Video Games Course - Animating A Run Cycle | Opi Chaggar | Skillshare

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Video Games Course - Animating A Run Cycle

teacher avatar Opi Chaggar, Senior Animator + YouTuber

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction To The Class

      2:32

    • 2.

      Introduction To The Run

      1:27

    • 3.

      Useful Shortcut Scripts

      4:52

    • 4.

      The Importance of Matching End Tangents In The Graph Editor For Cycles

      2:39

    • 5.

      First Pass Blocking The Run

      31:10

    • 6.

      Second Pass Splining

      24:32

    • 7.

      Polishing

      45:23

    • 8.

      Conclusion

      2:12

    • 9.

      Maya Animation Mastery

      2:33

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About This Class

In this class we will cover how to animate a run cycle for a video game. The course will cover blocking poses, splining and polishing your run.

There will be useful tips along the way as well as scripts that you can use to make your workflow more efficient.

So what are you waiting for, come join me in class one of this Video Games Series of creating an in game run cycle.

In this course you will learn about:

  1. Introduction To The Class
  2. Introduction to the run
  3. Useful Shortcut Script
  4. The Importance of Matching End Tangents In The Graph Editor For Cycles
  5. First Pass Blocking The Run
  6. Second Pass Splining
  7. Polishing
  8. Conclusion

Meet Your Teacher

Teacher Profile Image

Opi Chaggar

Senior Animator + YouTuber

Teacher

Hello, my name is Opi.

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

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

Companies I have worked for:

My Mentors:

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

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

Level: All Levels

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Transcripts

1. Introduction To The Class: Hello everyone and welcome to this video games animation series. This year is going to be all about how to animate in the industry. As a working professional, I will share with you exactly how I'm animating in the animation industry, in the games industry, what animation sets we're gonna be covering runs, jumps, idols, attack, combat, take care. We're gonna be going through all of these combat idols that you know what to expect when you've been given an anime set to do when you're in the industry. So it's just to help you prepare for any students out there, anyone wanted to get an industry, what type of jobs you will be getting. And also the timeline behind all these, which is normally about a week or two to get all the Adam sets done. It's just a little introduction to how it is when you work in, in the actual industry, what kind of item sets and animations are expected to do. There's loads we can go over. These are the default sets. You've got your eyeball. I'll do two runs, walks and what have you, which we will be covering in this series of oblique is 67 class. We won't be covering. In this class. We will be animating a run right from the start to the finish. What will this class involve? This class will involve an introduction to running. We'll also be showing you useful shortcuts that you can use the scripts that I will be sharing with you, the importance of matching, tangent whom recycling and games, which is so important. And I will go over that in a separate video. We'll be covering the first parts of blocking out the run will be covering the second part which is coming out or blocking from step becoming out to splicing, smoothing and flattening some curves. Then the last stage, which will be the polishing stage. At the end, we will just have little final thoughts on what we've done. I hope you enjoy this course. Have fun with it. The rig you can get from the website or you can just download it if I leave a link at my Dropbox and you can download it from there. Okay, guys, so make sure you have fun. Play around with the rig first. Get used to it. Please have fun animating. Follow along with me. Long videos, but the broken into ten minute chunks. So take your time and enjoy the process. And then there's some tips on ways that you can learn as well, which I will share with you guys. So good luck. Have fun, enjoy. See you next video. 2. Introduction To The Run: Hi guys, welcome to the first video, the introduction to the run. Just a quick video on going over for your run. Just talk about it very briefly. The main thing with the run is you're trying to do supposing there were both feet off the ground that distinguishes the run from. We want to get these key poses. Obviously with the run, the characters leaning forward as well. It's running with pace. There's a force going forward, so we want to put that in and we'll try and get that timing. First. We'll animate on all free frames. And then we bring it down to, to see how the timing is. Then we can refine from there, runs AAC use quite a lot. You see them more than you see works. It's crucial that it feels good as well when you're running. Make sure the characters, the interaction with a character that feels right the way it turns and moves and what have you. But the main thing is the feeling of the character running. And thus could be like this, the way straining, trying to get through or sprinting. And what we'll do with just delve straight into the next class and finding reference first, of course, and then we stop blocking its planning and doing the publishing as well. Runs are important in video games. Probably the main thing you see. So let's get this right. Guys. See you next video. 3. Useful Shortcut Scripts: Welcome back. So in this video, I'm going to be talking to you about the useful scripts that I have that I use while I'm working. And these are shortcuts. These shortcuts are in the script. You'll see them flattening tangents and flattened splines. How to do it, how to get rid of controls on the viewport so you can see the Hamada without your control, so it's not distracting and attributing the controls back, which I'll use 12 from which we'll see in the video. Without further to do, let's check out this video. All right guys, so I've got a script here that I use. Basically what you see on the screen now, in fact, when I press walked to the controls come off. When I press F3, the controls come on. Csr flip between so I can see how the model is without the controls. I shared a script. This one here. Literally what you do, like essay at the top is 0 translations. So dizzy descript for it. Duplicates selected objects or don't use. These are the only ones I use is gone. Show joints and controls in current mode. Show polygons and show all objects in the model plane. Dead three that are used. And I'll show you how I do it. Then what I do is I go into, I've already got this setup. I don't do settings, hotkeys. And I'll go here and I go to custom scripts. Now when you go to Custom Scripts, you go to Run command editor, right? Then you go to New. So for example, let's use, let's use the Zero, Zero Internet. What I'm gonna do is you don't, you can copy the top one bar. Actually. Think I have complementary. Yeah. Okay, Let's go to New. You want to run a new command and all you're doing is copying all of this, not this dotted line, just all of this copy. I'll leave the script in the resources and electric is entering in there. That's all you're doing. Any name, what you want like 00 or trans translation, rotation. And then you go to archetype anything there. Then you go to save runtime and inherit it has been saved. And then what you do is allocate a key cellular. Alright. Let's do out all to one. Already assigned. Okay, so let us do OTF be barrier and press background-color. We'll take an ILS do auto know tea. I don't use that anyway. So this has got to yes. And then you go to Save and Close. Now, if I go and select the chest, if we allow our OT is zeros out, everything zeroed out. See checkout. What I do, you could check out all these clips. Clips, but I use 0. Show joints and controls and current panel. Show Ollie polygons and show all customers I use Show joints and so polygons if we go here, he editor custom, you can see here, see my show polygons. You're going to run. You can see here the Hayes Manuscript number two. Don't use joints code. I wanted to show all objects. Then the same thing. Just allocate a key wherever the kids start simple, those two data say male or time ago back if we said always going up here, show curves, show this. I should do it for the other staff to motion trail, but then that is a little tip I wanted to show you that you might want to use those scripts. Leave everything, the resources, you can find those. Yeah, I hope you enjoyed this. Just for either share that with you. Brief video on that. And I'll see you in next video. 4. The Importance of Matching End Tangents In The Graph Editor For Cycles: Okay guys, In this video we're gonna be talking about the importance of tangent matching and recycling and animation. Now this is very important because in video games, a lot of animations I, those Walk runs the cycled. So we want to make sure that they're cycling smoothly. And you'll see in the next video how you can do that. Because by default, when you create a cycle, so tau is the ends, often not cycling. So you have to turn the tangents and you'll see what I'm talking about in the next video. So without further to do, Let's check out the next video. What are the, what do I mean by the tangents on? I'll show you what I mean matching the tangent. When you first do a cycle and new woman blocking and we're doing everything cycle. What happens is we need to cycle all the animations. Let's, for example, just have this on constant for now. Just for example, normally you will find a lot decimal, it's not cycled, which it won't be like this. As soon as you add cycle. If you look at this tangent hair, they're going ease in and ease and out. And it's going to cycle back here. You're going to get easier, ISA, then it's going to ease in, ease out while it's playing an animation. And you will find that the end, there'll be a little slightly or delay them backspace back to the speed. Lay back to sleep. You always thinking about what's that? What that is always very likely to be is that your tangents aren't matching. What you do is just select the tangent and you move in them like this. When you move them, you see it changes here. You're moving them down. It is matching, that's all you're doing. You're matching so it's smooth because next post-sale, you'll find this a lot in our idle. All of the series of in-game classes I'm doing will all have this because I keep talking about it. You start, start coming. Second nature is so important because a lot of times when genius go in the fall, the victim police when they weren't got their first job and they're thinking once the cycle not work in this and that in my experience, the teachers might be more bad now showing that, but I never got this first slide. So this is very important. So this is just a quick video that we will be doing this on everything. On the torso, the hips, torso, head, everything, arms, making sure everything is matching. Just right. So just as a quick video, I wanted to show you on tangents, really important. We're gonna talk more about that as we do the clauses. Okay, I'll see you in the next video. 5. First Pass Blocking The Run: Okay guys, We already gone through the other stuff. Now it's all about blocking out the first pass. And this is just literally the poses. We're gonna do. Solid poses. Pose every single person that run, put it in a constant interpolation, just pose to pose so we could see how it is transitioning over to do, Let's grab our models wherever, what do you want, the concepts the same. Let's go for it. Let's have fun animating. So animate along with me. Take your time. Now let's dive straight in. Okay, guys, let's open this rig, Maya connection. This is the RIG we're gonna be working with. Hhs, Yes. Okay. So you might know it as two grids, a bit smaller, so we'll just pick that a bit bigger. Better. What I tend to do is because my references facing this way, I just turned a character around. We'll use this reference. The only thing with this references, these hips are not right. Leg is leading forward. The hips is going in the opposite way. It's leading forward, but we'll fix that. That's the reference would work with. We don't have to edit it. All right guys. What I like to do is I like to work in a sign of v for this. And what the first thing I do is I'll look at the reference here. Just check out where the front is. Thus backs earliest turnover and work you would fight back. Now the first thing I'll do, I'll make sure that the stretch function here, sorry, the stretch function on ten. And the other length. We can get away with stretches and stuff, which is, which will be good for us. We'll be more flexible. Okay, so the first pose, Let's do this. Let's knock this out your first post. Just make the simple and fun. We'll come back here, check out the first pose. Leg forward. This leg is forward. I will use this control to make the leg up like that. So that's gonna be the contact. Hips will be leaning forward because it's running in the back here. We will have backflow in backlog that because this leg will be like this. What we'll do, we'll just rotate this a bit more. That's it. Not that not that what I do now. Did you guys, when you, when you get this character in some I need to say to you is select everything and go to new layer and add everything in that layer. And then if you press this, go to R, which means you can't select it. And then if you do the controls, you can either, I've got shortcuts to three that show controls, no control. So the shortcut, I can put that script in the resources so you guys can do that as well. Do a video on that as well. How to do that? Or you can just go here, show curves. Well, I've got a shortcut for efficiency, or I've already got that here. I can delete that, but that's what that's a good thing to do because then it's quick workflow. We've got this. And when you select everything, you know, selecting the boxes, the mesh story, we'll do, we'll just keep this. So we keep it here. What we'll do, we'll go to frame for the next pose is gonna be the step-down. We know that this foot, we could just 0, this could, you know, he's gonna be flat. And we know that an, a walk can see it from the reference is that the knee is bent. What I do, I move the hips until the knee is bent and forward like this. In this following down here. Like so. Flipping this. There's a down pose, they're keeping it simple. What we do, you should have graph editor. I want to make sure we've got a stepped. So we would have to do this step mode, press this one. Now you'll see there's no in-between, it's just dispose, dispose. Now we're going into the next pose, which is gonna be the parse in position. Again, the possibility of we know that the leg that's on the floor in the previous position, it's going to be stretched. That's gonna be the backlink. We want to make that back leg posed bit like this, coming off the floor slightly so we'll just rotate this. Go it up, slightly. Move this slightly up. And in this one will be coming forward. Why do all here I just 0 out these controls that are reset. Then I moved it forward. Whoops. This control around here. I might just the total, this one, that's it. You can't get the axis, just do it for the channel box like that. I didn't, this was slightly forward. Just about to push off. You could lock it out if you want. I'll just keep a slight bend. Then that pose. And the next one, this next one is the key one to the run with both feet or India. You see both those VR, Indian acid we're trying to get will just select this, select this foot. Move it forward. I still highest point. Here, we've got Pi and back. Again, we'll get these controls here. Just 0 that out. Then we will get those same controls again and just rotate. Use the x here. Just to get the correct axis. We push it off. And this is gonna be like forward, forward. And use the x-axis. Going up. With this pose with creating a strong kind of triangle shape, we've got that nice line of action going through. They might want to, What we'll do is we might want to move this food. I didn't go back to your gallbladder. Just constant that. See you because he does not constant. So we'll select everything the key, key because it in-between there, as you can see here, just want to go here and constant and it blocks it all out. Now if we look po pose, pose, pose, to pose, pose. The next pose is gonna be the contact on the opposite. So same thing, contacting the opposite. This one's coming out. We know that y is going to be 0. It's going to be on the flow. And we're going to just move it forward a bit. And also these controls here, the total role. And if we have a look, 0 that out and 0 the Toyota to control, then we'll just come back here and rotate this contact pose out that move the hips forward until we get that straight in the leg, round this leg, it will be bowling like this. Good thing you can do here is the value here. If we go to the start, first of all, I get that wrong because I killed it. On this frame. It should have been free frames force. Let's undo that. We've got that pose. Now we move free frames forward, made a mistake there. Now, what I'll do, let me just reset this. I'm going to be 0. The toe and the heel are going to be 0. The main foot control, we know the y is going to be that was 0. Then we just rotate this back control here. Move this leg forward. I want to move their hips so that the leg is straight here. Kind of like that. This will move back here. Now what we can do is if you look at a start pose here, we can get this value, which is a 112. Copy that, and go here. And we can put it in the opposite leg. Too far off. Same thing with the toll will get that copy that. To the end, select the opposite leg because remember it's contacting the opposite leg. Now. Select that. If I can select it and then paste that. We've got pretty similar, then you can check the poses out. Poses a bit higher, isn't it? Doesn't have to be exact, but also the hips two, Let's check it out. One y-axis. So if we go here, we can paste there. There you go. And you can see here is a spacing. Spacing is similar. Okay, and then now we could just kill this artist key order the controls on all of these keys. That's just a habit I have. No, everything is keyed in that just makes you in the graph editor that everything is constant, deceptive population here. Or you can go pick tangents, stepped, everything will be stepped. We've got those poses and the same again. Now we're gonna do the next pose, which is 0. Another thing I forgot to do, which is really important. The hips, the start frame. The hips are going to naturally turn this way, right. Then when it lands and the next contact. So if we look at the value of that is Twitter, Let's do minus 20 just for simplicity sake. Now if we go to the end, is going to be the opposite way. So it's gonna be 2020. That's very important. The other thing that's important and we should do is the torso. The torso is going to be opposing. So there's gonna be that way, right? What we'll do, we will pose this like that. But in the bottom one we will pose a bit more. And the last one we will pose a little bit more. Yeah. So it's like little, little. So if we look now going to rotate, rotate, rotate. So you've got that kind of sea level at that. Gradually. The head. What we'll do, we'll leave that for now. We can do that at the end, but we've got that pose. Now what we want to do, key that, go to the, that's the pose. And then now we want the opposing. So what we wanna do here is get the top one. Get the top pose here to the star. And it says nine. Yeah, copy that. Put it in here and just put minus quiz the other direction, minus right. Same with the bottom, this bottom squared that we've got a value unless the bottom squared value. Let's look at the controller. Let's go to frame 1.612. Then we go to the contact. Next contact one. Oops, copied it. So we do again back to the start, copying this, these values. So that's 12.6. Then we go into our latest key and we're just going to go paste minus, so it's rotating getaway. Same thing with the second one. Go to the Star, 12.24, copy that. Paste it again and put a minus. In fact, that's what you're doing because you're opposing minus. So we know that that way then that way. The leg, obviously this hips is going to be leading. So this is leader leading, going forward, leading. The hips is that way. So these are opposing. This is going to be this way. It's always going opposite. Feed it out. Got that posing? Posing. Next pose is contact. Which means in the bend. Which means this foot comes forward and then comes up is gonna be this point here is going to be coming up slightly. Fluid. Select this toe inhale. Control. 0 that out. Have that come down. Stretching. Then again, we want that pose, the next pose, which is gonna be so the key, everything. Let's put 0 here at the stock. Select everything. Move it to 0 so that the legs frame is 21. Then we can move this forward and up. The high point number. This will be both legs are in the air. Again, we will be rotating this. We'll get this pose right, move this back so it's a triangular shape. All right, so we've got that indeed. If we look at the other one in the air, this one was we'll do with this one, make it similar to another one. We can sort these out later. But for now, just for blocking, blocking sake. Getting about day, that should be all right. Then we just block the try with getting that motion. Now, basically the end frame is going to be let me just get my outline layer. I'll show you the end frame. Pretty much gonna be the same as the star. What I do is I just literally select everything middle click. I don't know what these extra frames are here. Let's delete these. Sometimes it is common. We do this, we select everything. And the first frame, middle click, and that's already doing, dragging that middle click to the end, press S. And you'll notice that same frame is copied DC at the end, that different. Now what we want to do if we go back to our geo here, you know what? What we'll do, I'll accidentally keyed every link on the geometry I didn't have. Are there. You see? That's right with it is really everything in the here. We'll just delete all these keys. It doesn't matter, affect the animation. What was going to do is get rid of your curves. So you can go in here and just get rid of curves. Now select all your geometry. We want to do you want to press Control D? Control D will duplicate. Now you won't see anything in here, but now would control D, You've just pressed now press Shift and P, and you see all of that comes out. But if you notice you can't translate slopes. What you do is you then you press Control G, do it in those steps, and you will get downloader group. And then as you can see here, you can move it. What we want to do, we're going to use this, GO as geometry as a guide. So when we get here, we're like, All right, I'll get to the end frame here. Would I want the next step around here? Seems all right. Then what I do is I just put that GO on the ankle. All I'm doing there unselect in the foot, some selecting this for this foot control and the hips. Then I'm going to the end frame. We know the end frame is here. Then what I do is I move everything. Much better I'll do is I'll go to wireframe. When you go in wireframe, you go over the wire. You know exactly when you've matched because it goes Finn, like this is more or less matched, then what I do is I'll just go back and I'll be like, All right, let me go in today. Let me delete that material. Now. Cycle, they're just select everything. Make sure in the graph editor, everything is constant. Then that's you're blocking, blocking. Blocking, blocking. See you got that way, that way and in the middle of that way, which is what we want and we can show all our stuff out later. But that's it. That's your blocking. Thus your basis. This is what we're gonna be building on next. So that's the first pass. Then we start adding the other stuff later. Don't worry about the arms yet, we can do that later. But yeah, I'll actually know what. Let's do the arms now. Let's just put the poses in. This is going to be the opposing, opposing. So we'll have this moving forward. This one common fluid will just slip proof of this and just rotate them for now. Press F to go close in and just rotate the largest. The term seams are going to worry about that. We'll just move it down like this. The head or Mars or do their head is low. On back. Same with just press F to do close-up is papillae built in. So that's really cool. What we want to do, just want to keep the same kind of line. The arms. Don't worry about it. Intersects. Can oppose a bit like this, like that going forward there, that's more than volume poof. Now what we'll do, we'll just select, because select all of this top bit. Step for the hips. And we can just middle click again, drag it to the end. We know the end has it. Yeah. You can see is coming out there. So that's easier we can do is what we'll do. We'll just select all of these arms and the shoulder, shoulder here. And shift this. Let's let the arms here. And then go into the graph idea you can see going back here. So we want to delete these large enough. Basically. We can leave that we have to key in the middle of all we can do is let me cut to the middle here. We'll just move this back. Move this one back. Pose this hair. Similar to that. And then we'll have this one coming fluid content. Let's sit down. Was that What was that like? Low down. A bit more lower. End up in the head can be straight. Isn't it? The hedge trip. Middle click for the end is all get the edge to it. Now we go to graph editor and just constant that. If we look now, we've got that blocking. Just what we want. I would say might want to tone this down. This path. Then we'll just constant that everything is constant. So we've got those poses. Now, the other thing we can do is we can check, check that trajectory, which is a good thing to do. If we go here. Just turn off to control, select the hips. Go to visualize quite edible motion trail. If you can't see it, go to show motion trail. There you can see it. Now. This is interesting because now we can see translate. We can make this a bit more even in bring it back. This food this down. What we'll do is adjust the feet accordingly. That's the highest point we can do here. Is if we show motion trail show controls. We can bring this one back slightly. We can do here is middle, click that back. And middle click that back here, that foot control. This packet. We get. Fined can start adjusting this. You see coming up. Now we can move this forward. Copy that. We can copy that foot control for the make slight adjustments. Maybe a bit more of a pounds, but we can sort that out. We polish but that's just to get like even run the curves. Because this is down. We've got that down, up, down, up, down. We can delete that. That's your blocking done. And then we'll move on to the next which is planning. Then we start polishing the up. Yet, let's move on to the next video, which is the splicing with smoothing it out and playing with the curves. All right guys. See you next video. 6. Second Pass Splining: All right guys, so we've got that first blocking. It looks it looks perfect. Now it's time to come out of the blocking. We're gonna be splicing and flattening curves. And you will see all of that in the next video. So let's dive in and carry on, push into energy. Let's just keep animating and try and get that run. All right, guys. So let's dive it. All right guys, welcome back. We are going to supply now. Let's make this my face a bit smaller. We'll do the last time we were blocking everything out. It's all blocked out. Now what we'll do, we'll just select everything. Move them like a bit closer. Excuse me, guys. So what we'll do, we're going to start blocking. We're going to select, what we'll do is select everything, go into the graph editor, as we can see here. Join there. Now what we'll do, we'll just select everything and go to I normally go to flat. It's all like over here if we go to spline now than it was pilot. So the in-between currents as plane, just to get the ease in at the front and at the end. Let's have a look at our animation. It's gonna be all float you with things that don't worry. Let's look this up. There. You can see this wall a bit jerky. That's fine. That happens. Don't worry about that. The first thing I do, we'll check out the hips. So we'll go to the hips here. Check the ups and downs out. Now, normally we want these. This is the high. This bit is the highest point. The highest. Now this highest point is a bit higher than this one. So what we can do, misled this. Go to Copy and paste it here. So they both the same. Why is not that working copy? That should work Cleveland. They're both the same now. Flattened out through a select these and we press flattened, flattened, you dare, you can see there it's gone higher right? Now what we need to do, let's just move this leg up slightly because we'd have to adjust it because the hips and gone. That's fine. We can do that if we look completeness now. Now if you notice when he's going forward is pausing a bit. That's because we've got this. What we want to do, we want to delete, sorry. We've got this. If you look at the Z going forward, it's not constant is slight, slightly going up like that. What I normally do is take everything here, delete it, and then this curve here, I make it linear, which is this one. It's constantly just going forward. If we play it now, there is constantly going forward. I'd be up and down. It's still not right. What we need to do, we'll get this. Let's check this up here. Contact down. We just have to adjust in it. Because we've made the forward motion constant. Let's go for each pose and let's just fix this. Let's go here. We want this to be higher. Basically, let's take this, this pose here, this point here. Copy that from this and this. Let's make this all the same. That's wrong. This is minus two, minus one. We want it there yet. So it's a bit more even. If we look now, a bit more even. But you can see we need to adjust his feet. Let's go back to the hips. Get this working properly. When it comes down and it's in that position. And then it comes down, it in down position. So what we'll do, we'll make all these down position is the central copy, this one. Okay. We've got that work and we've got the hips working nice. We've got the nice curves here. Now what we can do, we can go in and adjust the feet. Now, what we'll do, we'll come here. You can see we just move this in a bit. We'll just do one flight attendant will come, will be like okay. We can do here is we can even move the, move this down straight. Either. We can move that up to you either way. We've got that. Then it jumps off and you can see that it's going down here. Down, up, down. It's not on the fluid loss because of this, you see this overshoot. So all you do is you get those. I just go to flat. Now, what's happening is, is the rotation. So if we go to the rotation here, we can see it there, see it's overshoot, so we just flatten this, which is that one. I've got a flat shortcut is Alt F. I'll show you how to do that. That's all you're doing. And I believe the toad toes will look at the total. You can see that it's been flattened, that the front ones, probably only these bacteria, as you can see there, will just flatten these our C Now that's exact, you know, floating there on that land. That's what we want. Let's go through that foot. Comes up there. We can push that back a bit. Thus file. Now this one we wanted to, wanted to come in a bit. Then it comes in a bit like this. We had it before. Then this was like coming up. Let's cover it up, then. Play it through. What we can do here. We could rotate the foot. We can do is get the other foot and have a look at that. Looking back up here. Then it comes down and then the same here. What we do here, look at all these controls. Controls, shift select this. We'll see access to one out of time. Cdc or overshoots here to select these and just flatten them. Same with this as well. When we land here, there is a movement because of this. Because it's going like this little S wave there. So we just flatten that. In the front 12, we have a look That's okay. The toes, the toes is the same. We flatten that. And obviously the main controller, we'll have a look at that. Look all of that while it's on the floor, it was like this wobbling. This this represents this control. Why? We can see when it comes here. You can see it's going down here. It's going down on the floor there because of this curve. As soon as you flatten it comes at the top. That's what we want to do this. Every time the foot on the floor, you want to flatten it like this. Then we look at the other poses will just flatten this forward. And that one, I'm pressing Alt F, That's my shortcut, is a video on how to do shortcuts in this class. You can check it out from there. The other curves are fine. Invitations are fine, that's fine. Now if we see this, that's on the floor solid. Now if we go back, lands there, then this pose is fine. We can rotate this a bit lower. The leg. A bit straighter here. There's just an act to take off. It takes off. Readjust this this, and have it back a bit. Because both fee earlier him numbers. Then it lands. If we check this out Now, bit rocky, but we're gonna be working on that. So don't worry about that. All right, so now what we'll do is just check it out in the hips and then fixing fine. What we need to do now is work our way up the body. So let's go to the hips here. So we'll select this hips, this one, the bottom one, and we'll have a look. You can see here we had, remember we add a twist, start the start and in the middle, we don't need these keys in-between. We can delete this. Now if you look, go to the second one. The second one is the same as though we don't need these keys. We just want f3 keys on it, right? And then this one here, third one is the same. We want to delete those. So we've got just one key in the middle and then back. All we got, if we look now, yeah, sort their head out to look at the head. The head is got all kinds happening there. We are in rotation here. What you can do is let's delete all these y. Y, what we will do the same thing. We'll delete the in-between keys here. Z. Same, delete all the in-between keys. And if we play this now, she is still moving, so we'll sort that out so we can basically we could straighten it every third frame. Just straighten their head every third frame. Make sure it's just looking forward. Just going over the same keys. At least us in the right place. If you look without the controls, a character is moving side to side. If we go to the top one now, same thing we want to do that as the main chest control. So we want to delete that. Now if we look at this, is moving. That's what we want. So starting to start looking like a run now, just a bit slow, but we can work on the timing. That's not a problem. Now, what we could do is now that we've got everything working, mechanics seemed to be working. Will go and get the hips now we're below. Alright, let's do weight shift. What happens when you plant the plant the leg? Then the next frame, the weight shift. The way shifts on the side where the leg is. As we come up. We plant the leg. First ten weight shift than the leg goes the other way. Then we come back. We'll look at here. We shift a shift so we don't need these keys in-between. Then we can just flatten these curves out like that. Then what we can do is we can select this. So let's change this to three up here. So the value is research largely random number. And below here we can change that to minus three, so they're both going in the same, same distance in both directions there. Now if we play, you'll see that there's a side-to-side. Now you can adjust that if you think as less. So we can go bit more. Here's his 4.8 something. So here we can just copy that value here and put a minus in front of that with the opposing way. We can check that out. May want to adjust that accordingly. As for the head, flip the head, they're going on. Let's delete everything in there. Delete this. Just delete everything there. Let's see how this is. Let's rotate this 0, everything out here. Let's concentrate on that one. So normally what I'll call 01, I just select one here and then press Shift and middle, middle click. Go to the next frame. The next frame. Just in the y-axis and you know, it's nice and clean. This part is just adjusting a few things. And we click and middle click, Go to the end and press S. Looks like the star. So it's the same as the pose. You can always just a little bit. You can always adjust them. Generally looking forward right? Now what we could do, select everything, go back, select everything, select everything that our timeline, and just move it to say 18 and go to right-click snap. We were basically want to do everything on Tuesday every two frames. Just check that everything that every two frames there are 16. Let's change this to 16. We won't make the relevant quicker. Okay. Let's check the trajectory. Looking nice. Let's check their trajectory. Let's check out the trajectory. That's a bit harsh coming up. But what we do this is where we start polishing, but we'll go through that. We're gonna do now. We will let us see if let's go to 18. Try and see how the frames on 18. We've got it on all twos as far as 1616. Fine. We'll do check the trajectory. I hit F9. We can publish our last problem. That's fine too. All right. Now what we can do is start really polishing the foot. Let's go to decipher and below. Alright. We wanted to stamp down quickly, right? So we go to the next very next frame. All we're doing with this zeroing down first, stamp down. Then we can movement there. Let's see what that is. This translation. Now it should be locked. We call it that. Then we're the same one here, the opposite 0. Then we can do is delay the tone. So from there, the toe is still up because the heel comes first, then the toes up, then ditto is down. That will add a bit more result, which is really cool. The toe is up. When the heel is landing, then it goes down. We've got that working. We can polish it a bit more. Let's check the arms out. So let's check the shoulders up, shoulders, our file. The arms. Let's check the arms. Those are fine. The only thing with the arms at the moment is only things. Even though we'll sort that out. Shoulders find their shoulders fine, they're fine. Wrist will sort that all out. What we'll do with the forearm. We'll just add a little movement here. There's something happening there and add movement here like that. And then we'll do the same for the other side. We'll just add a movement going forward. We'll start in the polishing phase will start refining it. So we'll add offsets, make it more organic. The moment this is basically how you supplied. So basically what you're doing is blinding is your what's your spine. You notice everything's floaty. The fee are going underneath the flow of value. Don't panic, that's normal, that happens. Be excited about cleaning up. All right. Let's go in. Then for example, I'm like, yeah, let's check the fear. Oh, they go up and down. Let's select it. All right, let's have a look at the curves. Normally the Phi anomaly, then you can just clean this up. Normally the fee are going underneath is because when you supplying you do this, this is blind as well. If you look now, that's what happens. That's what happens. It just going underneath it just overshoots that order. That's why I like to flatten for us because when you flatten, when you do the flattened, it keeps the keys flattened. Then you go in-between that I select supplying, supplying in-between. But it doesn't matter wherever works for you. But this is just years of practice for linear own preferences. But'm just be a bit excited about doing that. And then once you've done that, then you can play like we did with the timing. Once you've got everything all working properly. For example, that the torso, remember in the torso we add all the keys in the middle. We deleted those keys. All learning how to keep them at the start middle and end at the start. The shoulder like this. At the end is slightly spend the middle, it's like this. Then you just got free. Then we'll opposite those layer and then we'll add it so it's a bit more organic. Then we'll talk about matching tangent, which is so important in games when you're cycling. And there's a whole section on that class lesson on that, which I talked about. But overall, that's the splicing process. That is, let's describe what we could do. We can push some of these poses a bit more in the polishing, which we're doing next. So that's from blocking to splicing. So it's looking clean, side-to-side, good stuff. So we're happy with that. And we'll move on to the next lesson. So I'll see you in the next video. 7. Polishing: Okay guys, we have made it to the stage where we are going to be publishing and this is where we bring our animation up a notch. You will see how we start tracking arcs and refining and adding keys going through each frame. Then when we're doing the extras, which are little band and also a little belt. Lord is little things or add a bit more character and believability to your character. All right, so without further ado, let's dive in and check this out. All right, guys, we are going to polish this tonight unless start, let's check this out now in the next stage, we've got splicing happening is feeling good. The hips are moving well. Now we're gonna make it a bit more organic. We're going to start adding some offsets to the arms. Little bit more detail on the legs, hands, everything just touch up a bit more Andy's little bit. We can see this is the polishing phase. We're taking it up a little bit more. If I make this a bit bigger or smaller than a, so you can see. All right, so we've got the controls up here. And let's start with. Should we start with, I was going to tell you how to cycle, but I do that the end might be better if we do add stuff. Okay, so what we'll do, as you can see in video games, I'm gonna be talking a lot about this in the next video, which is on tangents and stuff, might be previously above, I think is gonna be the next one. Yeah, I'm putting an order at a moment thinking about it. But in game, you want the character to run on the spot, because code works like that. You can animate it forward like this. This is fine. But then you want to put it on the spot. Now how do you do that little trick that I've learned at work? What you do is you can either animate on the spot or you can animate it forward like this and then bring it back to the spot which we're gonna do. How do we do that? What we do, we go to the end pose. I will select the root. The root. We looked at z translation. What does the z translation statements? It's a 150. So we do is copy this wherever the value is, you copy it. Now. What you do now, we get the root checkout, the press a key at the start of the route, delete the End key. So we just got key at the start of the root. That's what we want. Now what we want to do, we want to select the feet and the top. Let's see this. Because what we're gonna do, we're gonna select, so it's moving forward. We have to select the root. You can see the router going to just copy this copy and then go to, so that's the center of gravity. So you've got the root. Now, we want to select the route. Make sure there's a key at the start. No other kids there and just edit, paste. Thus it and then if you do, infinity forever is just keep on running forever. We will leave it on for now. We'd have to do that. Now if you watch this rolling on the spot, see, I'll do, I'll just take that post infinity of Constant, Constant, see how it keeps it at constant, constant matter. It's running on the spot. That's how you get into, Okay, now we can do from here, we've cleaned up the curves and we'll start doing more refining. We've got that sorted out on the spot. If you ever want to mute that. All you do, you come in and go to y. We zed and go to mute selected. Then it won't go forward. We want to unmute. Let's check this out. We want to first thing I do is I will select the hips. And then what I do is if you come here, you see these two signs, a cycle, cycle. When it's, when it's running, you can see there's a bit of a jerk. Whoever pause is at the end is there, then it comes down. What you want to do. This is so important in video games and this is what the video, the next video is going to explain why the importance of tangent matching tangent. But I guess as I mentioned it here, some may not do that video committing see on here. But I might do it just to remind you, what we do is you just literally, you're matching these tangents because if you don't, what happens is there'll be like an ease in and then when it come back to the psycho gonna easily. And so you're always see these kind of slow run, fast, slow run. There'll be that little bit over some it isn't right in the cycle. It's because of these tangents always match the tangents of always. When you're doing cycles because it will give a smooth cycle, it makes a lot of difference. That's fine. And then also want to put a cycle on here too again, you see here we're just doing Sofia, look. Actually let me just put it in. I want to show you the important stuff is so important to just match these because it's going to make all the difference. Just have it like that matching. You want to go through rotations and irritations on it. That's fine. I just go through each one and just make sure everything cycling okay. This will be fine because let's see, everything's flowing file. Even this one, if we go here to psycho Everything, that's fine. You can see nothing wrong there. That's fine too. There's no is easily nicely. Top one, that's fine. Their head to head. We can just delete this. Keep the head linear if you want, because then sustains straight. That's fine as well. Bringing in a bit. Now, we can change the value of this. Copy that here says equal value. Nope, that doesn't work. We want to paste it but get rid of the minus. That's better. Looking straight there. Okay. That's looking all right. That's fine. These are fine for the head. No problem. Torso is fine, hips are fine. So that's all cycling nicely. So we can check that out. See how that's working. Working better. The body to work on the legs and the arms will do at the end. Let's go to the lengths. Let's check out the legs here. Put this on cycle. And we can see there, there's a bit of a jerk there. So we wanted to just smooth this out. Just says flowing. This is obviously moving forward. We have to worry about that. Going in z direction fluid. These we haven't touched really stretches nearly one as fine. I'm going to go into this one. See how this cycles. That's fine. Yeah, we can just flatten this. Values are different. So they looked at, look at this because it's a digit here. When asked to select that different. We will copy this over to this. It's all flat because that's when the foot's on the flu. Could move it down. We can tweak these layers. Napoleon got all that at their school, and now we'll just go one by one. Let's go into this Cycle. This let me just flatten this. Why does it translate on this? See, we shouldn't let me translate. Should think that should have a translate. The Translate. Yeah. Is it on here? No, it's not. Yeah. And I shouldn't have a translator. I don't know how that got on there, but sneaked in somehow and forward translate, how is this happening? This is something that should be all 0. This should be translated soleus, just sort that out. You'll get stuff like this. Just move it back. Cleaning up phase. We don't want, don't want no translations on. That's fine. Okay, So Autodesk don't have it. The cycle here is fine. Exactly what we want. We want instant down. That's fine. These are fine. So let's go to the next control which is a hill. There should be no other controls, yes, just that one. Let's cycle this. Tangent fills. All right. Let's see what's happening. A flattened this, what I'm doing is I'm using out f, which is, I put the shortcuts on the start of the video so you know, but basically I'm just flattening, flattening these keys. Just trying to see if a flattened this. When they turn our discipline, I'm pressing Alt F flat. Let's see. Fine, we can leave that out of this class, even delete, delete that. Just have it like this. We want to do with this. We're gonna have you up with that. With this. We want it to go up, up, up, and then in. All right, ten come in. You want that push man, V1 to light? Let's take the other leg up. We want this one out as Wellman. We want it to be coming in. And it comes out bit over. Hold the ends listed out. This one. So we want this contact. We should have this contact up higher as well. What we'll do, we'll go to the Z here at the end 150. And then we'll do this little trick. Moving and changing this position. Middle click to 16 is pushing it back because I've made it animate board. And to bring that back, all you do is you go to the end and you go and you just type in this formula, this work, if it happened plus equals and you paste the value of the hips, which is a 150 onto it. It is, brings it back to that position. Same position. We've got that little pause. I see that. Let's see. Bring it in. Let's check the tangent sound on this. You see That's why it's happening. We flatten this out a little bit of that adenine there. So I noticed the analysis phase if we look now sure. Yes, flowing a bit better there. Still a bit of a pause, but we saw that up. We've got that working. Then we'll go to the check that out. The toes. Yes, Check this out. This matching is fine. That's fine. It's fine on here to cycle this chaos. Fine. Let's see what happens if we, you need that. Let's put that rotation back in. Skip that in. This is all we do is just going back and forth. Then what you can start doing is now you can go frame by frame. So you've got all that working. Now if you get the foot, you can be like, alright. Let me see. Each frame now. It comes up. We can visualize editable motion trail. Check this out. You see, you see that. Now you can just smooth out the curves however you want. That's the power, that's the beauty of this. So powerful. This is all flat. You can push off a bit more, some more if it comes back here. So you're getting a nice kind of curves. That's what you're looking for. Not remembering, not to mess up the posts, you guys all. If you play, pay it. Now, a lot more of a curve happening. Smooth flowing now, isn't it? There's no really do it right at the end polishing this is what the arcs, the power of the arcs. If we come back here, come here. We can add another color here just to make it more fluent. And even here you could have it instead of, instead of going up, it could come down. You've got nice arcs. That's one arc. Then what we'll do, We can go into the outline and delete those, delete it because when you don't delete it and you work in the other one, it starts delaying Maya. You don't want that. You don't want that. Can't have that. I don't want you to suffer. Spontaneous. That's how we do. What we'll do now. We'll do the same thing, visualize credit edible. But this one is actually where I afford. This was a bit more sliver. But hey, let's go and publish this anyway. So all we're doing. It just looking to create a stretcher here to find stretch it. That's fine to get in a curve in there. Actually, we'll leave that one a bit too. Nice that is coming back, which is fine. And then you can have this slide. That's fine. We can bring this down. Again. We'll go down here to create a nice arc. Come up. Then contact. Now we'll just delete that motion trail. Look now, you're getting more of that run organic feeling now, isn't it in the feet? And then we'll check out the toes. We'll do the toes. If we go back to the toes, what you can do, you can go when you're doing it, Just going back. You could be like, alright. Maybe they start was a bit like that. Comes in, still comes in. Then goes back. We could try that. See that works. Go in here. You can rotate it that is just checking. Maybe have it straight here and then it comes back. Yeah. So you've got that a little bit of a think it goes forward a bit more. Then. Here we can drag a bit as it comes up. As it comes up. Feeling that a bit. Okay, so you've got that. That's fine. We can do it in the alberto to copy paste that. When I move this, all I'm doing is at historic frame and just kainate middle click, move it to 16 and then press S middle click and drag it to 16. Whenever you're copying pasting, it is mirror click while do a video on that separate video on that. We just saw these. This turns out this backlash. Just going straight ahead. Now this is already in, strike it out animation. Straight ahead is you just go in through the timeline and just seeing where down. So we want that to be 0. Oops, not that one. This TO here, sorry, I'm looking at this one dot to hit because a hero came first. We don't know who came first. Denver told us, right? We add it. All right. We've got that working. Phi cosine Phi now so we won't touch those. So now we'll move on to the arms, right? So if we look at the arms, what we're gonna do here is a simple because regard. Moving the hands are key to open skew. What we'll do, we'll select over the top. We can select like this half. Actually know what, let's just go and select shoulders, shift, select everything. And then just do cycle, cycle, cycle. These are cycling. Now. Let's do this. For now. We'll leave the shoulders are moving right? Yeah, we will do we do the upper arm and literally select everything. Press T for Translate. Hold your Shift button down, the middle mouse button, press it and move it one frame forward and then get the forearm selected. Just press a in the gravitational framed, select everything. Same thing again, shift middle button. The residues shift Marie button is you can only go, it can only go. It will click when it goes sideways. So you know, it's like slapping. We move that to the hand is the same. Select everything, shift, middle mouse, button, move horizontally, 123. I see there's a bit of delay there. If we look now, the arm, There's a bit of a delay. The NRC in the hand is kind of going like that. What is kind of going like that? See if the wave effect they call it that's coming in. We're looking for. Now if you want a bit more in the hand, all you do is you've got the hand selected there, so I'll bring it back. Remember you're not bringing it back. Just go to show curves are just got shortcuts here, which I'll show you about. Now what you're gonna do, you gonna select the hand. You might want to offset it a bit more if you don't think there's too much, if you go one more, you can see it moving there. Do another one. You can do it another one. So six. Let's have a look now. Not working as much. So we'll just bring it back one to see. Now, what you can do here is you can just start playing around. So if you look at a stock pose, this key here, Let's see, Let's select both of these are the n keys that we've moved. To select. Everything will be alright. We want the hand to go back a bit more so we just move it like that, everything down. Then maybe when it comes back, we want it to be a bit higher. Yeah, there's a bit more of a drag the sea. Then you might want to, might want to move it a bit more up. See other three, it is a bit more organic, easy. The forearm, you might want to go in and get the form and be like, All right, You know what? Let's go in and select all these ns. Move it one more. Then you might want to do the same thing. You go, alright, let me stop this playback. And I'd be like, Okay, how is this? We want this to be back more. So we were all right. Put the arm back a bit more, but then maybe we want to make this go forward a bit more. Then it is player. There is Clara. Again more of that organic field coming through. Then what you do is the same loosening up. It loosens up everything. The same window on the other side. So we'll go to the other side. We'll do the same everything cycle so we know that we do, we're coming to the same thing. Get all of them, move it one. Just to start off with let me get the forearm. Move it to one too. You'll know because of the clicks. Get the hand, move it. 123. I will look like, how does that look? Doesn't look as organic. So what we'll do, we'll go, All right. Why don't we get their hand? Same thing we did last time. How does it look? Meant to be going in more so we can get this and go alright, to move it up. Move it up. Let's go in. But on the way back down, the way back down, we might want to flop more. So we bring this down. Let's have a look now. There's a bit more of a flipped it and maybe, alright, well, not flopping as much as I'd like it to. So then what you do is you just offset a bit more vigorous, go 11 more and have a look. Yeah, that seems a bit there. And then you go back and get the forearm. Have a look. Same thing we did before. We have an a look. I'm just pressing too to get rid of the controls. An entry comes back. If you go early on in the class, there's a script on how to do that. So everything's all in one area. And I'll do what I'll do. I'll do a video specifically on that unit. You see it will do here. We know that already this form is to be back a bit more. Let's select everything is moving down until we went to the desired area, let's say around here. But when we come here, we want it to be going up a bit more through this leg. Let it go up. Now if we play there, you go. You've got that run going and you've got a nice little waving kind of effect. Then what you can do here is now you might want to go a bit more extreme. And it might be like, You know what? I want the rotation to be a bit more extreme. This is where you can start changing around. You can be like, okay, this is the chest movements. If I select everything here and press R, R is scale. Requests are same as enhances scale. It works in the Gulf area. And you want to go to the middle area here. And you can scale, if you scale like that, it kind of equally scales both sides, top and bottom. If you do it here, I'll do it like that. You want to do in the middle, depending on what you want to do, what you can do, you can keep scaling until you think autonomy, just try that. See how that is. You could do a Lambda and then if you have a look, sedans feels like it's got a bit more energy to it. Yeah. Then what you can do is you can delay. Then you can come in here again. And it can be, alright, I want the chest to delay a bit so I'll move it. I got to translate this time. Move it one. Let's check that out. Now. You've got that little delay happening, which is cool. And then what else you can do is you can delay it. We delayed it by one, I believe. Yeah. If you delay it by two, then select the bottom control, the bottom torso, which we should cycle to delay that by 11 and then the top one by two. So it's like off of and we'll check that out. Let's check that out. Because that will break up and make it more organic. And then we can start adding the head. So if we turn it off, have a look at the head. We can have a look at the head. And then go to our channel box here because we just want to rotate the y. We can go for each key that we've said. Just line it up, basically, line up straight, straight. So it's always looking at the target. The character has a reason to what it's looking at. The middle click, save it, save your work. I'm just saving this. Going forward. And then here you could have a slide. Maybe when he lands, There's slight jerk down. And then up. As it comes down. This is like joke again. And then up. I'm looking at a little bit of that. Then you can just go in here with the head. Sorry, let me just find the head again. Go in here with the head. I'll just check the controls. Select their head, make sure their head selected day cycle that makes this was cycling. Again, you see these areas where you might want to just pressing Control S for spline, OwlTest, sorry. Just want to get those nice smooth tangents. Then you might want to move it, delay it, like we did with the others. So the head delay their head by one because their lands and then. Little bit, little bit more hectic. But we can do is you can be like, alright, the rotation. Let's put this back to where it was and have a look. The side-to-side still happening, which is fine, but it's not as much you could tell him that download, we can go to go here. You can just go through each key. Like for example, you could move it forward. The next key, move it forward. Then the next key is fine there. That's fine. In this key, which there's no key, but we can put one there. This one. You can put in here, smooth the end. It's kind of smooth. It's getting there. You've got that happening. And then you can, if it's too much up and down, you can delete that key. There is too much up and down again scale. Bring everything down. You go. And then we have that little bit more toned down, their bit more character to that now, Conda and is a bit more rotation in the chest stuffing does, it gives a sense of urgency there. What you can do, you can rotate, come back here. And then maybe you weren't. We might want to rotate it forward a bit more. You could just move it for automotive wanted to just leaning in a bit more urgency. Heavier you want? Yeah. What else? What else is left after that? Well, you've got these controls here, which you can, you can play with. You can polish. If we come here, we can have these light kind of hanging out like this. Because it's going to intercept and have this coming out as well. This is just a matter of just going in. If we select all of these, then you can just delete all the keys in the end ones. But in literal you can just go in here. You could just do that that way. Then it comes back that way. You literally just got three keys, right? So you've got you've got a key intersection there. So then may want to bring it out here too. Then it comes back. You can literally just, you've got animation on that one axis, which is blue mainly. Let's check out the blue axis. Copy this 30 and we go to Edit, Copy. I'll select all of these squares. Press key, and I go to Z. Z. Just select Control. Z, delete the indicator. There's only, actually we can delete this as well. There's only one key here. What you do is you just go to edit, paste. Now if you look at that, it's moving. It's moving. Now what you can do here is all you do is because everything in the same keys and we know is select all of these controls here and go to cycle back. Remember we talked about cycle. Now, forget the first control that's the base one will require animation in which we copied everything to get the second one, literally all you're doing is go to select or lowercase, move it one, then go to the next block. Move it 12, then go to the next block, z, one to free. Next one, z, 1234, Four, That's it. That's all you're doing. Now if you go ahead and check it out, see it's like organic is moving like organically. Then you can just go back and just copy and paste. The same you can do with the band here. We could just keep it, keep it simple here. Key I do hit on this key, this key, the end. And it's rotate everything up like this. Then I'll get a block of all these and just move it down, down a bit more. Then as it comes down, move it down again. Now this random isn't it? So if we look now, there's a bit of movement they see. And if you want to break that up more, just go into Gulf area, cycle everything and be like, You know what, let me grab these bottom ones. Let me grab these two. Just move them 12. Let me grab this and move them 1234. And then that will create a bit of an offset and it should look a bit more organic. Diego see, there's a bit of fluency there. Yeah. Yeah, guys, I just made it a bit bigger. That's how you polish. Bring it up a bit your run. You can do the other animation as well on the other one there. But that's the run for human. You can just play around with that and I start exaggerating the hips more than you got base day you can work with, you can lean them forward more. Having looking more or less, right? Using layers, we'll have you arms are offset. Making it more fluent. I hope you enjoyed that lesson. Just polishing. I'll see you in the next video. 8. Conclusion: Okay guys, so final thoughts and conclusions. That is the run. So the main thing you got to really focus on the run is that there is a pose and there were both VR in the air, which distinguishes from a run and walk. And also it's quicker. You want that kind of shape, that triangle shape we talked about in the tutorial. You'll get those appealing shapes in rotation of the hips. And all these things are opposing. The flattening, the stepping of the foot and the overlap, and the arms overlapping. So as you can see, everything wasn't like in rigid. There was a little overlap going up and that's all we're looking for, breaking it down. But firstly, you want to make sure you block everything, get the blocking right or solid makes us work in solid in blocking acquitted. You're literally just doing pose to pose, to pose to pose in constant interpolation. Then once you're happy with that, then we switch to spline. Let me clean that up. Then we can check out the timing. The timing looked a bit slower than we just sped that up and then you just play around with that. And the polishing was where we brought it up a little notch. This is where we start offsetting. We started going frame by frame and really trying to polish the curves and the ox and the legs and obviously the arms we started offsetting. And then we start offsetting the spine a bit, and the head. And the little details of the band, which obviously you can go ahead and play around with that to how you like it. But I'll just showing an example that rule does the run solid. It'll just get the block and inline were saying keep packs and go over it again. Again. It's just practice now that you've got workflow that you can work for. This other workflows out there too, but this is particularly just my one. You can just keep going over it and you'll master it will be second nature to you and then you can just do runs as you please. Alright guys, I hope you enjoyed that video. I'll see you in the next class. Should be coming soon. I'll see you in next class. In the meantime, happy animating and have fun animating. Take it. 9. Maya Animation Mastery: Hi, everyone. Congratulations. This is just something after the conclusion that I just wanted to put into all my courses. If you're really serious about leveling up your animations, I have a brand new course that you can enroll in. It's called Maya Animation Master. This course, I've redone it with four K Good Audio, came out in January 2024. And this course is designed in a way how I would have liked to be taught animation when I started. So It basically gets rid of all the pain pain pressure points that I had when I started animation. So I want to get rid of those frustrations and give you a direct line to what that aha moment was for me when my mentor Steve Gagnon Kati taught me about animation. Something just clicked, and I teach that in the course. So if you're interested in enrolling, you can go to the about me page where I'll have a link there called My Animation Mastery, and you can go through the webinar. Then the course breakdown. You can check that out. And then if you decide, you can enroll, if not, that's fine. There's a private Facebook group. There's a link in there about me for that as well. You can join that where we get feedback, and there's a nice community there. And also, when you enroll, there's a private Myers Mya animation Mastery inner circle group where it's just exclusive for students where we give feedback. So, have a look at that webinar and let me know your thoughts as well. If not, you can join the Facebook group to the private group. Obviously, the inner Coco group is for people who have enrolled, students who have enrolled, but check it out, and it's just for leveling up, and really, it's got all the theory and practical, heavy on the practical stuff, video game stuff. If you want to learn about how to get a shot from reference to blocking to splinding, to polished, show real level. It goes through all of that. And also, I talk a lot about networking and how to get jobs and context that I have within the industry that I can ph your work out there so at least it's in the right hands and people can see and at least consider you for applications. F of my students who have already got jobs in the industry going through the course, so have a look at it. And yeah, let me know your thoughts. So enjoy your animation journey, stay healthy, and I'll see you around. I'll be around on the Internet on YouTube and a giving tutorials as usual. I'll see you later.