Transcripts
1. Introduction: Hello everyone. I'm Emily. And in this tutorial, I'm gonna show you how
to animate a walk cycle.
2. Tools: Free tools you can use any
animation program you have. I'm using krista. You can download it for free. You can also use programs
like Adobe Animate, Clip, Studio Paint,
perhaps even flip a clip. Mostly what I'm going
to be focusing on is how to draw or what to draw. In order to get
your image moving. You can use any kind of brush
that is going to be pretty clear in showing your lines. And think you will
see why very soon. It's better to draw
with very clear lines. Like just, at least
for this tutorial. Probably don't want any
messy lines like this. Because otherwise it's good
to be tougher on you later. More like this and
not like this. If you're using credit.
The default workspace is the big paint workspace. To get to the
animation workspace, you go to Window
Workspace animation. This version of credit
is crucified beta. By default. I don't actually
really like this workspace, but the most important thing
is the animation timeline, the playback, the
playback stuff. But I will show you how to optimize your workspace
in the next part.
3. Workspace Setup: This part is mostly going to be useful for credit users since I'm gonna be a lot more
specific about the software. If you have an easy enough workflow and whatever
program you're using, then just go with that as long
as you have a good view of the timeline and perhaps your
layers and this authorial, I don't think leaders are
gonna be very important. But definitely your
animation timeline, your playback buttons, and probably your onion skins are
among the most important. I'm Krista. I never click on Window Workspace
animation because usually criticize
default animation. Workspace is just so ugly to me. I mean, I'm not sure if
by default they really, really put the tools up here just like really ugly like this. Like this space is
incredibly narrow. So I'm not going to show
you exactly how to do everything all the way
till my ideal workspace. I'm just going to
show you how to remove some windows on dock. The windows or the
individual panels. Rather, they are
called Dockers here. So in order to get doctors to show up or check the Dockers, you go to settings. Docker's. For example, the
animation timeline is the most important thing about
the animation workspace. When it's checked, it's showing, if I uncheck it, it
should disappear. And then there's
animation curves. If I check it, again,
it's under settings. Docker's animation timeline. It's in this long panel, but the Docker is
over here actually. So doctors can be
piled in in tabs, in their own tabs. Like up here, I have pallet
for colors which I never use. Tool options. Probably also never
really used that overview for seeing my whole
imagine stuff. But the way the
tools are up here, that's very, very ugly. So I'm going to move them
from up here to over here. And that's gonna be another
tab in this panel over here. I like my layers where they are. I don't really
like him credibly. Like claustrophobic. This feels, I think I can just
move the onion skins over. Maybe stick them in
a panel on the side. I think I'm more okay
with two sides like this. This is how I would narrow
it down to be flatter since right now at
least I'm going to have just one animation
layer for now. But this can get very, very messy and cluttered
very quickly if you're doing a very complex animation
with lots of layers. But here, I like to
have onion skins. Maybe your brushes to Settings,
Docker's brush presets. And by default it appears
over here, this is fine. Basically, I do like to
have my layers here. I like to have my onion
skins brushes for now. I guess you don't really
have to have this here, but my, my ideal workspace
looks like this. I sometimes like to
change my colors, especially if I'm doing demonstrations and I want to point out something
like highlights, something with a
different color. I like to have my
onion skins here. I can just take this
little dotted button thing here and increase or decrease the height over
here if it'll allow me to, at a certain point,
my color wheel isn't gonna get any smaller. I like layers over here in case I'm gonna do sketches
and then clean lines. My tools. I don't think they're
terribly important. I tend to just
hotkey them anyway. But yeah, basically, your most important
things here are gonna be your canvas area, your timeline, and five, Beta. Your settings for clip's
start and end and your frame rate are actually hidden away with this
button over here. And in case your
onion skins go away. I believe you can
just toggle this, this button over here
for onion skins and also your, your playback stuff. One more important thing, once you have your ideal setup, like however you want
your workspace to look. This applies not
only to animation, but in case you do
painting or drawing. Whenever. When you
have your panels and your dockers all in your
ideal spaces and you can save your workspace by going to Window Workspace, new workspace. You click on it and
you name it, whatever. Something that is
not too general, like you can put down your
name and then the animation your name and then drawing
or your name and painting, whatever, and then hit Okay. Then it should be under
Window Workspace. So for example, I just named
mine animate for real. Then you could just keep
switching out from it. And it'll change the
workspace to another one. You can come back
to it by going to Window Workspace,
enemy for real. And you'll have your preferred
panel settings back.
4. Ball Bouncing Animation (quick): This will be a much
shorter version of this ball bouncing animation. Just really, really
briefly mentioning keyframes and in-between frames. First. Make a new frame. Then draw a ball on the upper-left corner. Nice and round. It doesn't have to be perfect. Then I'm going to skip
a frame, leave it empty frame inbetween,
make a new frame. I'm going to turn on onion skin with his light bulb over here. Make a squashed ball. Squashed because of
impact on the ground. Then skip another frame. So third keyframe here. Keyframe as key moments
in your movement. That you have a beginning,
middle, and end. And you know where you're going. Try to keep this ball
roughly same shape and sizes the first ball. Now I'm gonna go back
for the in-betweens. In-betweens are just
frames that are in-between your keyframes for
key moments scenario, trying to smooth out
these key moments. I'm going to create a new frame, this empty frame
between the keyframes. I'm going to draw it
like this for squash and stretch to exaggerate
the movement. Then in the next empty frame, in-between or to even
frame in-between or twin frame between the
last two keyframes. It was glitchy like this. I'm just going to
switch up the frames a bit and come back to this one. Then I'm going to again
squash and stretch. Now playback settings. Just going to set my
frame rate down to six and right-click on
the last frame. Set N time. Hit Play. There is the ball
bouncing animation.
5. Onion Skins: I'm going to talk very
briefly about onion skins. I think it's pretty
important to keep things more convenient for
you instead of confusing. Right now I can see
in the onion skin one frame before and
one frame ahead. That's indicated here in
Christa by seeing the negative one and positive
one being selected. Now if I select the two, the negative two rather, and then the positive two. Now we can see two frames
ahead and two frames before. I can keep continuing with that. But right now, I only have two frames before and after this current
frame I'm looking at. Right now, I'm drawing in black. Then the current frame that I'm looking at is going
to be in black. And the previous ones
are in red by default, and the next ones are in green. The bars over here
indicate their opacity. So if I don't want
them so visible, I can lower these bars to
make them less opaque. If I want them more visible, then I just raised these bars. You can also just skip the one before and one
after altogether and only see just the two before
and two after frames. If in case the color that
you're using is not black, but instead the same color
as your onion skin frames. Avoid any confusion. I would switch these so
you can make your before frame blue, something like that. And then you can make your
after frames ideally something visible and something
clearly different from your before frame colors. It looks like you can
see onion skins ten frames before and ten frames after the current frame
that you are looking at.
6. Keyboard Shortcuts: I'm going to go over
keyboard shortcuts to ease your workflow so
that you don't have to keep going between here and then here and constantly actually scrubbing like
this all the time. If you want a more
snappy kind of workflow. What I like to do is use my
keyboard to scrub my frames, go backwards and forwards. And then if I want to add
a new frame, actually, I can't just go to
the next one over here unless my playback, my set N time is
over here as well. But if it allows me to, and my cursor is over, strike through here where
there's no unique frame here. I can hotkey it and create
a new frame that way. Now let me show you how
to set your hotkeys. Go to Settings, configure Crito, then go to keyboard shortcuts. I probably go to the search. Then type in Crete. Then click on this. And this should show which
button you're going to use. You should check or
bubbling custom. So instead of default
bubbling custom, then click on, click on this or whatever
it says over here. Then I usually like
to use the button, the Tilda button or the
backwards apostrophe thing, which is to the left of
your number one key. That's what I like to use
for Create blank frame. To scrub my frames. If I want to move my
animation cursor on my timeline with a key, then I go to next
frame and change that. I like to change
it to number two. And then for the before
frame or go backwards. I believe it's
previous, its previous. You click on previous
bubbling custom. I like to put in the number one. And then there's also
another useful one. Insert, insert keyframe, right? That means you can come
into the middle of all these frames and
just insert a new frame instead of having to
click and drag them all to insert a new one. And I like to, you can fill in
these if you want. If you're F5 button
doesn't work. I like to just put in the
number three for that. Let's say for example, I just want to add a
new frame over here. Without having to do this. It might be a bit of a pain to just select and then
click and drag all of them. You can simply
come over here and either you can
right-click on it, go to key-frames,
insert keyframe, right? Or I can simply, in my case, it's F5
for inserting the key. So I think that those are the most important
keyboard shortcuts for a more easy
animation workflow. Now actually a problem
that you might run into if you really want to use the numbers 12 on your keyboard for
scrubbing your frames. Credit by default
usually uses the numbers 12 for shortcuts
to certain zooms. Like a 100% zoom or
fitting to your screen. So to get rid of that, I'll go to Settings, configure Krista
Canvas input settings. Then go to Zoom Canvas. Then scroll around over here. If it says the number
is one or two, like over here it says
three for the input. But instead, if it
says one or two, then you click on it, double-click on it, and then
click on this delete button. If it still says like, let's say for example, yeah, it'll say plus over here. So for me I got rid of that. I think by default
usually the numbers 12 keys are actually
for rosette zoom, fit to page or
something like that. Again, that is if you want
numbers 12, if you don't, then you could find another key on your
keyboard that is not already set as a shortcut for
some other thing in Krita. But once you set it to none for 12 in Canvas input settings, then whatever you set for
keyboard shortcuts here. It should work for
the numbers 12.
7. Detailed Animation Overview: In this video, I'm going to give some more general instructions before I jump into specifically how to
animate a walk cycle. One quick caveat about proto. Instead of starting
on frame number one, it starts on frame number 0, which is extremely
annoying because if I mentioned the first
frame, incredible. I mean frame number 0. But I will try to be
as clear as possible because as I've been using
Crito with students, I will often say first frame or frame number 0 if the
student is using Christa. So perhaps it's best to
just watch which frame I am selecting or focused on. Instead of just
taking my word for whether its frame 0
or the first frame, I will do my best to be
as clear as possible. Maybe in case you guys
aren't using Krita, I will actually say the first, second, or third frame. But then I guess if you
get to the later frames, it'll be pretty confusing. But I'll do my best with that. Anyway. The first thing that you
want to do over here is get familiar
with your timeline. So if you're going to
scrub your timeline, which means you're going to click and drag either
with your pen or your mouse. Click and drag over the ruler. This area with the numbers above the worthy actual frames are, this area is what
I call the ruler. Try not to scrub down here. Because otherwise you
might accidentally mess up your frames when you're not trying to switch them
or anything like that. If you want to
scrub your frames, scrub on the ruler
and not down here. This is a very common, common mistake with students. At least in five Beta. If you want a new frame, you click on Add blank frame, which is down over here. And you can tell that there's another frame because there's these rectangles here that
are highlighted here. But right now there's nothing
in them, so they're empty. But let me show you
what happens if I draw something in this frame. This is how you switch between the frames
you can overhear, as long as you're not
clicking, dragging. You can just click
on them and you will go to those frames
right now they're all empty. Let me fill one in with
something, literally anything. This is what it looks
like when it's filled. It's solid, blue right now. Then I will draw something else. It doesn't matter. And now I have two frames
with drawings in them. Then the third one
has nothing in it. Because I haven't
drawn in it yet. Let's say I draw something
in here as well. Now there's a
strikethrough through all these frames after the third frame.
At least in Crito. So incredible and
there's a strikethrough through all these frames. It means that the third
frame is exposed. In all these frameworks. There's a strike through. Let me show you when
there's no strike through. I create a new frame. In this frame over here. From the third frame to this one is free
number 22 for me. There is no strike
through over here. This one, this frame over
here is completely empty. So then the third frame is exposed as it's the same frame, the same Smiley face. All the way till frame
number 22 where it is empty. Now I'm going to draw
another thing in here. Draw a star. The star is exposed for however many more
frames you have. Until I create a new frame. If you want a new blank frame, you again click on this button. There's star from 22
to frame number 42. You can tell either
from the ruler, What's the frame number or you can look over here
for the frame number. Now, I can either scrub on the ruler to quickly look
through my pictures. Or I could hit the play button. Now by default, my
frame rate is 24. For pretty much most of the time when I've
taught animation, I haven't been doing it
like most people do. What I tend to do is just
keep everything together. But most people tend to like
like this where they don't, they don't touch the
frame rate at all. And say, if they
just want to not have the pictures change
that quickly than you space the pictures. Are you space the
frames apart a lot more so that they
won't change so fast. If I do this, but
keep them far apart. At the same high frame rate, it'll just still
play Not so fast. You don't have to just
put them right next to each other on the timeline. But the way I'm
going to teach it is the way I've
been teaching it. What I'm gonna do is actually lower my frame rate
down to six for now. I'm actually so that I don't have to go through the trouble
of deleting everything. I'm actually going
to make a new layer. I'm going to hide paint
layer one. New layer. In case you forget
to make a new frame. And you draw something. Right now you see that there are no frames in this
layer over here, this paint layer two. If you make a new frame
over here and you already have a drawing, it'll disappear. But a quick fix to that
just hit Control Z. It will come back and
you have the frame. Anyway. I'm actually going
to erase this. And we still have the frame. I'm going to show
you how to do a really quick ball bouncing. First, we're gonna do keyframes. The keyframes just mean the key moments in
a given movement. First one is the ball's
going to start up here. Then for now I'm going to skip one frame and go to the third frame and
create a new frame there. Now, this is where
onion skin comes in. Onion Skin is where
you can see the previous or the next frame while you're viewing
another frame. So in red is my ball that
I drew in the first frame. And because there's a
strike through in the frame before the first frame
is still exposed. And you could see
the previous frame. Now I'm going to put in
the second key frame, the second key moment. I'm going to draw
the third keyframe, or the third key moment here. I'm going to skip a
frame, make a new frame, and have it end over
here and do my best to keep this ball roughly the same size and
shape as this bowl over here. Now, this is going
to be rather jerky. And that's because
it's only keyframes. We have not done all
the moments in-between. But this is usually how professionals do it
to keep things from getting all wonky and to have more control over the
pacing of the movement. Now, my preferred
settings for playback is going into clip end. I could see that the clip
ends at frame over four. Another way you could do
this is right-click on it, click on it, right-click
on it, set in time. Then make sure that
it's slow enough. This is just how
I like to do it. You could space them out more and not change
the frame rate. Keep it at 24 or 12, Whatever. I believe that the
animation industry of their standard frame rate is something like 12
frames per second. But for now I go with six, especially since most of my animation experience
has been in video games. And I usually do a long list
frames for my animations. But anyway, now I can
hit the play button. It's pretty jerky right now because I haven't
smoothed it out yet. That is the next part here. Now I'm going to go into
the first in-between frame, between the first two key
frames and create a new frame. Now we could see before the
red and the after the green. In order to give
a sense of speed. Because if I do this, it's gonna be kind of awkward. And if I don't stretch it out, because I need to feel the exaggeration of the
feeling of speed here. So my next frame is
gonna be like this. Then with the next
in-between frame. Another new frame over here. Five is glitchy still. So I'm just going to fix that by going backwards and forwards. Then come up here like that with the
in-between ball here. Now I'm going to
play it back again. So it's a lot smoother. But now I'm actually
going to show you what the difference is like if I were to do it without the principles of
squash and stretch, at least for the
in-between frames. Let's say I duplicate
this and I hide this, and I erase this ball. And instead do what perhaps
most people would do. See if you can feel
fuel a difference. Now, I feel like this
doesn't have as much impact. Few of the principles
of animation. I would say that these
principles I'm going to mention are more like kind of Disney based sort of
animation based off of that kind of quote, unquote
traditional animation. It doesn't mean that
you absolutely have to follow all these principles, but for now, they might
be good to follow, to really get a
good feel of how to exaggerate these movements and to really get your
audience to register them. Now I'm going to show again what I did with my
original ball animation. Now you feel, you should feel a lot more of the
impact of the ball. Kind of like it's
being thrown and impacting and squashing from
the impact on the ground. And then it coming back up and decelerating when it comes
back up here into the air. What I just did is called
pose to pose animation. As you choose, what are the
key poses or positions are the key moments in a
given movement so that you figure out what are
your starting points, your key midpoints,
and your endpoint. The most important parts are the beginning point
and the endpoint. So this is, this, here is the starting point, and this is the end point. However, I needed another
key moment in my animation. The main thing that it's
doing is it is bouncing. It needs to start somewhere. It's got a bounce and then
you have a bit of a follow through so that it has a
place to bounce through. Then after doing your keys, you put your in-between frames, which I call them twins. You put your tween frames in and it smooths
out your animation. You can try to add even more
in-between. If you want. If you want to encrypt a, then you can just right-click on this frame after
you've selected it. Keyframe. Insert keyframe right? Then it'll immediately just push all your existing
frames forward. And then you could do this. But I would say you probably want to experiment with it
to get the desired pacing. You want. Same idea
over here, I guess. Maybe keyframe right here. And perhaps I can give another stage of kind
of morphing and even more. Maybe we should see what
happens when I do this. I've never actually done this many frames
before with ball bouncing because this is supposed to be a
really quick demo. Set N time, hit Play. Now this, this over
here is pretty awkward. It feels a little bit
more like kind of like a water droplet
rather than a ball actually bouncing on the
ground and coming back up. But it looks kind of cool and
it's definitely smoother. Perhaps if you feel like
it's a little too slow, then you can increase
the frame rate. I haven't really had much
of a problem doing this. Again, because the frame rate, I feel like it's more
variable in video games. That's why I'm not as bothered doing my
animation frames like this. Whereas if you're doing your
animation for TV and movies, then you should
not at all change your frame rate and keep it
up something like 12 over 24. And then keep spacing all your keyframes appropriately so that you give some room for yourself to put however
much twins it takes or readjust where
you put your keys. But I am more okay
with just keeping them close together
because I don't expect that many of them. The pacing is not something I'm especially
attentive with. Since I'm mostly, I mostly specialized in volume
animation. Anyway. I mentioned pose, the pose
animation which involves your keyframes and then tweening in-between those
keyframes to smooth it out. Now, the other way instead of pose to pose
is straight ahead, which is what most people
would think to do. Let me show you
what posts poses. Frame one, frame to frame three. Frame for frame five. Frame six, frames seven,
something like that. With this, the problem is, you're not really
looking at the size. I mean, you could
turn on onion skin. However, you're more likely
to run into inconsistencies. There's no planning. You're just blindly
moving forward and not really seeing an endpoint. It's just like making a
shot in the dark and you're not even sure where
you're shooting. And hoping that your ball over here just ends up
the same size and shape. However, this straight ahead
method is useful for like, for example, for hair or anything that is
like more organic. So let's say we have something that kind of
drags off of this ball. We've looked at how this
primary object makes. This other object that's
attached to it reacts to the primary objects movement. Now, this could be hair, this could be Fabric,
whatever, a cape. And then I'm going
to say it's going to squish whatever this
is and it'll react. Then. Now it's changing, but still kind of
trailing behind. Then maybe it'll start to squish like this or
something like that. I really don't know how this
is gonna look, but but yeah, it's It's got a lot
more character to it, whatever it is it could be. I don't know if
fireball or flame or it could be fabric
is going to be hair, it could be anything. But I would say that
straight ahead animation. I would say you want
to reserve that for objects that don't
have rigid structure, like maybe grass
or hair or tails or fabrics that kind of drag
behind another objects. That is doing the
primary motion.
8. Walking Key Frames: Let's get into the keyframes
of the walk cycle. Actually to make it a
lot easier on yourself, I'm going to make a new
layer and call it ground. I'm going to draw a
straight line across. In credit, you just hold
down the letter V and then click and drag from
your starting point, then to your endpoint
and hold down Shift to snap to the straight
horizontal line. This should make it a lot
easier for you to get a feel for where
under the ground is, for your stick figure to make
contact with the ground? We're doing a stick
figure because you don't want to get
straight into detail. You want to get this
moving as quickly as possible rather than focusing
too much on small details. First, actually, I want
to make a new frame. You hit this button over here. Then you draw a circle, leave some room above. Actually, I'll just download
a little bit over here. Then I will draw the torso, leave some room for the legs. Then for simplicity sake, I'm not gonna do anything too complex with this stick figure, but I do want some thickness. I will show you in a bit why. But make sure that
the length and the thickness is
roughly the same. Then with the legs, I'm going to also make it
really simple and a little bit exaggerated so that it's as simple as
possible for you to copy. I'm trying to make sure that a point of
contact is consistent and that I'm not
doing something like this or doing
something like this. I think the points
of contact needs to be consistent with the ground. Now, here's the
reason why I would like for there to be
thickness with the limbs. I'm going to make a clear
indication as to which of the limbs or this
figure's left limbs and this figure is right limbs. I'm mostly going to refer
to them as black limbs and white blooms just to
try to avoid confusion. But I'm going to
hitler F for Phil. If you want to skip out on the little white
lines and credit. If you get that, then you go to Tool Options. And then for one I am actually should
sample on current layer. I don't color everywhere
according to all layers. And then grow selection by at least maybe one or
two, perhaps three, to get rid of the anti-aliasing or the little white sliver
of line that you get. Anyway. Then I'm going to
fill in the opposite limb. Because you can actually do
this experiment right now. You can get up and you could try just
walking like normal. Notice that it's
more normal for you to swing your right hand forward and then your
left foot is in front. When your right hand
is in front of you, you can try to walk with your right hand in front at the same time as when your
right foot is in front. Butt, that's going to feel
weird and you're going to feel like a toy soldier or
something like that. It is actually more
natural to have opposite limbs going
front to back together. When right hand is in front, then left leg is in front. Let me make this more
clear over here. Because the white limb is always going to obstruct the black one. So I am making it so that white limb is this
figure's right limb. But I'm mostly not going to refer to them as right or left, just black or white. Anyway, second key,
I'm going to skip one and go to the third
frame and make a new frame. I'm going to turn
on my onion skin. The second keyframe. I'm going to draw a head, appear about half
a head height up. Try to make sure that it is the same
size and shape because your head does not
change in size and shape when you're walking. Most of the time,
it should never change the size and shape. Then as this person
is bobbing up and down due to the different
angling of the legs. When the leg one of the legs
is straight up and down, the person will
appear to be taller. I might've exaggerated
by how much, but for the sake of simplicity, I'm just making this figure taller by about
half a head height. I already drew in this leg. I'm going to draw an arm. It doesn't really
matter if you draw both arms here because the
black one will be obstructed. And also the shoulder
will also be moving up. Because if the hip is
moving up indefinitely, the shoulder is
going to be moving up because we're going from the black leg is in front before it's
gonna be coming back. So I'm going to fill this in. Then do the other leg. I'm going to bend it
and make sure that it looks like this right leg is obstructing the black leg. In the interest of speed. I'm actually going to
have you cheat a little bit just for simplicity sake, because this doesn't have
to be that complicated. So instead of redrawing
these, I mean, you can redraw
these if you want. But what I'm gonna do is I'm going to take
the first frame. I'm gonna right-click on it. I'm going to copy the keyframe. Go into 1234, fifth frame, right-click on it
and paste keyframes. It's going to be the
same exact thing as the first frame for now. But I'm going to now switch
the limbs just as a shortcut. Now. The limbs have switched places. The ones that were
front before are now in the back and vice versa. Fill these in, groups.
Fill those in. And again, make sure that the white limb obstructs
the black button. Now I'm gonna do the same
thing with the other frame. The second keyframe. Right-click on that. Copy keyframes. Skip another one
after the last one. These keyframes, and
do the same thing. There's pretty much nothing
to be done with the arms. So all you need
to do pretty much is just erase the standing leg, but makes sure it is obstructing the black leg because
the black leg is always in the back because this person is walking
to our right and the black limbs are this
figure's left wounds. You can take a look
at how this looks. Maybe I'll set it
down to 46 somewhere. Like a pretty low frame rate. If it's too fast and you
can always lower it. If it's too slow, you
can always increase it. And then I'm going to
right-click on the last frame, certain time growth from
the beginning and hit play. These are the keys. But basically, the reason why I have black limbs and white
limbs is because if I keep them all the same color or fill or not filled at all. If I don't differentiate
their colors, it's just going to
look like a person who's spreading the
legs and then putting the backend strength
and kind of dancing. But you can at least see that the white
foot, for example, is coming forward and
back and coming back forward and pulling the ground
back behind this figure. It is Shirky right now, but once you tween it, it'll be a lot smoother.
9. Walking In-Between Frames: Now let's move out
this animation by doing the in-betweens, or I usually call them tweens. Probably not the only one
who caused some trainings, but I'll just call them tweens. I'm going to go to
the second frame that doesn't have
a keyframe yet, and I'm going to
make a new frame. Now things can easily
become very confusing. The key thing to do is don't
look at the whole thing and realize that it's a lot because at first,
yes, it is a lot. Just tackle one thing at a time. First, the head, the new
head that you want to draw should be right in between
the green and the red. Makes sure that you don't
end up with a head that is way wider or bigger than either a head that's
already been there. The most common
mistake that I see is students drawing the head a
lot wider or a lot taller, narrower, but it should maintain roughly the same size and shape as the other heads. But you see in the
before and after. Next, I'm going to do the
torso from neck to pelvis. And I'm going to end
it right between the green and the red pelvis. Because we're trying
to fill in the moment between these two moments. When the figure is
low enough down here, and when the next figure
is high over here. Then looking at the arms, start with one arm,
start with a white arm. The shoulder is going up
and down before it was lower and the green
one is higher. So then I'm going to tween that, find the point that's
in-between the green one and the red one. And I'm also going to look at the angling of both
of these arms, the green one and the red one. I know that the shoulder is probably gonna
be around here. And just think of it
as like a clock hand. The red one is pointing
to three o'clock and the green one is pointing
towards six o'clock. Around 430 ish is where this new arms should
be pointing approximately. Now, in this animation, you could just cheat
and just make it symmetrical on the other side
for your own convenience. Just try to maintain roughly the same
thickness and length. Fill this one in groups. I'll fill this one in. Then
I'm gonna do the legs. The most straightforward
one that you can work on first is the black one. Before. It's approximately at five or four o'clock,
something like that. And then the next one
is at six o'clock. Then I'm just going to put
the new one right in between. Then I'm going to fill
it in. The other one. I'm going to say first,
get to the knee, figure with an E is the
red one is over here, the green one is over here. So then the new one is probably
going to be over here. Just trying to judge the halfway point between
the red and the green. So I'll just do the thigh
first, then the foot. I think it's more
natural for the foot to not be so flexed. Then I'm just going
to draw the foot more like this rather
than at that angle. So then I will connect that. Drew it over here
because I looked at the red foot and the
green foot and put the new one RANDBETWEEN in
pretty much in location. Just figure out what's the path of motion,
whereas it going. Then this is a lot
more smoothed out. You'd probably play this back. It's just a tiny, tiny bit more smooth. Now I'm gonna go
over to the next, an empty frame over here after the third frame
and make a new frame. Gonna do pretty much
the same thing. Again, head first,
halfway between approximately the same
size and shape than the new torso and running between the green
and the red pelvis. Then again, I'll
just do the white own first and put the shoulder right in between the
black arm with that. Again, the black leg is gonna
be pretty straightforward. We'll just put the
new one in like this. Then for the white leg. This one, I usually
make an exception. I'm not going to put the
new ni over here, actually. I'm going to put it up here. So it's not exactly tween, But I think that it fits
in this moment as it's unravelling to allow the foot to not get so low that it's
gonna scrape the ground. I'm going to put the knee
up here for this one. Then. I'm going to put the
new foot over here. This one's gonna be the white leg and this one's
going to be the black leg. Make sure that the white leg
obstructs the other one. Now you can probably play. Again. It is also pretty smooth. Now, you could go ahead
and do your exercise and just make a new frame here and do pretty
much the same thing. Or you could probably
copy and paste. All you would have to do is literally just take the
second frame, right-click. Copy the keyframe, go to
the second last empty one, paste it, and then
switch the lens. But then also making
sure that the white leg, the white limb always
obstructs the other one. Now I have that one and then you can either
copy and paste frame 0 into two frames
after the last one. Then just literally between, between the last frame
and the first frame. So I could do that. The key frame. And then
to after the last frame, pieces key frame and then make a new frame in-between those. Then again, you can do the same old thing or you can copy and paste again
and just switch the lens. But I believe you could
just take the fourth frame, my click on it,
copy the keyframe, paste it into its frame
over aid or in credits for number seven, key frame. And just again switch the lens in case you did the thing where you copied and
pasted for a number 0 or the first rain into the frame after the last one or the last
frame, you could delete that. Or you can just sit your
playback to this frame here. Remove this and making sure
that I have a total of 12345678 frames for
this walk cycle. Going to make sure that
this is the EGN time. I'm going to play it
back. That is the very, very basic walk cycle. You could speed it
up if you want, if you feel like maybe
looks more natural for this to be faster. Or perhaps if you want a standard like 12
frames per second, you could space these apart and just add even more
frames to make sure that it doesn't
look too fast at the standard finish per second. Yeah, This would be this would
be a pretty prescribed OK. But yeah, anyway, I would
say that this walk cycle is pretty good for beginners. Especially a good base
for a video game sprite, a walk cycle for a video game, because it loops
nice and smoothly. I hope you enjoyed this tutorial and I hope
you also found it useful. Thank you so much for watching.