then it's a right leg. So I'm going to do above and right. And then we have a thigh, we have a cuff, we have a foot. We don't have toes here, so we don't click on toes. And then before we click on leg, we just need to hold down command and then click on it. Command, click. If we don't hold down command, it's not going to paren the bones to the it's doing a lot of parenting links here that's parenting. So it's basically parenting all these artwork to your bone structure, and then the bone structure is going to parent each other. So once we hit Command, click on the leg, it's going to help you save a lot of steps to parent this artwork to the bones. So you don't need to do it manually. Hold down command, click on the leg, so a parent the artwork to the bones. And now, all I need to do is, I need to move this tip of the foot to the tip of my shoe. So I need to make sure the anchor point is kind of sitting on the tip of the shoe over here, not this colored circle. Just make sure this anchor point is sitting kind of on top of the tip of shoe over there. So that's how we add bones. 5. Finishing Bone Structure: Coming back to this, I have the arm bone and the leg bone here. So I'm going to create just quickly another set of arm. So this one I have the left arm, where is my left arm over here, I'll just use anchor point, put it here, and then forearm anchor point, put it here, and then the, sorry, this is the hand. The hand is here. And then the forearm, the anchor point is here. Okay. And then I'm going to select from the root to the tip, which is arm form, and hand. I'll go to Hamonoid arms, and then for this one, it's going to be the back arm, the left hand, arm, form, hand, hold down command, click. And then it's going to have a bone structure going from shoulder form, connecting everything, right? So that's good. I'm just going to put this one over here at the tip of the hand. That's. Then I'm going to do the leg here, the left leg, same thing. And I'm going to click on this one, move the anchor point over here. Click on this one, move the anchor point over here, foot anchor point over here. Okay. And then selecting from the left thigh to cuff till left foot, right? So go over here. Leg This one would be the back leg, left leg, and then these structures hold on command, and then I'm going to move this one over here to the tip of the foot. That's okay. And then we're going to do the body here. So body, same thing. We need to move the anchor point. So I'm going to move the head anchor point over here, and then the neck anchor point over here, and then the torso anchor point over here. You can also create a hip. We don't have a hip for the character. But in terms of the body, you can also add a hip over here. I'll be another round joint, kind of like over this area, connecting the torso and the two legs. But over here our design doesn't have a hip, so this is all we have. So we need to connect from the root to the tip. So from torso to neck to head. So these are the three layers you need, and then we go to humanoid, or we go to spine. And then in the spine, we have the head. We don't have a hip, so we're going to deselect the hip. We're going to deselect the hip, and then for the spine structure, we only need one structure. So sometimes you can see the spine like this when they're designing, some people design more than one spine structure, so you need to add more spines. For this case, we only have just one whole thing. Since it's a very simple character design, so we only just need one spine here. So we need one spine, one neck, and one head, no hip. Hold down command and then click on this one. So you see everything is connected over here. I just need to put this one to the tip of my head here. Now we have successfully added all the bones to the character, in is going from the middle to the top. We have the bones here. So the bones are in place. So this is basically how you add it because we need to select the bones from the root to the tip, right? So the head is a tip. The root is the torso. So this is where the force is coming from. And that's why it's L we like this upside down. But it's coming from the inside over here going up. But all the other limbs are just going down. Only the torso is going up. So that's everything for the bones. We have all the bones down, and we have all the bones down. So this is all we need for the bones. 6. Rigging & Control: Character rigging, all you need is just one step adding the bones. Everything else is automatic. So next, we're just going to rig the character using the bones. Let me just duplicate another layer over here. This is a bones. I don't want to touch the bones. I'm going to duplicate this one and then rig the bones. So I'm going to duplicate and then call this one rigging. So this is going to be number three, rigging. So we have the artwork, which is the artwork. We have the bones with the bones, and then we have the rig also with the bones. But then now, I'm going to select the bones, hit the select bones here. And then over here at the bottom, we have an auto rig. So we then click on this auto rig. And then it's going to give you a message. You're starting to rig the character. It's going to be pretty slow. Do we want to hide the layers? So we can click on this one, hide layer controls. It's going to hide all these different bone structure layer controls to make your computer go faster. If you don't hide it, it's going to make the render time really slow. So we need to click on this one, and then it's going to do a bunch of things, and it's going to add a bunch of layers, add a bunch of controls, add a bunch of null objects. It's going to rig the character for us. And this is just a real time of how fast or how slow it should be. It's taking like maybe 20 seconds or something. And now we have the rig. So this is a full rig. If you go to here on the timeline, we have these green labeled layers. These are the control layers. So I'm going to go through all these control layers. But all the bones we had are just underneath here, and then it's also adding a bunch of other layers as well. And then we still have artwork underneath over here. This is Auto rig. This is the second step. So essentially, this is done. We can actually using this to animate. This is already working. If I hold this hand here, you can see, I can move this hand now from the hand structure over here. If I want to rotate, I can rotate. And then if I drag this hand over here, I can move the hand over here like this. And then if I drag this one, I can move this character like this. And then if I just go here, click on the neck, I can move the head here. It's a little bit weird, but I can also move the foot over here, make it like this foot is not bending to the correct direction. I'm going to fix that. But you can see, we have this character already working. It's already rigged, and that after rigging, use this controller to control the position of each body part to basically animate this, right? So now we already have this control. I'm going to go through the control individually, but first, I need to go back and reset to original position. And before we do anything, this is already done with the rigging process, but we need to do some cleanup before it's actually working conveniently or effectively. So first thing we need to do we need to go to the let me make the smaller. I need to see my timeline over here. Let me make the smaller over here. And select all the control layers, hit position on the keyboard, hit P on the position. I need to turn on the first icon here to show all the numbers. So you can see over here right now at the mutual position, neutral position at zero second. I have all these arms and legs and arms and legs and head and shoulders, all these structure. In a weird value. So in terms of these structures, I don't want it to have a weird value at the beginning because it will be really hard for me to come back to that value because I won't be able to remember all these. So first thing we need to do is to zero out the values at zero second so that whenever we move some structure, we move the hand or move anything, we are able to go back to the neutral position, which is zero. So in this case, this is not zero. We need to make zero. So we're going to select all these control layers which labeled as C C over here, all these green label layers, and then we go to this link here, third button here, and then we go add zero. So this button here, we need to click on this one, add zero. So basically, **** is going to add a bunch of null objects and then link these control layers to the null object so that the control layer to the relative position of the control layer to the null object is becoming zero. So that's why you can see zero. It's adding a bunch of null object position them at the position of these controller so that once they link the controller to the null, controller becomes zero because it's a relative position to the null. And that's why we can later on animate this. Let's say if I move the hand over here, I can still go back to the neutral position at zero. If I just put in 00, everything is zeroed out. So that's really important. You need to add zero at the controller after the rig. Now, we have this character. Let me just go through some of the settings over here. So first, let's go from this head structure over here. If I click on this one, this is a head, and I can actually move this icon off of the head. So if you go to this controller, this icon here, you can move this controller, the position of the icon on the side so that we can move it off. Let me turn off my guide layer. Let me turn off my guide layer. See this guide outline, I'm going to turn it off so that it's not showing. And then I can also turn off my bowl layer. So I don't need to see the bow layers anymore. So all I need to do is see this bone, starting from this layer N, I'm going to lock all these bows and also all these artworks. I'm going to lock all these, and then I'm going to shy all these. So I don't need to see all these now. I only need to see my controller. So I'm locking all the bows and the artworks and then shying all the bows and artwork. And I'm going to click on the Shy button over here. Sorry, I forgot to make these bows invisible. So make these eye button turn off on the bows here so that we're not seeing the bows anymore. And then I'm going to click on the Shy button here. So we only see the artwork, and then we only see the controllers here. So that's how we clean up the preview. Now, I'm just holding down this head here and then move the position of the icon on the side so that I can also change the color, but it doesn't matter. I don't need to change the color right now. So if I rotate the neck, let's say, if I go to my rotation tool, which is W on the keyboard, I'm going to hit W. I can rotate this head, and I can also hit W and then rotate this head like this. This is only rotating the head itself, but then this is rotating the neck like this. And then for this torso here, I can go up and down with this torso control to change the body up and down, but I couldn't drag it out too much because it's going to separate some of the limbs over here. So normally what we do is we don't use neck and torso control. If you hide the torso and the neck control over here, there's actually a body controller over here really small over here, and then we're going to go to the icon, move it off on the side and make it a bit bigger, maybe. This is actually our body control. So we actually just use this one body control to control the upper body. If we go just rotate it, it's going to rotate the body as a whole. And then if I go position, hip P for position, move it down, it's going to move the whole body. So this is a better control than the torso and the neck control because it's already combining the whole upper body together. So normally, if you want to control the upper body, you would go to the body control over here, move it to the side so that you can see it better. And now for the hand if you want to control the hand, we can just move it like this. And then for the hand rotation, you need to hit W for the rotation tool and then move it like this so so that you have the hand moving up and down, right? So for the other hand, same thing, I can move it like this and then hit W, move the hand up like this. And sometimes, if you want to bend this arm in a different direction, like this leg right now is bending in the wrong direction. So what I need to do is I need to go into this controller, and then on the side, I need to change the side to negative 100%. This way, I can bend this leg to the other side. This is going to be a correct position of the bend. And then for this one, is bending okay. So you can see these are the two leg control, and then we have the arm control. Let's say, I want to do a arm I want this arm to bend the other way. So I want to go to here and then change this one to negative 100% so that I can have these both and lay on the waist to have this pose like this. So this is a post I like. And then over here for the head, I can also use rotation to maybe move this head up like this. And after I have all these controls, exploring all these controls, you don't actually need to understand all these. You only need to first of all, you need to know how to move the leg and arm to a different direction, which is modifying this side value here to negative value so that it can go both directions, bend in different directions. But all the other ones, there's so much settings. You actually don't need to understand those like, they're pretty intuitive, by the way. They're just, like, basically telling you what it does. So I don't want to go through all that because it's overwhelming. And to be honest, I don't even touch a lot of these settings. Really simple, just want you to understand that these controllers are controlling different body parts and what we use to control the upper body, how we bend the legs, how we move the legs. And now since I've already changed up the character, I want to move back to zero for all the neutral position. I need to move everything to zero. And then for the head, it's a rotation change. So I need to also pull up the rotation property and make sure my rotation is zero. Everything is zeroed out. Once we zero out everything, it should be standing at the neutral position. So this is a neutral position of my rigging. 7. Automate Walk Cycle: So next thing we do is we select all the layers. Let me just pull it to the zero. Let me just re center everything, change all the settings to zero. So we have this character standing straight now and then select all the controller layer. So now we want it to walk and run. So it's very simple. D can do it automatically for you. So we select all the controller layer, and then we go to this play button here. It's underneath here. It's hidden over here. So but it underneath this automation. We just need to click on this walk and run cycle. It's going to add more expression, a bunch of expression, and it's going to just automatically make this character run and walk. Click on this one. We can click on the option to see, but it's going to be basically parenting all the controller of each body parts to the actual body parts. And then it's recognizing all these different layers, the torso as a torso, the shoulder neck controller as a neck, and then the body controller as a body, and then the leg and arm controller as this. And then, basically we just click on the walk and run cycle. It's going to be writing a lot of expression. And then it's adding one more controller, which is the animation cycle controller, and then it's already done its magic. So let me get if I play it right away, let me go to ten second. Let me cut this timeline to ten second over here. I'll just on the keyboard, and then I'm going to zoom out. So let's say if I already click on the walk cycle, let me play right away. Let's see what happens. So it's generating this walk cycle. I can hide the visibility of this controller so that I don't see those overlays. So now you can see this overlay here, this is the walk cycle animation cycle controller. I'll just move this one to the side. Let me go to the icon property, and then I'll go to position, move it to the left. So this is going to be my walk cycle controller. And you can see, now, since we have it rigged, and then we added it's underneath here, right, we added the animation controller so that it's walking now. However, there's some issue, so we need to fix some of the walking issue. But, like, this is really brilliant way to quickly add a walk cycle because traditionally, if you want to animate a walk cycle, actually takes a lot of time to animate this. It takes, probably a couple hours, and you have to know how to do it. So now DUIK is basically generating a walk cycle for you, and not only are you able to do a walk cycle, we can also do a run cycle with it. So if we go to the cycle controller underneath, we can take a look what are the options we have. Let me just make this Duik all the way down and then see all these parameters. So over here, we have animation cycle, underneath we have this controller, which is the icon over here, and then we have this walk cycle controller. So we have a general motion. This is controlling the general motion of this character. So right now it's set to 100%, and then the walk cycle is set to 100, meaning like this character is walking. If I set the general motion to zero, it means that basically there's no motion. If I play this, he's going to be just standing still. So that's general motion, basically controlling the general motion of the character, meaning either it's walking or running. If you set it to 100%, it's going to be having motion, and then zero is no motion. So let me reset it to 100%. And then walk cycle and run cycle. If we do like 100% run cycle and then zero walk cycle, this character, instead of walking, it's going to be running. Let's see. Yeah, there's less problem in the run cycle than the walk cycle. I like that. It's pretty interesting. So that's going to be the run cycle. Let me start it to walk again. Let's fix some issue here. So right now, this is a walk cycle. It's walking pretty slowly, so we can actually make it faster. But before we do that, I'm going to go down to this computation setting over here. Select this drop down over here inside the computation. You can see there's a cycle duration and cycle, frame duration and second duration. It basically tells you that this walk cycle is running on a loop within 30 frames. So if you want to loop this character walk cycle, you have to find the 30 frames mark and then cut one frame at the end. So let's say right now because I'm having 30 frames per second. So it's looping at 1 second. Meaning if I just cut it at you can see over here, I'm using Command left arrow. 30 frame, this will be a full walk cycle, but I need to cut one more frame because the last frame is going to be essentially the same as the first frame. So 30 frame is the same as frame one. So I'm cutting off one frame to loop this character. So I'm hitting on the keyboard. If I play this, this character is perfectly looping. So this is the loop point of the character. If you want to have a looping character walking with no hiccup, this is how you loop it. You have to find the loop point, which is 30 frames. And if we change the settings over here, the front settings, it's going to change our loop point. So once we change that, we have to come back and see where the loop point is and then use that loop point to loop the animation. So that's where you find the loopoin. That's okay. The center, the last setting, which is computation, and under here, it's cycle duration. That's a loop point. So that's the number one thing. And then the number two, well, after number one is all these settings. Let's take a look at these settings over here. We have the character over here. So this one, we're controlling the height. If you push it down. Basically, we're just slightly modifying the height of the character when it's walking, so it's probably going to make it walk up and down a little bit more. So normally, I'll keep it at 100%. We don't touch this. And the energy is something you can touch. So if we do like 40% energy, it's going to give character more energy. So if we do that, you can see, now, our character is more bouncing. It's got a lot more energy when it's walking. Compared to the 20% energy, 20% is just, like, walking more slowly. Is kind of not bouncing too much. But then if you turn out the energy, it's just basically making it walk a lot more energetic, and you can see it's happier, right? So that's how we modify the energy, and then softness is basically just the controller for the upper body. We don't touch this as much, so just keep it 20. Mostly, we just adjust the energy over here, make it, walking happier or not so happy. And over here, we have a walk cycle setting. Over here, we can change the walk speed. So let's say if I change it to a place where we have the legs spread out and then if I make the setting bigger, you can see, we are spreading the legs out more and it says walk speed. So basically, the way it works is that when you're walking, you're walking the same distance. You're walking the same distance within the same amount of time. You see the cycle duration is not changing. So we're walking the more distance in a set time, meaning the speed is faster. Basically, when he's walking, the leg is spreading out more, he's walking faster. So if I change it to 15180, and if I play this, so he's walking in larger steps and walking faster. I like that. Looking pretty cool, but we have some breakdown on the leg. So we need to tone it back down to maybe like 150. If we want to walk faster, let's do 150 here. Still have some issue on the so that's walking a bit faster. And there's also walking type. There's a realistic walking, and there's a dance dancing. Let's say if we change it to dancing, let's see what happens. So we have this character walking on a double bounce walking, almost like it's like walking, dancing, walking, dancing, double bounce, double bounce. So it's got a lot more energy. This is another way you can add more energy. If you tone it back down to 20 and using the dancing it might work better. So dancing is just basically adding one more bounce to the walk cycle so that the character walking and bouncing, almost dancing at the same time. So we have a lot less energy since I do it back to 20, but, like, now it's like a robot. So maybe still like 35 or 40 is better. So let's switch back to realistic. I like the realistic walking better instead of the dancing. Okay. And then let's go down here. This is run cycle run speed, same thing as walking. Once we switch it to run, we can actually just modify the run speed to make the legs read out more so that when it's running running faster. And over here, we have the neck and head control, so we can choose to when it's walking, we can actually make the head adjustment. Let's say if we til the head down over here, next swing over here, add more. Okay, the next swings now rushing. So softness. So if you up the softness, use some parameter changing or fear, let's see the animation. So I change it to 20 head swing. So meaning when he's walking, his head is going to swing back and forth 0-20. He's going to have a lot more head swing, and then next softness is going to have a lot more softness on the neck. He's like, walking and then bouncing his head. That might be too much. So all the settings right now that I'm changing is dynamically updating the walk cycle. So these are not just, like, like, we're not changing the value of one post, we're changing the value of the whole walk cycle. So if we set it to ten, the entire walk cycle, his head is going to bounce back and forth continuously 10-0. Back and forth. So we're changing it dynamically on the walk cycle. We're not just posing the head on one frame. So this is all just changing dynamically on the walk cycle, not just posing on one frame. So all these endings over here, and then the body, we can actually adjust the torso swing. Let's say, I want the torso to swing maybe back more, and then the spine swing, we don't have a spine control. We only have the torso. So the hip, we don't have a hip control. So that's fine. And we can have the body down a little bit more or up. So the arms over here, we can have the arm swing more over here. So let's go to the left arm here. I have the left arm swing out more. The angle of the arm is wrong on the wrong side. So I need to go back to my arm control to tweak the angle of the arm. But, like, I'm just kind of tweaking all these settings as I like. You can see after I have more torso, I mean, torso swing, like my character is like walking back and forth more dramatically on his torso. So I can dial it back to five so that it's not bouncing that much. And then the head swing dal it back to five. And then we have the arm control over here. So if I just drag it all the way out, I couldn't have this arm like, Yeah, it's going crazy. So I don't want this arm to go that far. So I'm just dial it back to maybe a smaller percentage over here. So you can see these rallies are all red, meaning they are all parented inside this parenting chain of this walk cycle. So you don't need to worry about being red. After you adjust the value, it's going to dynamically update on the walk cycle. And then the leg over here, if I just do I think it's looking okay right now. I just this left arm over here is breaking down, like when it's going. I think this left arm should bend the other way. So I need to go to my arm control. This is my left arm control. And then the side, you can see it set to negative 100, so I need to change it to positive 100 so it can bend the other way. Okay, it's not working. So let's adjust some setting on the FK control over here. So I need to introduce another concept before we go to adjust the FK control here. Okay. 8. Fix Knee Popping: So I think this one right now it's looking okay. The only thing that's bothering me is the knee that's popping. So we see the knee over here. One it's going straight to bend, it's kind of popping in and out. So strand straight bend is kind of popping. It's too obvious, it's too much. I don't like that popping. So what I need to do is when the knees are just right before the knees are popping, I need to adjust the body to push it down a bit more so that the knees are not going fully straight. So let's find a frame where the knee is fully straight before it pops. So you see this points here, the knees are fully straight. And then this is, it's fully straight, and this is a frame it's kind of popping here. This knee popping. So right now over here, right before it's popping, this is, like, already bend, but then the previous frame is fully straight. Meaning, like, the knees are going to pop to bend. So I need to move the whole body down to have the knee not be so straight so that it doesn't pop. In order to make it go down, I need to go to find my body control. Remember, we have a body control from last class. I just need to push the position of this body down. So everything I update is going to be automatically update in the walk cycle automation. So it doesn't matter how much value you have. It's going to be dynamic. So I'm just pushing this down here. I'm using my arrow key, push it down so that my knee is not fully straight, so it doesn't pop in the next frame. So I need to go and check the previous frames, maybe it's popping a little bit over here. I wonder if it's going to be okay. Yeah, it's still like popping. So maybe I just need to push this body controller down a bit more so that the knees are not fully straight most of the time. So it doesn't pop because when the knees are straight, it will make the knee pop and then it kind of looks weird. So I'll just push this body controller down, so when he's walking, it's like, bending down a little bit, and then the body is bending down so that the knees are not popping so much. So I have this knee over here. And maybe I can have the body lean forward a little bit instead of lean too much like the body kind of is out of balance in the back. So I'm thinking maybe I should move this one forward a little bit and then up a little bit, just slightly so that I'm trying to fix the knees popping issue here. Still some pop I mean, still some straight legs over here. I might need to push it down further here slightly, and then what if I adjust the rotation to have the body, like, bend over to the back a little bit more? So I'm adjusting the rotation here, because if I adjust it to the front, my right knee is going to be straight, so it's popping even more. So I'm just going to move it back a little bit, maybe three degrees so that my body is, like, bend backwards, and then this is not popping so much. Yeah, I feel like the knees are bending too much. So we just need to find a balance where the knees are not bending too much and also not too straight so that it doesn't pop. I think it looks better now, but then when he's walking, the back legs are not fully extended. I feel like he's walking. The distance of the walk is too. I just feel like this pose is weird. I feel like the body should be further ahead. Let me see if I move this body further more, a lot more further. See if that's okay. No, no, it's too much. So I just need to move it further a little bit so that the center of gravity in the middle. And then this knee over here, on walking straight, I just feel like this knee should be more straight instead of bending too much. So let me see if I go to my animation cycle, and then I'm going to the body over here. This is the body swing. This is the legs over here. The feet heights. So what if I modify the feet height down, which will make the feet go lower so that I continue to maybe 8% so that this leg is straighter. That's weird. Is like a zombie. So not working. Around ten, change it back to 15. And there's also a feet rotation. If you don't like this feet to rotate too much. So right now when he's walking, I think it's okay. Right now, the feet is rotating. Over here, you can see the feet is rotating like that. So if we tone it back a little bit, his feet is going to be not rotating too much. It's a little bit weird. Let me change the feet height to 25 again. Yeah. So over here is the body. So I'm just trying to adjust the body to fix the knee pop issue. Using the body position and rotation, and make sure the legs are not too straight when it's walking. But then I feel like over here, when he's extending the back legs over here, I think this leg should be more straight instead of bending too much. So I'm still trying to fix this. Maybe use, like, a rotation or push the body higher. Yeah, I think that might look better. You just need to kind of tweak all these settings, especially the body setting position and rotation. And also, I mean, for the knees, I think those are the only two you need to tweak. And now we have this walk cycle over here. It's looking pretty cool. 9. IK vs FK: This is what we have. The only issue right now we have is this arm that's not swinging to the right direction. So it comes to another one more new concept. So over here, you know what? I forgot to I forgot to make a new composition called animation instead of, like, we should have another composition that says for animation because I was using this rigging layer. And now I'm losing my rigging layer. The arms is over here. I remember we have the arm control where we drag this handle and then we can modify the position of the arm in the rigging process, and now it's not working anymore. So the reason is because there's two system for the arm to control the arm. There's one called forward kinematic and the other one is called inverse kinematics. So IK and FK. So inverse kinematic is the way that we use this handle to control the hand of the arm so that when we're moving this arm, we moving this handle, the arm is going to be controlled by the tip of the arm, right? So this arm, this handle over here is controlled by the hand. And then when moving this one's controlled by the tip of the arm instead of the root of the arm. That's called inverse kinematic because normally when you are paring things without any rigging, when you're paring without rigging, the normal parting process is that you would only be able to rotate from the joint. Let's say if you want to rotate this arm, you would rotate from the joint, which is the anchor point. Then you're paring the forearm to the back arm, and then you're pairing the hand to the forearm. So that in that case, you're only able to if I turn off these keyframes, you're only able to rotate this thing from the anchor point. Like this. This is a normal paring chain, like as we pair anything, normal paring chain. This is called forward kinematic. We're animating forward, we're rotating from the root of the body parts from the joint of the body parts. However, when we're doing character animation, we cannot work with the forward kinematic if we were to animate the character. We have to control the character by the hand and the feet because in that case, if I go to my feet here, which is a leg here, leg control is still working. So you see, this is called inverse kinematic. Inverse meaning I'm using this feet to actually position the body. This is called inverse IK. This is IK. And before I do the animation cycle, the arm and both arms are also IK, but now the arm IK is turned off. So meaning while we're doing walk cycle, the arm is actually becoming a FK system. So you see over here on the leg, this is IK enabled. This is already checked this KFK enabled, meaning this is IK. This IK foot. So IK is inverse kinematic, meaning we're doing inversely. We're using the tip of the limb to control the whole body. So only this way can we animate a walk cycle? Because if we don't rig the character, there's no way that we can control the feet to control the body because it will be separated, right? And there's no way that we can position all these different body parts on its right position because in that case, that'll be too complicated. That's why we're rigging it. After we rig the character for the animation, the reason we rig it because we need to use the inverse kinematic way to position the foot and the body and the hand to a certain position so that the whole body parts are still connected. So that's inversely. But then normally when we're doing parenting, we are actually using a forward kinematic, which is just using the root of the joints to rotate each body parts. So in this case, in the walk cycle, the arms are switched back forward kinematic. If we go to the arm over here, you can see this enable is switched off, meaning the arm is actually forward kinematic so that I can rotate the arm using a normal paring chain like this, so I can swing the arm this way here like this. And then this arm control layer is not working because it's already a forward kinematic instead of backward, but the foot is working. The foot is still inverse IK. The foot is still inverse kinematic, meaning I can position the foot, and then the leg is going to follow the foot. And that's called the rigging. So in this case, remember, the problem we had is this arm bending in the wrong direction before. So now I can just using this FK system on the hand, on the left arm, and then I link all the keyframes over here. I'm just going to dynamically update this arm to bend this way here and then maybe move the arm back a little bit so that it doesn't swing too much like this. So now, once I do that, it's going to be automatically updating the animation. So now this arm should be swinging in the correct direction, which is bending the other way, bending this way. So if I play the animation now, see the arm is bending the correct direction. I think the back arm over here is swinging too much. So I want to drag it down maybe like this. So this is how far I want the back arm to swing. I don't want it to swing too high. And then when it comes to the front, I'll just move it slightly. So it's going to be like this. Let's play the animation here. Yeah, that looks pretty cool. So now we have a walk cycle that's correct. And remember, we want to do the duration loop here, it's still 30 frames, so I need to cut it at 29 frames to loop this animation hit on the keyboard to cut the preview range here over here. And now, if I play it, it should be on the perfect loop. So that's my walk cycle. When we're doing the automatic walk cycle, this is the automatic walk cycle here. Automatic walk cycle is switching the arm into FK system automatically. So you see the arm over here, this is checked off, meaning like Duik already know that if you're doing a walk cycle, your hand doesn't move, doesn't need to control. So that's why when you're doing an automatic walk cycle, Duik is already turning off the IK system. It's already using the FK system. So that's why you see this arm control. It's already checked off. But then the leg control, we still have the IK enabled because we need the foot to go somewhere so that we control the leg. And there's no way you can control. Like, I think for foot, it's going to be always the IK system. There's no way you can control the foot using FK because that'll be so weird. You don't swing your foot, right? You always use your foot to do something to walk or whatever. So that's for that very important concept. In character animation. The reason we rig in the first place is because we need this IK system so that we can control from the tip of the limb and do, like, a move. 10. Walk to Run Animation: And now we have this walk cycle. I'm just animate do some animation here. So let's go animate this. This part is going to be your assignment. So we need to do a character. Let's do a character standing still, start to walk, start to run, and then stop. So that's the animation we're going to be doing. Very simple. We already have a system set up very simple. So let's go to add some key frames. You can see with this walk cycle, we haven't add any keyframe. It's already walking, right? There's no keyframes, so you don't need to worry about keyframe until now. Until now, because we need to have this character to stand from standing to walking, and then from walk-to-run and running to stop again. Now we just go to 1 second. Let me just zoom it over here, D 1 second. Add some keyframe at 1 second. So I'm going to go from general motion, move the general motion to zero so that we add a keyframe over here. Add the keyframe on the general motion so that it's not moving in the first second. I'm going to hit you on the keyboard to show the keyframe on the timeline. So we add a keyframe on general motion. And now I want to start walking at 2 seconds. So I'm going to do 100 at two second. So if we just do that at the beginning, it's going to stand over here, and then it's going to start walking slowly like this. I don't like the way it stands because we already changed some of the settings. So I need to change the setting back to how it stands still at the beginning. So basically, we need to keyframe everything that we changed over here. So from all these settings, I need to keyframe everything that's not zero. So all these red values over here, if you click on it, you see it's not zero. But then if you click on it, it's actually zero because it's linked to an expression, so it doesn't matter if it's a different number here. This part it's actually not zero. So the way I do this is, like, I see the position and rotation. So the only thing that we change is position and rotation, right? We're not changing any other value. We're only changing position and rotation. So I'm just going to be taking a look at these controller layers and see what are the values that I changed. This position rotation, all zero didn't change anything, so leave it there. Th the leg position over here, this value is not zero, but if you click on it, it's actually zero. So it means that it's linked to an expression, so it's actually just zero. You don't need to add a keyframe over here. So over here, the arm, we change the position. So I need to keyframe that, and then over here, the leg, it's all zero. You see? If I click on it, it's all zero, so no need to change anything. The head is all zero, no need to change. The shoulder and neck all zero, the torso I'll zero. So if I click on it, it's zero, no need to change. So this one is 30 43. So this one is changed. So I need to add a keyframe over here, and then the rotation is in blue, so it means I've already changed the rotation. So I need to add a keyframe on these values over here to lock it. So these are the values I need to use when it's already walking. And at the beginning, I need to zero out this value. So over here at the beginning, I need to zero out the value over here. So I'm going to zero out the value over here. Everything that I see not zero, I need to zero it out. See that? So I'm zero out this value here, and I'm zero out this value. So they're all zero now, meaning they should be standing still. However, you can see the hand, the arm is still not straight. So because for the hand, we're using FK system. And then for the FK system, the control is underneath this IK hand hand control over here. You see this FK system over here. So we need to key frame these as well. So I'm going to one hand, and then I'm going to add a value, add a keyframe on this hand, upper, lower end end, a keyframe, right? And then I'm going to do this arm, go to the FK. First, I need to unlock this and then relock this again. Add a keyframe to this again. So if I hit you on the keyboard on these two layers, you see I'm adding keyframe on the FK rotation. So this is when it starts to walk. It's already walking. And then I need to go back to 1 second. And then at this point, I just want the hand to maybe slightly going down straight like this and then over here. So I need to go to the left here and push it down like this. So my character is more or less standing straight. It does have a little bend on the arm. That's okay. It's pretty normal, pretty natural. And you can see, I only added the lower rotation over here, which is the lower arm over here. It's already fixing my post. So that character is completely still not moving in the first second. And then from the first second, it starts to do a walk cycle, slowly walking now until 2 seconds, it starts to walk. So let's play this one. Like that. And then I can easy ease those key frames. Let's go like F nine. Easy ease. I can easily eas those keyframes. Yeah, and you see now start to walk from standing still. Okay. So I'll let it walk for maybe 3 seconds. So it's going to be walking 1 second, one, two, three, four. So I'm going to starting around like 5 seconds, I need to have it start to run. So have it start to run. I need to go back to my animation cycles. Over here, I just need to key frame the walk cycle. The run cycle, and then I'm going to hit you on the keyboard to show this over here, it you on the keyboard. I can see the walk and run cycle over here. So I just need to change the walk cycle to zero and then run cycle to 100%. Oh, sorry. I need to key frame those and then go forward 1 second. So I need to have it happen gradually. So from five second to six second or maybe even 7 seconds, I wanted to start running maybe gradually in 2 seconds. So 5-7, I need to change the walk to zero and then change the run to 100%. And there's a problem with the run because of the settings we have. So let's see what are the running problems. Let's play the animation for this run cycle over here. I think first the arm is bending too much, it's coming up too much. So I need to push the arm down. So before I push the arm down, I need to make sure that before I start running, I need to set a keyframe, right? So I need to set a key frame on the FK here. Just need to lock that so that it's not moving before it starts running. I need to lock the upper lower here, the three rotation on the arm, just right before it starts to run. I need to lock that. And then once it starts to run, I need to fix this. I need to push these arms down a bit more so that it's in a better position. So, this one looks good when it's running like this. And then for this right arm, I can push it down so that it doesn't run too, I mean, it doesn't run too hard. I feel like right now it's running too hard. So I think the arm can just go down slightly like this. Oops. Okay, I need to find a point where the arm is extended the most and then change it from there. So I need to figure out, I need to go frame by frame over here. I'm using command right arrow. To make sure when I'm running, I need to find the point where my arm is like extended the most. I think this is okay, the back end is crazy. So let me delete these here. I think the value are still having some issue. So when I'm running, I think I like when it's running, and just going through the gradual change of running. So I actually just want the hand to probably just do like a value around here. So I can just add the value from this point because if I go further down, these values are going to be changing even further, and then the hand is going crazy, like this. So instead of changing the value at the end, I'm actually just going to find the value where I'm comfortable and then just add a keyframe. Let's say, if I like this post here, I'm going to just add some value here, just add a keyframe so that it's going to lock the value on that keyframe, and then I'm going to drag this keyframe all the way down so that it's always having the same value over there. So I'm going to just do like this. Still some issue with the arm, so I can fine tune this left arm here. This left arm is still having issue. I think it's pushing too hard. You need to have it down like this, go down like this, maybe something like this. And then another thing is still some issue. So I need to see where the issue is. Let me change another setting before I fix the arm because I think it might be another problem that we have. So remember, we have this animation cycle, and then we have the energy here. I think we might be having too much energy so that the arm swinging too much. So in this case, I'm going to go to before I start to walk, I'm going to add a keyframe on the energy. And then let me hit you on the keyboard to show the energy heat frame. And then for here, I'm going to tone it down to 15 or 20. So now I think it should have less energy compared to when it's walking. And now since it's running, I'm changing the energy down to 20. So I think the only the only frame that's having issue is this one here. So the arm, I think it's one that's rolling back. It's rolling back too much. So I need this back arm on the left to not go to too much. Like, it's going to be maybe around here like this. That looks better. And then in the front, it's going to be like this. So I'm going to delete the keyframes over here, move it back to align with the key frame I have over here. So it's gonna be like this. I think that looks better now. So if I play the animation, I tone down the energy to 20 from 35, and then we fix when the left arm is going to the back, it's going to high. So I fix the rotation of the left arm is going to the back to this position so that we're using those keyframes as the final keyframe for the running. Let's see if that works better. I think that's okay. The only thing is, I might want the run to be faster. So I want to keyframe over here, the run speed. Let's keyframe the run speed over here. So let's add a keyframe just before it's running. Oops. So this is run speed before it's running, and then after I start to run, want to make sure our leg is spreading out more, so you might want to just do, like, a run like this so that my leg is spreading out more on start to run so that we are increasing the run speed over here. I see over here. Let's see if that looks better. Yeah, I like that better, actually. That looks more natural. So this is my animation now. So I'm only adjusting the hand so that the hand when it's falling the back, it doesn't move too high. And then when it's going to the front, it doesn't move too high, just by adjusting the FK rotation of both arms. And then we're toning down the energy on the run, and then we increase the run speed so that the leg is spreading out more. So this is animation, let's see. We're walking and then we start to run with something urgent, we start to run run run run run run run. And then after we run a couple seconds, I'm going to have a stop. So when I have a stop, basically, I just need to go back to my cycle and then change the general motion from 100% at a keyframe and then go forward 1 second or 1 second or so. So change it to zero. And then we need to make sure all the rotation are similar to the starting point, like all these rotation is going to be the starting point. So I need to first lock the rotation of the hand again before I add the final rotation. I need to lock it because if we don't lock this one here, it's going to start to gradually decrease the rotation starting from this run cycle from this keyframe, right? So we need the middle from this keyframe to this keyframe, everything in the middle to be not changing, so it can start keep running for a couple seconds. And after it wants to stop from starting from this keyframe here, I want it to gradually stop. So from this keyframe, I need to have the similar I think the similar rotation key frame at the beginning. So I'm going to copy the first keyframe of this rotation. Just copy the first keyframe and paste down on the end so that we're having, like, a stop motion here. And then maybe this one here, I need to also align this one here. This is the body control. So the body control need to go back to original as well, so I need to go back to the original. So this is body control going back to the original, and then the arm control is going back to the original. And then we're just basically turning the general motion down to zero so that it stops. So now, if I play this from here, running, running, and then and start to having a stop here. Okay. And then I can just cut it here and loop this animation. Walk, walk, walk, run, run, run, run, run, run, and then stop, stop, stop. And then walk, walk, walk, run, run, run. Stop, stop, stop. Okay. Yeah, that's everything I want to show you 11. Congrats!: Congratulations. You made it through the end of the class. We just took a character from completely still to walking and running all with Duik Angela. That's a real skill you can use on any human character you design Illustrator. If you haven't finished your project, keep working on them and please share your project in the gallery. I really love to see what everyone comes up with. If you enjoy learning with me and want to keep going, come check out the Motion Circles YouTube channel. I post new motion design tutorials regularly on YouTube, all free, all beginner friendly. If you're ready to leve up your animation skill in a more systematic way, over to motioncircles.com. We have a motion design and master course that's designed to take you from where you are now to be a confident animator. It's a learning system that I wish I had when I was first starting out. Thank you for spending the hour and learning with me. I can't wait to see what you create. I'll see you in the next class.