Transcripts
1. Introduction to the Attack: Hi guys and welcome to
this class where we will be animating an attack. So it's gonna be a typical
attack from Idaho attack and then backyard or
this is typically what we do in the game. There's one a idols,
there's freehand arrows. So you can add lock
combination on that, but we'll just do an
attack and coming back to idle for
this particular one. Normally in games, you do like three heads and then
you split them. And you can split them all and have each one returned
back to idle. Free ecchymosis,
combos, whatever, depending on whatever
company you're looking for, what style of game
you're working for. So what we'll do in this class is first we'll start
off with the reference. So you'll see me talking
about a reference, breaking it down, finding
out what poses are like. Then we'll take
that, analyze it, and then we'll stop
putting it into Maya and then blocking it out. It'll be quite a lot, quite a few videos where
we're blocking the movies, planning it, and then
you'll see me polishing it. And at the end we'll add
little cracks on the floor just to add a little bit
more of a believability. So grab your animation models. Anyone's like always say
anymore, any rig is fine. You want to use
the rig I'm using. You can support the independent
artists as I always say, they do the work, they make an all these great rigs go out
there and support them. I've put the link in
the Skillshare course description below so you can
download the rig from there. So follow along with me
and go at your own pace. There's no rush. Really take your time and enjoy the process. All right guys, let's dive
into the first lesson.
2. Planning the shot shooting reference: Guys, so this is
basically my reference, as you can see the
animation going back here. This is the animation as you
know, and the reference. So this is the process. I filmed myself. Oops, and we get this backup. So I'm just filling myself. So if you look at this, I've just gone to object in there. I'm just trying to
find out the weight, how it feels under timing. And also like this recoil here, coming up then Baca. So let's look at the
trajectory I'm conscious of the hips and how it's moving, how it would play in Maya. I'm just figuring out what's the simplest way for
me to show this way. Instead of, I'm trying to keep
it as simple as possible, I want to show and communicate
with the audience. Exactly the way that this character is picking up and the impact is coming down. And the poses make
sure they're clear. Mixed with the staging, the camera and
everything is clear. Somebody trying to be
conscious of that policy, the character, this character, his big, it helps to have
someone who's a bit bigger. Maybe I could have put
costume on and we'll find someone with shorter
legs and bigger torso. But that all helps because
again, the character, but basically what I'm
trying to find here is just the overall movement and trajectory of how
the body is moving. Then what I do is obviously
the first, first pose. I'm not copying that in
animation is different. You've got to have
a good silhouette, good posing, good staging. You're not going to copy
exactly your reference and representative
to give you an idea. Alright, Where are the main
changes happening in the key, key poses throughout
the animation, yet they're the main way, whereas the main weight
shift happening, That's the kind of stuff
that you're looking for when it comes to reference,
you're breaking it down. And then there's, there could be referenced on YouTube
that you find, don't be afraid to
chop, chopping, put things together at it in Premier because I do
that too like the star. So for example, this bit here. When he lands, when you
land and he comes back, maybe lands and it comes back. Maybe up to here is good. And then in the end, on
the Internet you might see someone get up in a really cool kind of pose
and back to his idle pose. So you could cut it from
here and edit that, put that in an export that as your whole
reference and use up. So you can have, given you
a star could be different. You could, you could
let the middle bit of this. And I'm going
to stop there. You might find some
males which is a bit more dynamic or just
more appealing. And you can put that in. Then it's just a matter
of just working in blending those free
clips together and through your breakdowns and poses and Maya, getting
it how you want. So don't be afraid to chop
and change stuff around. Then once you get all of
that reference together, you can start to create
your own kind of poses and movement through
that reference is always there to help you. Mainly I use it for
our weight shift and stuff to see
where the weight is. Because if the weights of the coke is not going
to be believable, because that's the best
thing about process. Again, I should have put this video out first
for a dentist would have been blocking part
one, part two, part three. But check it out, go back
and check it out again, plug blocking and then replicate your reference
brought in one, part two, part three, and
just work at your own pace. Yeah. Just to enjoy the process. Really enjoy try
and do reference and stuff that you really want
to animate in your hobby. You are in your free time. Because when you're
working, you're working for someone else's idea, Right? But when, when you're
doing your own stuff, that's when you really
enjoy it as well. You know, you're really
doing what you wanna do, and some of your, your, your best words will
come out of that. So that's the process. There's some kind
of insight to that. As you can see, there is standard stuff I learned
at animation mentor. You do your videos
referenced and you block it, get the poses that you
can, even like from desk. You can even draw some
thumbnails that you think, okay, I'm gonna use these. This might work, some
people work like that. I normally do that. Or sometimes I go straight
into Maya and just block out the pose is
really sculpt each post. So either way,
whatever works for you do what system works, where you find systems that work for you and more efficiently. And I'll see you
in the next video.
3. Blocking Part 1: Alright guys, so we've
got our planning, the reference out the way so
we know what we're gonna do. We're spending half
our time planning and now we're going to put
those poses in blocking. So first thing I'll do is
I'll just make sure that my interpolations old,
select everything. I'll just delete these two, select these keys and just go here to constant interpolation. So everything is locked, pose to pose blocked. Alright, so what we'll
do is we've got our, we've got our poses. You'll see me going
through here, this side of the monitor to here just to check
my reference out, you'll have your
reference so planned. So let's do it. Alright, so it's going to go through
references. Stop posing. Back. Alright. So frame one, everything
is keyed here. Next frame. For your frames, four frames, completely up
to you how you work it. So what I'll do is I'll just
get this character back. My reference. Check
my reference. Jewish rotating backwards. Reversals. Main body. Make sure the employee
is in balance. Pose the arm higher here. Okay, got the
anticipation going back. Block, block. Then we'll check
out our reference. So we can do here
is normally what I do is I'll come in here
and unlike flatten it, whoops, Control F
or flat key there. And then I'll move
everything forward for, for your friend doesn't matter. And I want to hold that pose. So what I'll do is I'll
come, I'll be like, alright, how far is this
posed to the end on this? A little bit of a holiday. So we want a bit
of a moving hold. So maybe the third
frame, number six. So we'll do is we'll order control selected middle
click and middle click. Bring it back to four
and key, rotate and key. There's a bit of a hole there. And then I'll just come back. Stepped. So now you can see
there's a bit of a hole. I can bring that came back
to all freeze as well. We've got a little
anticipation happening there. Then what we do, go
back to a reference. Always good to check
out a reference. Okay, so back there comes up, so it's a positive position. So the next frame, what we'll do is we'll
just put that down to 0. So the foot is flat. Bring this in. Now, this is where the weight
shifts onto that leg. Leaning forward. This leg starts to come up to turn this around the force and position vectors to make sure they're facing. Little feet are facing. I don't sit down, look right. If k were on the way coming down. Most importantly, he's
looking down as well. So he's looking at
waves going to hit, which is very important. Parsing position of the arm. Sometimes it's good to
hide your controls. Is good practice to hydrocodone
was actually because then you can see exactly mesh. We call it down here. We want to rotate
their hips like that. Okay, so this arm
is coming forward. This is 0, this out. Okay? Don't want that to look broken. Do better. Okay. See the weight in this leg. So let's check this out. So we flatten this again, the curves so we can see. Okay, now what we can do, we
can move that forward free. Copy this frame,
frame 11 to ten. So as a bit of a hold. And then we'll go back
and make it constant. So we've got just an extra
extra hold in there. So we've got our
anticipation back forward, getting ready, and then impact. Next one we'll try and
do that impact pose. Let's try and get that pose. We look, just checking out the reference. Should be fun. Alright. So then from there, we want to completely
turn this around. So what we wanna
do, we want it to go completely that
way, like that. We want this firm becomes 0. Let's 0 out all the rotations. And also in the y, Let's put it to 0 so we know everything's
on the floor there. Then here, pole vector, we can bring that into, move it forward a bit. Bring this down.
And you know what, we'll just rotate this as well. The pole vector for
that one. Got back. Now what we're gonna do now
is there's been an impact. So we'll do here, we'll rotate this up
so it's just about to hit down because that's
what the reference is saying. Will come here. And then
we'll come down here. Bring this down, this one down. So looking down, shoulder to shoulder,
we want that to match. We want that to go
and rotate that. Let's check out the reference. As he comes down. It comes down.
4. Blocking Part 2: Okay. So when you get
the shoulder down a bit, bring it down. Try and break this joint a bit. Alright, so again, a
bit of movement there. Blocking happening. So the full block, that's cool. So we've got a little bit
of a momentum, right? We can see like the, the blocking is following, that there's a nice arc
as following. From here. What I'm looking at is to say, let me just type in Kept this epic pen, right? Let's use this. You'll see here, is this the C over here? You've got the ball, then you've got the other ball. Then you got okay. So even while I'm blocking, I'm still thinking about the different trajectory
of the whole animation. Where's it going to write? So you've got like a nice arc. I can put like here. If we select everything here. And I'm just spline, even here, I could if you want to put a
good way, I normally does. If in-between them, you can just supply in
it or flatten it, move this another three frames. And in-between here
the computers. It's not like you want the
computer to do it for you. You don't want to
completely animate for you, but it's figuring out
a pose for you there. So you can just
key this pose here and you can edit it. Then
it can be that, alright. Maybe you want you
can keep 1916, So kinda frame before
and be like have that, 000 that out in x-ray. Alright. You now you've got a pose where
it comes in here. You can start
adjusting this leg. And you can start playing around with the poses in between
to create your in-betweens. If you know what I mean.
You're already blocked out. But now you're just refining
the in-betweens now by you put oppose it,
put a pause here. You've got an constant
interpolation. Then what you do is
you flatten it out. Then what you do is
That's what I've done. I've flattened out how to pose, to pose this one. And this one. All I did was this
keyframe was 16. I just moved it to 1916. I just selected
everything and K1. And then as I'm editing the pose, so this
is what I'm doing. I'm editing the pose
to how I want it. So then you can
go in and delete. So like the hips. But you can do that later. You can go through, right now we'll just
posing everything. So hey, I could be
like move this back. Maybe move this forward a bit because it's going
to come to attack. And then move that
forward as well. Because you're going to land
and attack down as well. Then you can just go select
everything and go back to stat and just
see how it feels. Night you're getting more
of an arc now, right? But then here you can
be like a Commie. And then it's coming out. I don't want it to come up. I want it to go wondering
momentum to go like this. And I want the arm
to come forward. I want to come forward, and then it's going to
come like an attack. So then it's going to
come forward here. And this is where
the next poses. So what we'll do is we'll
do the impact of hair. So it will come here. And then we'll do the impact
pose is gonna be the chest is going to be
opposing, yeah, like that. Then we're going to arm comes down. Obviously, this is going
to be on the floor, so we just banged do this. He's looking as well. Then we move this to the hair, will move this back. This arm goes back, back here. Then raise, raise
it back like that. So it's balancing is
trying to balance out. And then we'll move the hips
back to glue is we want that balance back a bit. A kind of blocking. Blocking out those poses. Say that always save your work. So when he's bangs on the floor, and then there's
gonna be an impact. So bangs and then
straight away comes up. There's gonna be like this
leg goes in the hair color, the force here
really feeling it. And then we'll bring
this one down a bit. So it's like a
shoulder comes up, the shoulders coming
up with the impact. The arm is still down. And then the forearm
is still coming down. This is still kind
of holding back. So that's cool. We can just play around with the pose here. All we're doing is
holding this to recreate a bit of movement here. I can always sort
that out later. And the main thing here is
we want to make sure that the weight on this leg feels like everything's
coming on this leg. This one here, the weight. So we want to make sure that that feels that
feels real ear. Then we try and do better. So we get that kind of
a C-shape going on. So there's a kind of
a weight like that. 50, got more. Bad, comes up, palms up, and then let's check the reference out comes up. Let's check it out. And
then what we'll do. But again, we'll go in. All of our posts
are flat and I'll just flatten these ones out. The constants are flattened
out so we can see in between. So we want to hold this pose. So if we bring that out
to six here, alright, let's go to 23 middle-class
2222 hold, hold. And then we might want to
make this one come up a bit. So hold. Okay. And then we
just come in the middle here, clear everything, and then
put it on step again, then we can yeah. So there's lack of intact there. Animal and play with the
timing layer within the poses. And now and then what's happening is
check the reference out. Lands, lands, back, up, the hips go up. And then this leg comes down. This is 0 and
everything out here. Then we can go back and pose. So this leg comes down. While this is still in the air. We could kinda
have it come back. I see what's happening
in the reference here. Okay, so, alright, so bounce. And then there's a slight
upper body is going up a bit, which is cool with just
the upper body go up. And then this all
starts to come down. All recovering. Energy is starting to come down now because of the
impact. So that's cool. Okay, So we've got that kind of a cushion where it's going up. And then the foot land, land. And then as it lands,
the weight shifts. So the way it will become
this leg, it comes down. That's very important too. Then we can kind of
come down as well. So let's get the hips down. We can just start bringing
the shoulder back. Bring the arm down. Then let me consult
without out later. Might want to bring
it back a little. Thinking about the balance here. We put the foot out. Forward, pass it forward.
5. Blocking Part 3: Down. Then obviously that comes up. Okay, So your tax
comes back down. And then we want to, we basically want it comes
back to it's idle pose again. So we'll do from there, we'll just go back here. Copy number one. So we'll select everything. Copy and paste, make sure everything that you
want is keyed as well. Then we will go back,
copy and paste that, bring it to 40 wherever
you want around it, and then see it comes
back like that. So then what we'll do, we'll start doing playing
around with it. Now what we'll do is
the next free frames. We belong or we wanna do, we want to plot this feed?
The next few frames. Let's plot these feet so
as the body's coming back, we can start playing with the post so we can
go to the hips. The hips are still
coming forward, again, back, but there's
still fluid here. And make sure everything
is in balance there. Okay? Rotate the hips,
rotate the lower body. As the momentum is coming back. Upper body still forward. Trying to figure out on
this rig where you can independently move because when I move the torso,
everything moves right? Normally you can get rigs where? If I move the torso, the arm, them with a certain country, nothing, everything
at the moment, which In Unit was
a bit annoying. Okay, So bang, whipping
back now, right? So it's coming back here. So we're going to do here, we can add a pause in position. So you could go up to the side. And then this leg comes up. This leg forward. You want a good balance there? So we'll move this leg forward. There is a bit more of
a balanced like that, maybe up there, that's it. Then make sure you click this C-shape happening. The head could still be down. This The raises up, this arm comes up. Maybe this arm comes out. The balance. Rotate
the hips back a bit. Alright. Then move the four frames out. Again. You can flatten, see what it looks like. Maybe here you can find a pose here you like
41. Copy it to 40. I'm just moving these keys
back, Chris and all three. That's all I'm doing
when I copy and paste. That's all I'm doing. Putting in these poses. Okay? Now what I can do now I
can go back and be like, alright, copy that foot
so it stays still. Stays still. Then pivots. Copy the end pose. So there's a, there's a, so let's get this into stepped. Keen everything. You feel the weight
a little bit there, but we can do is here, you feel the weight. So we can rotate this axis and we can kind
of move it like that. So there's that sense of waste. So it goes bang. Let's take a look
at the upper torso. Then we'll move that. So here we could delete that
and followed that momentum. Because something wrong there. So let's check that out. So
we've got these blocked in. So the end is quite quick. So Dan and then
straight away from there comes forward
and quick back. So it goes and then hold. What we should do is
we select all of this, move it forward a bit. Again. What we're doing here in this space is with
planning or flattening. So we've got delete that because maybe
we need both up. We need to move that one. And then we want to hold it. We want to hold that. We want to hold that pose. Delete. Let's delete this. Let's see, sometimes
you have to delete, delete that to actually eat. So bang and then back. Okay, Let's check this up. So we block that out. So this chunk up here, okay? So bang, bang, bang. Also. Okay. We want that going in. Okay, so we know from there today we're going to break down because that's
way too quick. Just add another
breakdown in there. So we're just trying to
get the timing right here. So that feels a bit more, kills a bit more better, because Let's just stepped up.
6. Blocking Part 4: Okay, so now what we can do, we've got the basic bang, like attack and then
back to idle attack, and then back to either right. So got that basic blocking in. So what we'll do is just
go back to animation. And I'm just going to
visualize the hip movement, what's happening with the hips? So sine of u is always
good for this as well. And then we'll check
out the front. Okay. Motion trail. Check it out. Here. We can kinda, what we're doing is we're just
kind of checking out the trajectory of how the
hips are going very roughly. Know, oops, wrong one. Let's get rid of that. I don't want to miss the
keys up at this stage. So yeah. Got it. What's going on there?
This is your anticipation. Comes forward. Bank. Bank. A whole day going up. Hold backwards. We can just move this forward
a bit so it's coming up. And then adding some more keys in here for the hips. But you know what, we don't
need these right now. We want to keep it all simple. We can we can add that in later. That's fine. But really, you just want to keep everything
simple at the moment. This distance is
covering is quite a lot. So That's what I
was concerned with. The end of the spacing
was very short. So if we look at the hips now, we'll do is let's check
the hips out here. And let's just flattening. And then what we'll
do in between will display controllers
whenever look. So we can see how
they're moving. Okay, so now we can do is we go to our motion trail in
Explorer or delete, and go back to our control here. And then let's do the
editable motion trail again. Check it out. Check this out. Okay, That feels
a bit more even. Okay. So what we'll do, we'll
work with that for now. So we've got those
poses blocked in. Okay, so we've got those bang, bang and then back, and then bang and then back, bank and then back, right? Then what you will
just want to check that the mechanics, alright. And then what we'll
do, we'll start refining the poses a bit more. Balanced. Check
out the balanced, no things here
That's going guys. So that's the first
pass. We'll just try it. We're just trying
to get a feel for it at the mechanics, right? See if the weights alright, when the leg shift,
tapping them back. So that's what we're
doing for the first part. I'm just trying to
get a feel for that. Bank, that impact. Then we'll start
breaking down more. And we'll start adding more breakdowns in-between and playing with the timing
just to get it right. But that's the main, main kind of blocking basis
where we're going for. And then we'll keep
with finding as we go. Some poses can be
refined a bit more. Alright guys. So that's the blocking stage. We'll move on to the
actual proper breakdown on the next, next session. Then after that, we'll start breaking it down more than
polishing, explaining it. So that's the process. Guys. I hope you learned
something from this, enjoyed it. If you did please like and share much appreciated
channels young, It's getting there, but I'm
doing these tutorials now. I know I know there's
been a lot of fitness videos are
at the moment, but I'm getting back
into animation now. So we'll be doing this and
we'll finish this project, probably will see it
through our guys. So that's part one. We're just blocking it all
out, seeing how it goes. And then the next
video we'll start with finding they're adding
more breakdowns, getting more of a feel. The hips working probably get all the little arcs and
everything feeling right. Getting the timing right,
playing around with that. All right guys, I'll see
you in the next video. And in the meantime, grabbed this rigorous law and animate along
with me, you know, just to put the link in the description and you can
check out the rig there. And also don't forget
to like share, subscribe you
helping my channel. Thank you is growing. Really appreciate
that you guys support is not going unnoticed.
Thank you so much guys. So happy animating. And I'll see you
in the next video.
7. Splining Part 1: Alright, alright guys. So where were we last time? Let's see. All right,
so let's play this. Okay? So we were all opposes in just kind of getting an
order mechanics, right? So let's see, let me look here. Bam, we just want to
see, check this out. Because the character comes in. Let's prove it more down. And of course, more that way. You can add it now. Make a few more adjustments. And then back, and then back. Okay, so what I think here is we select all of these things, kid, and let's move everything
forward three frames. And then what we'll
do and graph it out. From here to here,
less spline this side, normally I got a short
cost cut, S with splines. But you can also go up
to here and splendid. Flatten out. And then splay. Might just blend that
other key before. Alright. I'll do here is maybe he comes smack
and then the foot lands. And then I might
have them come back. And then there's a pause
and position here. I think for the book
has it comes up. Make sure the knee is
following the foot. Important. And also let's copy this
foot to the next frame. So it comes up. Okay, so what we can
do is have it up here, maybe forward a bit, starting to come up. And then it's coming back. Knee in the right place. Yeah. We'll consult
the spacing out later. But that's what
we're trying to get. Salt that little
frame out there. There's a bit of a
whole day actually. Actually, let's do this. Let's click delete that. Okay. Let's get rid of that. Maybe that's yeah,
that's alright. We've lifted up for okay. That's fine. It was a foot Dani
lifting anyway. Let's bring that back. Okay. So what we'll do, we'll select everything and was blind it now. So we'll just come in
a spline everything. So I'm going to go
all over the place. Well, that's what happens. When you spline, then you
see the sliding happening. But what I'm doing
here, I'm just checking to see the timing. The timing is a bit.
What we can do is, as he comes here, Let's see, Let's
get rid of this. We'll get rid of that. So we're just getting
rid of some frames. Moving this closer. Let's see how this
feels. What's happening. They pass down something
to do with the red dot. O when I keyed
everything, then it went. Okay, That's cool. Okay. So he comes comes in. That's better. Actually. It's coming up. It's coming up. It comes up holding a bit. When it lands here. Nice to just be a
bit more snappier, so we'll just move the keys have been I just moved the key
closer so you can see there, let me do it in one frame. From their bank. Bank,
you want to feel that? Well, what kind of feeling? Okay? So bang. We can hold this
pose a bit more. Bang. And then we can keep that
pose held a bit more, causes a bit of weight to that. Let's go back a bit the bank, and then we can drag the
recovery bit, a bit forward. But let's see if that. Okay, I'm not happy with whatever happens is key
everything and it goes away. That this bit is happening
really quick here. I want that to be a bit slower. Okay. Let's make these a bit more. Somebody at the
door, I'll be back. All right. Sorry about that. Coming back. Let's try this out. Okay. So we've tried to
soft in the end. So we've got smashed it. Okay, so first
thing I'm gonna do, make sure these hips
are working properly. Select the hip control. Go to editable motion trail. Let's check it out. So logarithm. So now we can do,
we'll go through each point and we can start
smoothing this out a bit. So the hips are working. How we want them to. Y'all. Okay, that's alright when we remember we don't want
to lose the perceiver. So as we're doing it,
we're leaning forward. Okay, it's coming down. Maybe we could have it a
bit up, like this straight. There's a coming down. Actually will have
it a bit more down. Could even compress this mall. So we feel it as it comes up. Isn't this opposing force
that's pushing him back. Coming up that much. We want it to recall that much. Maybe it wants to
stay in front a bit. Bring this, like bring this forward, mess up the arc. That's the only problem. Bang up. And then comes back. To worry about the foot,
we can sort that out. So we could either have
this having coming down. Yeah, that makes more
sense. Comes down. Step, a weight shift. We'll do that later. Comes up. Nice arc, going up,
then comes down. Okay, so we've got a nice
little arc we can work with. So at least we know the hips
are kind of getting there, but I'm not happy with this bit. Okay, Let's see, Let's look
at the slide and that's why as he lands. So we can do is you see
the foot lands moving. So if we middle click this to the next frame so we
can kind of plant that. Let's go to the co-op idea. The reason why it's moving. If you get to translate, the reason why it's moving,
look, there's overshoots. Overshoot. This is commonly, you'll see in your beginning animation
the foot there, that area here, look
how this is moving. So all you do is
you flatten this. And then what you do is you go chapters one out flattened best. That's alright
then the checkout, the rotations, can, you can see here just
go to flat here. I've got o, f is flat. But of course here there's
a little bit of movement, flattening and flattening this. So if you look now stays
the solid to that, then obviously this is
your rotation and your y. We can see that there
we flatten that no movement only
translate movement. And of course, that's
over there with this flattened to see. But you can do that in
the policy and you don't have to really do that now, but I like to do on the way, as you start working
in animation, you just start cleaning up
stuff as you're doing it. Okay, so what's happening
here is like this foot. Nice to be here. So from here, I reckon we should have
it pivot to another. So let's take this last pose, middle click it to this
frame here for Iran, we want it to get there earlier. And of course you've got
that movement again. All to do with these. Just normally, what I normally
do is select all of these, rotate, come in here, select laughter, point, flatten, Control F or F, and then it goes back in. So what's happening is
interesting like stepping here. Let's try and see if we can
get the translate value. What we'll do is we
will steps in here. We wanted to translate
the status symbol to rotate the, sorry, the rotate to be the same one
that translate. We go here. Now we know that these
are the last poses.
8. Splining Part 2: Okay, So what we'll do, let's just do this
for a minute and let's we've got that
foot controller. Let's copy from there. Okay, let's just copy this to this position here. The zed. Copy that. Paste it here. Copy that. Okay, so
it's gonna be there. Copied that one as
well. Copy this. Okay. That I wanted it to pivot, but don't think
that works. Okay. Fine. So what we need to do
is we need to hold this pose, me to copy this here. And just rotate, pivot,
rotate this turning. I have this follow back one inch, back one. So let's have this
learned a bit quicker. The backward. Here it goes up. And in back. Lands role, can we
roll it a bit higher? Sometimes you have to
roll it to compensate. I don't look right when
it could be a bit more natural and do that. Okay, so the other thing
we can do is this foot. That's the end pose of the foot. So when it lands there, let's put the end pose. Get rid of these. That
might work better. Copy of that too, when he lands. When he lands, Let's copy
that pose as it comes down already in that landing. Trying to match it to that
pose that is going to land in. Let's check out the knee. It's going make
that a bit quicker. Lands. Because what
we wanna do is we want to make sure this
stays grounded as well. We'll do. So that's planted
first, which is what? We've got this
system on the floor. Then that goes up. Yeah. Okay. That's fine too. All we've done is slamming down. Here. We made it land
on the end position. So we don't have to worry about the balance is already
like landed on there. And we have to worry about is. So here's can see the foot lands and then that's okay. So then as it comes down. That foot come up, can we just worry about the other
foot going back? So let's check this out. So it's more grounded. But let's check this out
and stop football Atlas. Okay, let's just copy that over. When I'm copying and
just come in here, select nursing and flattening. Again, you can see
how it's coming up. And there's all this movement here or this movement
we want to get rid of. We want to make this all solid. So as we come up here, when it lands here, we want it to land
look like this. So we'll just copy
this pose here. Middle click, delete
the in-between keys. And then here what we do is, as we said before,
look wobbly there. It is flattening. When you
flatten it stays solid. But even here, if you see this, we look at the why as flat. Okay? We can delete
that middle one. Then we can go to the
might still want it up. And then we can copy that here. Stepping, stepping, stepping over, do a little bit. We have a look here. This
knee control should be like, Hey, wait to follow the foot. So following the
following. Then it turns. Okay, now let's check
out this arc on this. Alright, so we check this out. Let's go to the top one. Took out, sort that out and start to just
make this come up a bit. Just trying to get
these nice arcs going. Stationary there. Then it comes back,
which is fine. You want it in the middle
there, comes back here. We could even copy that and
see if we can get it back. Just flatten this out. Flattening this bit out. Okay, that's not going to stop. This is flattened. This. Rotate too much locking going on. Yeah. I don't think
that's working disparate. Pan. And then you land. He
needs to learn this foot. Needs to land down.
How we had it. Used to be like that naturally because it looked the other way. Keep that blanket. That matching. Next fine. Keep that needs to follow following the knee. Follow the knee here. Okay, We'll work on
that foot layer. Let's get this working. Middle click that. Okay, So the fee
seem to be alright. The hips out. Alright, so I'm
going to do remove the hip. We moved that to 50,
middle click 48245. So we'll try and get a cushion. A good way of trying
to get a cushioning. And here we could
guess, lift this a bit. It's not locking. Not
locking too much. Just getting basic
mechanics working right. And then my copy this. Oh, I select everything because doing that funny thing
again, isn't it? I was wrong. You don't want to keep
everything just the foot.
9. Splining Part 3: Okay. Pumping, going
on the news there, Let's see that
there is going up. Or I start hyperextension. The lunate. Don't
want that one man. One. You see, you see you can
notice that full extension, their spring the
hips down a bit. And then you can see the
hyperextension there. So as it comes down, maybe it's good to
do a little role. Role coming up. Oh toe, good one too. So if we go like that,
that might help. Not really happy with that snowpack. But I don't like this. Often does horrible horrible looking at how that
knee is moving. And it is not good, man. So we need to fix it. Straightens there, which
is shouldn't need a bend. Better than he's
still not right. I recommend you just
keyed up. It goes in. Come back. Check this hips. The hips down a bit. This is we don't want the hips to come down. We want the legs to
if we add a role. So you want to do yeah. So look, step and then yeah. Okay, that's better
because we wanted to step then the hips move. All right, So we could've made this forward a bit slightly. Then let's see. This is moving. So as you can see
in the editor here, it's moving all over the
place, which is wrong. So let's delete
this middle bit and flatten this sort that and that's kinda
feeling a bit better. We'll sort that other
foot. Just getting the hips and feet
working properly. Okay. For lifted in
getting that motion. Alright. Okay. So let's check out. Check out the curves. These curves. Patients I tend to do is if you look at
rotations in the torso, everything's moving
back at the same time. We don't want that,
especially in animation. We look at this key here
so we can get rid of this. Cleans how these up
this up to become a kid that I took out the rotation
in the hips. So I needed lands. So many lands. See we get flatten this out. No, it isn't. Okay. Let's just try
and keep a hold. Some kind of a hole. I can refine that a bit later, but we've got this
movement going. Okay, now it's a bit clunky. I find it a bit clunky. They're all of this because
everything's happening. I sometimes feel
very well robotic. Let's check out these
other controls. That's alright. We'll do, we're going to go back
and go through this. Straight ahead is what we'll do. So let's check this out. So what I do is delete. Let's delete everything in here. Okay? Let's see how we
can work with this. So we might want to do
it going forward a bit. So it's going down. And then as going forward, his torso is going back. You can head back. So let's play that. Arnold. Delete this. The whole school In. This isn't gonna go back. Kinda second one, move it back. We're just doing straight
ahead at the moment. Okay, Let's see how this looks. Okay, it could be
a bit more looser. Think that's more
to do with the arm. So we've got that working. Will do is again, what I'll do is select the arm, shoulder, just one of them. Okay, That's fine. So
what we'll do is select shoulder control and this one. Okay. Alright, so let's delete all the keys
in the middle here, and let's do the straight ahead. So it comes back. Obviously,
the shoulders driving. So the shoulder is
coming forward. Then the arm is
getting a bit more forward than the
form tool will do. Will break the joint here. And then we'll break, go forward more, break disjoint. So you can see there's
a little movement. Here is like, but
keep this in a bit. And then we'll just
move the latest a bit more because just
move this key a bit more. So as we get here, we want this to be higher up in the air
for the pose was higher, straight up, straight up. And then this, we want to break this.
10. Splining Part 4: Okay. We can just move
this forward and beard. I don't look right. Does
not look right at all. I'm going to select this. All right. I don't like that. Don't do not lie that paint this back. All right. All right. As you know what, I'm going to get rid of this. All of this, 0 this out. Just how bad? This is gonna be me. It comes back. Still breaking back. When that last minute. No ground. All right, so oh God, a little bit of
emotion going there. But as he comes back, Let's delete these keys here. Because we want, we
want this to come. We want this to be
a bit more delayed. Bang and then goes back down. So when we bang, we want, we want this pose. Push it. Push this.
Let's just hold. This is a moving hold are
trying to do with the slam. You want to get
that kind of book. But we want, as it comes out, this going holding pose, holding pose, holding pose. But then we want this one
to be a couple of frames. Have this brings
up the last one. So there's some stuff happening there. You create that
way reflect back. Okay. So we'll go back up and then down to the flow. Then it goes up. Wow. Okay, so let's check this. Okay. Okay, so yeah, there's
a few things here. I need to swap the upper
arm because it's static. You can make that move.
11. Polishing Part 1: Hey guys, welcome
back to open mission. This is part three
of the weight at attack from IDO to attack,
going back to idle. And in this video
we're gonna be doing more of the body mechanics, polishing that up, and also
finishing it at the end, we were going to be
polishing the clause. Little details like
the hair doors, adding that little bit more
that we'll add that layer. And you'll see in
layers how a powder on. This is just showing
my workflow. And a typical attack
in game where you attack a start and an idol attack and
come back to the idle. And with all the weight shift, basic exercises which are
really important to sell, that believable
character movement. Okay, So without further ado, let's dive straight
into this tutorial. Alright, so let's
check this out. Guys. So let's go
into finished off. Alright, so we've got a
lot of work to do him and sort that out at the front. Got to make this ball stopped, wobbling around, making
more smoother, come back. Everything's coming
back at the same time. They noticed this. All of this is rotating
at the same time. And this foot. So first things first,
this should this. As, let's check the torso. This try and rotate this more. Get more of the rotation
induced because of the weight. Also, delete these keys and pushed us forward
a bit delayed. Okay, So it is, Let's delete this key. Middle click the end. Last two of that key. We said, Bring it back. Keep everything here. So you get a little
mini hold there. But you know what, it's
not organic matter. You still can feel delete this. Delete that kind of
kind of getting there. So we're gonna do here, delete this middle click, these, bring it back. Two frames as Dan frame. Wanna go two frames before, just to favor that pose. Nope, nope, nope. Something is not right there. I don't like it. I think it's the hips. I don't like that.
Or I could do. Select the hips and
the torso here. Start deleting some keys. Key they go up, they come back,
pill the hips out. We might have lost something
the hips early on. Isn't inherent control
here to separate them. So this is what's happening. Feels better, right? And then hold bang and then hold
bang and then hold. That feels a bit better. I think that feels a bit better. But we could just delete this and have this dragging
more because of the way. And then it's torso comes back. But this is still dragging. So what I do is I come
to the end frame here. We could middle click
49, bring it back to 42. So it comes back earlier
because key everything because I also took up the shoulder and bottom
but delete that key. Me. Copy this. To let the shoulder, the
shoulder is coming back, but the upper arm is
still catching up. Go middle click that. You know what,
Let's put this 60. As he comes back and do that. Select everything. And let's let's try and stretch this. Timing. Snapped up. Yeah, maybe
the timing was a bit. Let's try this 60, the end frame and move it to 60. A bit more of a cushion. Alright, so if we delete this, maybe have
it come down a bit hold. So there's a bit of a cushion.
12. Polishing Part 2: I don't want that too much. We don't want that rotation. Chemokines subtle. Maybe middle click and key, so it eases into
it. Let's try that. Yeah, so we've got
a little ease, easy coming in, which
is which feels better. I think this step, this
step could be earlier. Frame back. Okay, So we'll add the
steps as it comes back. Let's see this RIP pivot this no, no, no, no. Say this. Step in the I should be. Back doesn't feel right,
it shouldn't be back. With get it back. Step, step. This rig is really smooth, should be another
red, but never mind. Let's get this challenge. The challenge isn't it?
With some of these rigs? Okay, so what we've got
here, combat stamp. So that's landed step. And then that comes up that she did have this come up. Then it comes out. Little step back to cut the x. So this won't need
to tone it down, but you want that foot doesn't feel right. Used to be quicker. Maybe being done the way down. Don't like that. Don't like
that pulling happening. What is happening is
to do with the yes. Does it need to
straighten this up? Okay, so we've got a nice line. Keep those keys and
actually, because keep it in the front here. Hello to intersect. We can go through
this in the Polish, but I just want to get all
the poses in the right area. We need these keys tonight. These ones could get this publishers or
school could come in.
13. Polishing Part 3: Bro, compose this
dark cocktail in a nice position at the start. And we have to do
is copy that over. This foot. Goes from
there to the right. Then lands. That learns lungs. The slide this, to cut this pop happening
in the y. So we come down a bit to recap this, slide him back. We could even put
rotate on this and then bring this copy that
and who's quicker here? Down. So it comes back. Weight shift. Don't know. Not that good. I will
put it in the middle. It will be shuffled.
This could be quicker. Maybe dislike, rages playing up their
key, everything. Yeah. That feels better. It feels a bit more natural. Let's check that armor. Let's go ahead and save. Save, save, save your work or
is a member save your work. Last thing you want
to do all this stuff. Down, crash. You don't want that ****. I've
added that might not have. One of our friends
had a focus on top of his monitor and Save,
save, always save. So last thing you want or you can go into
if you go to Save, Save As Maya tip
here, incremental. Incremental, basically,
Maya automatically saves your file every, I don't know, minute or two
minutes as creating a folder where your file
is already created, a folder called
incremental saves, and then it will start saving. The only thing with
that is you tend to take up a lot of space, but then you can always
go in delete diversions previous and keep
five or six files. The latest ones, if you
want to save space. But that's how you do
that. But I won't do that. I ain't got much space. So anyway, alright, this is
starting to feel in the body, starting to feel a bit more. There's a bit of weight there is coming back
as a bit slower. This way in the arm
is coming back. Levy, look at this, the arms
all coming back together. Nor non-normal can't have that. Don't have that. Just
doesn't go together. ****, don't go together.
So what I'll do, I'll just what I'll
do from here on. I'll delete everything here. Like your tax tax and
then it's coming back. And I'll just do a straight
ahead animation from there. So this one is attacked. The shoulders are attacked. The shoulders coming back. Actually the shoulder.
Keep the shoulder is going forward. There's something here
which is messing up. Not good. To find
out what it is. This. Get rid of those. Get rid of something's not right here. Let's check it out.
Something is not right. We are going to find it. We need nice curves, man. Otherwise, it's not
going to feel organic. We want nice curves in the hips. This is really important. Okay? Sometimes bit rocky. Okay, Let's check out
the Y translation. Need these keys. Don't need these diseases causing
all this problem. Yeah, look at that.
See that brokenness, that was the god
**** rotations then. See what I mean about
getting the hips right? This is what I mean. You
get those hips right. Once you get the poses all
and you get the hips right. God, ****, it. Will start to come together. Alright, so what we wanna do is work on this arm
and so we've got to boot. Okay. Now we're gonna do
what's their services? I'm trying to fill out the textures on
this character man, but alright, so let's
go through this. Okay, so we come here. We lose key here, let's 0 out the upper arm. Let's check this out. Sometimes a good habit to 0 out. Bring it back where it was. Just reset everything. Bush. Push, comes back. It comes back as middle clip. Bring it back a bit
more quicker there. So what I'm doing is now
what I did is I selected the arm and I went to two frames before
the end, middle-class. And I just want the upper
arm to come back quicker, so I'll come back and cushion
in that pose a bit quicker. See that? And then it moves
down, shoulders moving down there
because he that. So let's try and sort that
out. There's a shoulder. We can do is we can middle click the last two frames
before the end. Middle click there to
the existing frame, and then look, it's a
bit more subtle, right? The movement is still
there, but yes, there's movement in there, but this feels a bit more natural. You what we'll do, we'll add cushion
to the forearm.
14. Polishing Part 4: As well. Wrist. So from here, it's like you kind of want that
you want that to continue. Because the momentum is
still going to leave this habit carry on still. Then when it gets here, might want it to catch up. Then now it goes. Let's see how that
feels. A bit too much. So we'll do the last
two frames again. Middle-class, bring
it back here. So it's a kind of catching up. But you can also, you can do
is that last frame there. We go to this one. Just, we can always adjust
this up or down how we want. So if you want a bigger cushion, is a bit of a bigger
cushion there. We want it to hit the earlier, we can move it back to that. Alright. All right, let me just
select this again key. Okay, let's check this out. So there's a bit
of a or you could go a bit quicker and
then come back slightly. Here. You could just add a bit
of a cushion like that. So if we look now, it's kind of going
back and forth. But then that loses the
illusion of weight of ink, so it will move it here. There's a bit more, a bit more like, wait. What we'll do, even in the upper arm is delete
these keys don't need. Given that out a
bit there as well, served as a cushion. And then you can just add a
little cushions like that. Then come back here. The upper control of the wrist, I'm choosing the upper one
here that's controlling this scales for everything, but we won't be doing that. We'll just, we'll do
is we'll just follow. So what we'll do, we'll just key, couple of move. These keyframes are a
couple of rooms work. So there's a bit of a drag. Let's keep this Boleyn
enough that there's a gap. You can see this. Right? So it's like I looked
good, doesn't it? Look like coming up? So some of these sometimes you
get these happy accidents, keep them in them
and some things that have to go as you planned. In animation, you can
get this kind of nice, happy accidents when
you delete one frame, one keyframe to another. Keep them in them. And I always think
that animation is like all these
animations we've done. We're doing this activity being done thousands and
thousands of years ago. And they're all up in the air. And some people just know
how to grab, grab this. Some people like to
grab these animations, these ones and they're
putting it in, I think sometimes
those happy accidents, maybe it's part of that and
grabbing and stuff below. Some people grabbed D
that some people go grab. These are grabbing stuff out the air and put it
into your work. All being like up in
the air anyway. Right? But let's check this out. So it's going. So I kind of liked that. I could even like looks
like me, you look, he's going even from day is like we could even
have it more like, alright, there's a bit
more down like that. See how that looks. Okay, Let's get the
last two frames, middle click to 40 Greer. We'll see how that looks. A bit quick. Move this. Okay, let's
move this a bit better. A bit more slow. And I think there's a
bit more weight to that. And it's nice little spin we got on it too. Which is cool. Let's just clear. Yes. Okay, in that spin, but all that's been stuff
we can add layer. So it's getting there.
It's getting there. With the spin stuff.
You can just start. You got this. So if this arm's starting to
look, alright man. We can do is with the rotations. As it lands. You could
spin it like that. Maybe like from here. So in my mind to spin. So it's like for me, you could come in to the
Graph Editor and below, alright, delete all
this. It's spinning. Push. Where is it? You want
it to spin more? Just bring this down, flatten these curves at the top. This push. So yeah, that's just, you can just really, you can go the other way.
Let's see how that looks. If you spin, push, push, that looks
calling it a lot. I mean, to be honest,
you could even wind up here at the start. Let's see how that looks. We
can't really notice that. Because we need, say if we put
a key there, wind this up. Move that a bit. Yeah, that could be even slower,
that wind up. But yeah, you can play
with that at the end. We can do that already. So when it comes back, well, it could be seen from the hair. Let's play around with this. Actually, you know what,
let's delete this. Let's go. Let's delete all of this here. Maybe we want this to rotate. Let's see if we could
even from here. So it could be like,
Alright, hold it. This is all going to be hold it. Overshoot. We okay, spinning a bit. And when it lands key. And then maybe spin that, spin that minus 3 sixth. So we've got monies, P6. Okay? Okay, and then we could carry that on spinning the
same way. Let's see. Something you can add to. All right, let's leave
that in there for now and we can sort
that out later. But it's adding
to think is cool. Then we'll add some
debris and stuff later on the floor with lower
layer, the other wall. So let's check out the other so let's check this out here. So normally what I
do all my come in, select all of these and
just delete industry. Had to be honest. So here for example, we want to, we just want
to loosen stuff up, right? Let's delete all the key frames. Let's come here. What
do we want to see? We want to try and get a nice, a nice line of action right
in the sea. We can do it. These clothes are cool. You can just put
them out like this. Get a nice silhouette,
which is cool. Okay, that will work. So he's aiming. And then maybe when
he, when he smacks, can bring this back a bit. Dislike.
15. Polishing Part 5: Push it back slightly. All of this, what we're gonna do is we want
to do like that pose there. So let's say from E and
delete that we built. Alright. We can like middle. If we go here. Go back
to the pose here, to friends before middle-class, go back to say, copy that to 20. Then we can be like, alright, let's go back into
this, overshoot this. So let's go x, y, satisfy. So it's kinda like Bush, Bush and then overshoot, push, and then bring it back. Okay, let's try
some of this tree. Basically want to
hold that pose. So let's check this out. Let's delete this. Okay, this is the key
here and 0 this out. Okay, that's how it is, right? Bringing this up. This. Yeah, that's it.
So it's coming in. But let's try this. You see that? Actually a good thing to do
is come here and 0 this out. Right. Now we can do is
have it like this. Yeah, so we've got, we wanna
do is start bringing this pose up a big back pack. And then copy that those two frames day of
the arms back to earlier. So it hits earlier that
if you see that push, push and you might want
to bring this down a bit. And bring this up. You're getting that
kind of which will polish as as it's
coming back this way. Which is what do we want? Shoulder comes in first because shoulders
leading backwards. It's coming back. Then later on, the army still coming in. You've got forum, which
will try and break here. And then of course, the clause which will sort. Okay. So kind of got an idea. So we'll do is we'll
select all of these. Middle click here, bring
it back to 54 or less. Okay, that doesn't look right. So what we'll do is that forum. We need to bring
that back earlier. So the best way I normally
do that is if I delete this key here and this one. So it's like, I'll
go straight ahead. So I'll go like,
alright, keep it out. And then two frames
before the end, copy and paste it around. See this thing is jonas. Subtly move it out. It's not forget the upper arm. Well, another trick you can
do is actually let's do that. So let's write it coming back at the same
time they're right. We can middle click that, go to 44. Comes back. Then what you can do is everything's coming back
here together, right? So then you can just offset, move that a couple of frames, move this four frames, and move that six frames. And let's just have a look
at that. See how that looks. Yeah. There's a bit more a bit
more alive there, isn't it? The only thing is when
you look here, okay. We just need a bit
of a delay here. When it comes here. Actually, we do to smooth this out there. What we can do here, we can just add a
bit of a cushion. So if we come here,
we look at that X. This bit here, you can
come in here close. I'll just break the tangent or add a bit of
cushion like this. So overshooting,
overshoot and then land. Notice it too much there. So you can always move
the keyframe down, but you can play around. Yeah, there's a bit
of a cushion there. So you can see how sharp, subtle you want to be with it. Then you can get the wrist
and do the same thing. If you go to the wrist. So we look at the rest. Push, drag. I like it when it's dragging. Dragging death is
coming up a bit. Maybe it's a bit too. Middle. Click the last bit. And then you can add a cushion there. So you could be a lot. Alright, let's go ahead and
just push it down slightly. See you're getting
that little cushion. You can check it out
in the other axis. See how that looks. Bring that down slightly.
Add a little cushion. Y-axis t, x, sorry. If you want the ending, if you want that ending a bit
softer, select everything. You could go to 65. Maybe you want to end
at five frames later. Then check it out. Push. Push. Yeah. Personally, I think
60 was alright. Mine. 606060. Yeah. So you've got a little push. Normally I do these
sound effects. I'm just trying to
get the timing right. So it's a wind-up
snap and then back, even snap and then back
could come back quicker. But just to show you the
workflow and what we'll do next, the next parses will do. What will work on now
is the details here. So we'll get these little tails and feathers and all that close.
16. Polishing Part 6: Hey guys, So that
would be the next one. So what we'll do or just
took in what we'll do now, if we look at all, is it gone? So keep doing that. Alright, so if we look now, we've got, we've got a pair. This is controlling, so
we're looking at detail now. So what's this? Okay, so let's do a head paths. We didn't never really
did the head paths. So what I do is I tend to just delete the keys
and go straight ahead. So I'll be like, All right,
when I come here I'm like, What is the head doing? I want the head to be
looking at the target. Characters, always thinking, where am I looking to attack? And then maybe here
might just looking, but it's making an
effort to looking down. Then down here, push, and then it comes
up, recoils, Bush, and then down, and then back up here. So let's check this out. Push, push a filled out there, push, push. And then come back
at the same time. Again, last couple of frames, move it a bit closest, see if you can settle
in it quicker. We'll see that feels good. Yeah. So you're getting
that cushion there and then what you can
do while you're at it. Grab that face. Here, you can delete everything. And so it goes. Because open, open it there. You can rotate a translator. And then with the recoil, it opens and then close. When we get there. I would even say
from here to here, have it open and then close. And then maybe we'll have a hearing. Has put his back, put
some sound on this, then you start getting
into character. Yeah, that's cool. I
haven't got the texture, so let's leave the eyes for now. Same time possible and same thing with the
head. There you go. That's all it is that you get once you get the basic mechanics and then you're going layer by layer, just
going back-and-forth. Alright, let's go
straight ahead. Let's see how this looks. Comes back. How does this look? It'll go back right here. We'll bow forward a bit. And then how, hold it back. I glossed moment, just
going to hit a shock. So it's like and then forward again because
of the okay, let's see this. So let's check that. So let's go forward. Carries on forward
momentum and then as it steps back, you can go back. And then can you just
see how that feels? Bush? So when it comes back back, I think it should be fills, it should be back. And then let's middle
click the last two again and have
it come earlier. Maybe we could just
pushing it a bit. So we'll look here. I don't know if that's
too much is too much. Back. Maybe we can just
make it a bit more subtle. I said, you can
always come in here and offset it by
one because then the head is moving first and that's catching
up, isn't it? Head moves first. And then when you come here, it's going in that direction
and that direction, and then have it come
back in. One control. But it's seems to be alright. Save that, Let's save your work. Save your work. Okay, so that's the like the layers, layers
method, right? You get the mechanics in. So that's all working fine. There's anything else left. Let's check this out. Then
you just go back and forth. So let's check out
this table, right? So what's this? Then? These
are the little details. Then you've got the tail here. Rotate this now. And then what's this? Then you can start adding. If you just delete
everything in-between. So you've got the
last cue from Keith. Alright, come here. Add a little tail. The tail is more like let's
just follow the line of action of the whole body. So let's just do that
as close as we can. So as it comes down
here, you could be like, excuse me, you can be
like a tail goes up. Because of the impact. This local transit
scale exploitations. Let's set this up. Oh, oh, oh, that's what we need. Right? Became made a mistake. We need course. Fk is delete that. Perfect scenario you can go through and do a
whole tail paths. Let's take out the start here. So this is a nice natural. It's going up nicely.
So we'll just select these three keyframe and
keyframe at the end. What we'll do normally what
I do here is I'll just, this is like a little let's see. It's coming in. We
move this down. So you could be here,
it could delay. Let's do a little pause here where it's just
rotate these all up. Then what we'll do,
we'll offset them. See if that works. Just a little quick way
of then it comes down. Obviously it comes down. Let's have this old coming
down with offset them later. But for now we'll just
go straight ahead. And then back, up. Back up. Just this out. Okay. And then it comes back down, down, following a nice
line of action down. And then, alright, so we've got the
basics down yet. So let's check this out. Tail,
it's just moving, right? This is like one way. Let's see if this
works is why not? Sometimes it works on the
last slept, the second. If we select the second control here, Let's have a look at it. Now because this is cycling, we can set this at least
set this to cycle. Would present these two. Or you can go up here
and go to Curves. Prematurity cycle.
Or we're going to do hold on one minute. Someone had to do all right. Sorry about that
package for labor. But anyway, moving on,
let's try this out. So we do recycle that. One I'm going to do is
select everything, shift, a shift by middle,
middle click the mouse, move it two frames.
17. Polishing Part 7: Same thing with the bottom one. I'm going to do cycle. The reason you didn't
sarco is that the end, if you don't do it at the end, pose is what match. So cycling is really important,
especially in games. Now this one, you want
to do it full frames, because the other one
was two frames. 1234. Okay, so if we look at that, see how that looks. You see like it adds
a bit of floppiness. Adds a bit of floppiness. Let's see when it impacts. Let's have a look on it impacts. So it's a bit out
of control there. But what you can
do is you've got something to work, work with. What I tend to do is I come in here and let us
look at the n. Now, the end doesn't look right. Then comes back here, and it just goes
back. Now, I want it. If I select the
two here and I'll delete these two keys here,
I can play with this. So I can come here and be like, I want it to go up a bit, gone up a bit, and then and then back down. So it's like up. And then follow up,
keep the same shape. And then kind of cushion. There's a bit of
a cushion there. So it's just staying a bit. To be honest. This tastes. I'm going to delete this. And I'll be like TBN frames. Then bring this down. Okay, That's fine. Smoking. We can do is get
that last one and then you just go straight
ahead. That's what I do. I go in straight ahead
and just animate. So there's a bit with
that, to be honest, what we can do here is get
the last two frames again, keyframe at the end. And then kind of overshoot
the last few curves. So there's a bill. That's the best we could do that or I
can still looks alright. Yeah, that's the only
thing there is this bit. I would yeah, you can just do it. There's a little bit of
movement still there you see, so just adding a bit more life to the static areas
and it just really, and then when you save this, don't forget to save, then you can start
doing the parcel. Alright, This looks cool. Let's check out the checkout. These days. Finger ones have got controls. So you can be like to come
in when you get there. You can be like, Alright,
I want these close, completely wide open, right? Because you know, you're
aiming for that ship, you gotta get it right. So you could kind of get these hanger or we
can control here. Awesome. Let's go back. You can do individually,
individual, still cool man. You know, you go
controlling ship. Let's set this up. Better man. Explored this. Coming in here. You could be laterally,
a little anticipation, goes in, goes in until, let's say lactose 16. So it could be like this man should be in order. Yeah, we can do here is bring that in a bit. The keyframe that to the end. So it's coming out, hold, middle click, hold. It's the same thing you're
doing is favoring that pose. I'm bringing, copying
the last two, Last two firms, 14
to nine wherever. Then you can move that around. Getting to pose. And then bam, key here. It could be like a
little recoil going in. Push, push. That could be quicker. Push, push, push, push. And then open and then close. Because the recoil doesn't have to be two. From a cupula. You could just slightly
start opening here. And then here it could be, it could be like you're
coming back is coming back. There's a question. Who asks what you're what
you're trying to, depending on your
character, of course, dish. So it comes back. How would even say
make this come up? Then you can start adding
stuff that you frequent. That will add to the character. Going up and then coming down. And you know what managers
could even make enough to make that look good. You want the
silhouette to be a bit clearer right there.
That's better. Key that at the start. But you want, they want it
to cushion as all into it. Cushion there. So you've got that nice, like at the end yet. Alright guys. So my
audio messed up there. We didn't mess up the battery when but now it's working.
Should be working. So that's it. That's that was the tutorial. But why are there at the end? I literally just, you come
here or come to the top here, polygons, over here, polygons. And then I go to plane, and I'm literally creating a plane
to go underneath there. And then I'll change the
color to what I want. And then I'm just finding
out where it's going to hit. That I'll just get some cubes. So basically you create a
cube, two in the middle there. You can see. And I'll bring it out here
so I can just model it. I just change the size
of it and I just start duplicating that one
block until I got a pile. And once I got that pile on, select everything
and duplicate that. So I have more piles. And then I'll collect
all of those pose. If you look here, I'll
select everything. I'm just randomly moving these. I'll just move it underneath
to where it hits. And it literally what
I do a frame before. So like a frame before hitting. You can see on the
timeline here, I'll go to the visible E and K, and then I'll keep
a frame after. Then I go back to
the frame before and I'll just put it on off. So when it hits, it comes on. Then to make it more interesting
because there comes on, but then to make our
interests and our start animating
the little bricks. So you'll see here, I start
animating these coming out, that one going out randomly anywhere you want,
just have fun with it. When you start playing it back. You will see if I just forward
it a bit more so you can see when you start
animating a bit, it just looks a
bit more animated. And I just add something too. Just a little piece like this
would be a good piece for demo to show you during an
attack where you're hitting. So that's all. It was really just a little bit at the end with that
or something extra. You can add columns and stuff wherever just to make
the scene look nice. But yeah, I hope you enjoyed it. Little demo I wanted to show
you guys the play blast it here so you can see it.
Just a little follow up.
18. Conclusion: Okay, My friends.
So you have done a combo and you're
happy with it. You can go in and keep polishing it, get the
hips working right? What have you? In conclusion, this is another part of the video game series course that I'm doing. And this is a typical attack you would do. Normally in games. You would do like a, you'd animate all free attacks
in one goal going forward. And then essentially, depending on what engineer
working and what you're doing, split those animation
into three. Then you would add a
return for each one. So an attack and a return to either attack and
returned to idle. In the Unreal
Engine, you just put breakout rooms so that when you do attack and you're going back as a breakout
frame in-between, which makes, doesn't
interrupt the gameplay. You don't have to wait
for the coat to go back into idle and
then start playing. So going back to idle is
always nice and clean, so it's good to add
those extra touches. And when you're doing like a one-hit and then coming back. And that's basically how a
combo works in video games. There's other ones where you
can do in the aerial ones, but the concept is all the same. So I hope you
enjoyed that class. The next one will be taken
hits, we do a take care. We'll do a combo. So
there's a few more coming out in this
series seven in total. Yeah, look forward to those, so I'll see you in
the next class.
19. 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.