Transcripts
1. Introduction To The Class: Hello everyone and welcome to the introduction to
the IDO in-game class. In this class, we're
going to be covering basic ideas and the
mechanics behind it. We're going to start off with the central gravity,
which is the hips. And we're gonna talk
about failure rates, the different types of cycles, the up and down the circle. What do I mean by this? What we're looking at
when we look at our hips, we're looking at all the
Figure eight movement, the circle movement up and down. This will be explained
more in the lessons. We'll go in great
depth with that. We also be doing
appealing poses, will be using the famous
classic Street Fighter pose. Because there's motto
We're working on. It looks like it's inspired
by Raju from street fire. So we'll be doing that, but
we'll be showing examples of different types of rocks used within the central gravity just to get the initial
movement going first. Because if they're remember that it all comes
down to the hips, if the root is not
working properly, it will affect the
rest of the animation. We want to get that base
in first and then we're going to do what's called
a layered animation. We will work up from
the base and then down. And creating this
autopilots will start animating the outer pose
was taught polishing it. Then we'll talk about the
importance of the tangent, which I keep reminding
in all the classes, the importance of matching the tangent so that the
cycle goes very seamlessly. So that will be a reminder in each class because it's
good to remind ourselves. So we'll have the same
kind of lesson from the other courses in the same
part in game video series. I will always mention the
tangent has been matched because it's very essential
in video games that, that's happening because
then you'll start getting glitches in your cycle. So without further ado, let's dive into this course. I remember have fun. Rigs are available in
the resource section. You can use your own
rigs to have fun, enjoy, animate along with me, and I'll see you
in the next video.
2. Figure Eights, Circles, Up & Down Cycles: Guys, so in this class
we're gonna talk about the figure eights up and
down and soak a movement. Now what do I mean by this? As you'll see in the
examples that I will show after this introduction. You will see the hips. We're just going
to be constrained the hips in this
particular video. And then when we actually do the animation in the blocking, not the blocking phase, sorry, just, we're just going to be animating straight into spline. You will see how
you use the hips first in this particular IDO will just be doing
an up and down. And in this video, I was showing you the different types of movements as well, depending on what kind
of iodo you cope. So without further ado, let's dive straight
into the demonstration because demonstrating is
much easier than talking. So let's check out this video. Okay, my friend, so we're
going to do now in this video, I'm gonna explain to you, when we start animating an idle, the hips are really important. So what we're gonna do is a layered approach of animating. So we're gonna start
with the hips first. Then we're going to
work up from the hips. We're going to start
with the hips first. Have that movement up and
down in this particular case. But I'm gonna show
you a different other variance you can use. Then from there, once you've got that working,
we're gonna do the up. Then we'll work on the knees. And then we have someone is. In this video we're
gonna talk about, we'll do, we're going to
construct the hips and different types
of curves you can use to start your
idle animation. So what we'll do now is
because this is the hips here. So if I just put the
controls on what we'll do, we'll create another layer here. Just for example, I'll select everything and then I
de-select the hips here. And I'll put everything
in that layer. Actually, what I can do is I already got everything in
the layer hearing right. What I'll do, I'll just
select that and go to right-click remove selected
object from layer. That didn't work
for some reason. But anyway, we've put what we've selected
for the hips in here and we'll call it his hips. Why that didn't work. But Maya. Maya for you. Okay,
That's better. Still not working.
That's strange. What we'll do, we'll delete that layer and then
select everything. Create another layer. Had
it in their college, GO. Give it a color
like we do there. Thus it will do. Now. We've got the
controls right? You know what, we
select everything. We put that in G12. Just so confused. Let's go to none
and go to polygon. We've got the hips
here. No, We'll do, this is 0, this out. What we'll do, we'll get
the hip control here. This 10, this out two guys. So we've got this. Use the side view for example. For example, this is the hip. Now, There's loads of ways you can do the idols. But most, most of them I would say like breathing up
and down, up and down. But you want to have you don't want to go up
and down directly. You want to have a bit
of a circular movement. Circular movement
because nothing goes up and down exactly
in real life, there's always some
variation because of the weight shifting
or what have you. That's what we're going to find, the simplest curves
that do that. We've got a good
basis foundation. Like we talked about
layering the animations as we worked from the root
upwards and then down. Three types that I normally use. I'm sure there's loads more
than other animators use. But what we'll do for now, we just showed those examples. So for example, I'll
get the hips here, key everything ki the hips here. And I'm looking for a motion
of which starts from here. And it goes like
this, figure eight. So it's going to allow, you might use this
for combat pose because it's like a figure
eight and it's getting ready. That's one example
you can use for that. So that's what we do. So what I do first
is I just roughly, I know for example here. Start pose. Now be
at two frames later. I'm like, alright, I'll
bring it down here. And then two frames later. Alright, I bring it
forward just roughly. You just want to
get a figure eight going and bring it back, go up. Then come back down to there, and then go back. And then go back. You just want to roughly two because
then what we'll do, we use the motion trail. Then we will edit that. And then we'll edit that. Okay, So let's, let's see how this looks in
the motion trail. If we go to animation
motion trail, there, you can see
through messed up, right? But we know 1234. But then this one, we want
it to come down here. So we just move it down. Then here. We can
move that here. Then we can be alright, the next two frames we'll
just put a key here, set a key here, set a
key, set a key here. Now what we'll do, we'll just carry on roughly
the trajectory. Next one up here, maybe move it forward a bit. And then the last one. I don't know if we need that many kids, but we'd be alright. We've got 1212. I
can delete that one. Bring this back. We can do with the last frame. We can just copy
the first frame, middle click to the
last one is exact. So we've got a
figure eight there. But it's not, obviously, it's not pretty, but it's there. Now what we can do,
we can equal it, we can just equal it out. So let's go here. Let's
bring it down, say there. Actually, let's
leave this where it is and go, alright, this one. We can bring it back a bit here. And then bring that
back a bit and that bit down, and then
bring that in. What we're doing now is
equaling out with chronic, equal and opposite keys. Yeah, I was just trying to bring this back
in here, suicide. And then we'd bring this here, which we will copy the end pose from the start to the end. That should be starting to
get a more cleaner curvier. That's all you're doing.
You're coming in. We can bring this out here now, so it's more even around here. Then we can maybe bring
this out a bit more. That's fine. And this one we
wanted to just match the top. Maybe bring
that down, right? Thus Pretty much
more done that one. We can bring that in the middle
because same right there. Now. We've got to stop this, go to 1717 yet. That's the cycle. We've got a bit of a
cycle happening there. Now what we can do
is we are okay, it's working with cool. We might want to
bring this keyboard. You might want to
stretch it yet we might have to stretch the duration. So let us go to say 25 frames. Then we would be like
select the hips. Let's see what the
hips are doing. We can delete
these, delete this, delete this, and we can
delete all of this. Now if we look now, the animation, we go to, let's go to motion
trail. Delete that. Now let us go to get that back. Let's go to check the curves out now see how the
L, That's cool. See the curves are a
bit more. This a bit. Now that you've got
on every two frames, you can stretch out
your animation. And it's not literally
every three frames now. So as you can see, the motion. There's the motion there, right? You've got a nice figure eight. Now with this, what you
can do is this figure a, it can be big or
scaled down as well. What do I mean by that? If we come in here,
I'll just delete the keys. If I get this. Let's look at the
up and down here. Okay, Let us cycle
this cycle it, you can see we're
matching the tangent. Remember we are going to match the tangents. Can get delivered. We can get rid of
these middle keys. We don't need those top ones. We can just copy. The values are the same. Each ones copy the bottom. This one too, so the
values are the same. Now, go here and we can
cycle this to obviously remember we talked
about matching tangents because
the cycle we must move a micro circles
more smoother. Now, that's one way you can do. The other thing you can do
is you can select everything here to stop the playback. Go to scale, all. Go to, go over the key here, press Shift and the
middle mouse button, and then move, just
move the mouse down. It scales the movement
so it makes it minimal. Same thing with the y. Select everything into the
middle here at the star, select R and scale
everything down. If you see now is toned down. Now you could tone
the up and down, down and then it can go back
to the forward and back. You could turn
that up so you can come here and told it up. But you're keeping
that same smoothness. And what happens
is that smoothness affects the whole body. If we look here now,
if that's the type, if you want more up and down, just come here. Slept all. Make sure you're in the middle. Make sure you're not here
and selecting because look the top, we'll
go with scale. You want to be in the middle,
so both scale uniformly. Now if you check now
with the edible mesh, the curves will always be smooth because number two values. What we've done, we
went in here and we made sure that this value here is the same as this one. And this one we just copied
and paste that into that one. So everything's equal. If we go up here, same thing here as well. See what we can do
it because starting at 0, but even here, everything is like we
can move this down a bit more to make it a little bit
there, so it's a bit equal. Now if we play, you get nice. Move. Look how smooth that
arc is when we first started. Nice and smooth. Now that if we reviewed
the whole model, now, if we check the
whole model out, you will see when I
select everything, his legs are locked, right?
This is perfect example. All you have to do
is select that. Go to Raju. Shift, middle,
middle mouse button. On my presser T for translates, sorry, the middle Shift and middle mouse button and
bring everything down. Keep moving everything down until the knees start bending. There. Now if we play it, see you've got a little
bit of movement there, Dan, you can start
working on the torso, the top bit, start
animating that. That's one curve you can do. Another curve you can do is if we go through hide
all this again. And let's go back
to the controls. Delete the motion trail. Going to go to a
side view again. We'll start our number one. Now. Another one you can
do is up and down. Very simple. That one. If we go to wireframe, select the hips, Delhi
older keys here. We can be like,
All right, this is your everything.
Everything zeroed. Now we can do we want to go up. You want to go up and down, but we want it to be
like an oval shape. We'll do, we'll come here, we'll go to frame four. Move it up to decide. Then we'll go to
up here K cycle. The reason why is because
its cycle, what we'll do, we'll just make everything
constant, constant. So we've come up there. Then we go back here.
And then back here. Now again, which is
roughly doing it so we can get a good idea of the curve. So comes up, goes up
here, then comes. Then back there.
Okay, so we want to make this come in a bit. Then we'll copy that to the start because we
want that to match. Now we can start this
unit out slowly. You can make this as big
as you want because we can scale it after and do
wherever we have two. We've got that motion happening right? Now if we look here. The other thing you
can do 0 this out. The other thing you can
do, sideview is key. Key, hey, roughly, so we're
just going to roughly key. We've got like a
circle, roughly, right? I'll just make it
every four frames, but we can change this
whenever we want to this 17. Then we'll go to
visualize create a motion TO and you've got
a circle there, right? Bring this up. Go. So we've got a
circle there, right? So if we look at this animation, looking at this,
going up and down, now, let's take
this hips control. Let's check this
out. Recycle this. We can get rid of
these keys here. And also here we can
get rid of this. And then we can just cycle. This, makes sure the
tangents are matching. Thus fine, that
seems fine to me. Then it is smooths
everything out. Go back to visualize. You will see perfect circle. That's again, that's your basis. Now when you believe reveal the that's disconnected from
the rig, but that's fine. Don't know why that happened. But the point is, you can get the same
movement up and down, up and down happening there. So that's one way. Another way is you can go very strange that it's
working as brilliant. What you do, again,
because it's really high, all you do is you come in
here and in lower everything. How you want it. There you go. So you've got that. Then you can just
basically tone that down. So you can be at
the wise too much. Again, select everything, all. Go in the middle Shift
and middle mouse button. We just scale everything. Ci is made it more subtle. Then the same thing you
can do horizontally. So for example,
here's the curve. Study. If you want
the up and down to be a bit more squashed. If you bring it all the way
down, causes even more. And then you might
want to elongate the movement forward and
back, forward and back. Then it is going to
again select everything. Press Shift, press R for scale. Then shift. The R W ER rotation is all the same in the Gulf area
as it is in the viewport. And say if you want to elongate, that doesn't really do. Look. The curve, adjust accordingly. But you've got the
nice curves, right? Even though, even
though it's like that, you've got a nice curves,
we thin and flat as well. Then you can check that out. You can go back,
see how that is. Maybe too much there. Then you can go back. Then you can go to
your up and below. Alright, that was too much. You can play it while
you're playing it. You can go to the
middle here, scale it, and then come back
here and have a look. And then you get into dust
where you want to do. That's your main motion. Once you've got that, then you can start playing
with the top. Then you can be like
Danny can start adding. For example, if we come in here, if we select all three of
these controls, we keep them. Let me go to the End key and
if you go to the middle, just a quick example. Let's rotate forward. You've got that
happening now, right? What you can do here,
just to loosen things up. You can also select the head. So we'll do an example here
would be going in the middle. We're just keeping the head so everything's moving
at the same time, right? Because
looking mechanical. Now what you can do,
select the torso. All these controls
I animated on In, just go to cycle
these buttons here. So cycling. Now what you can
do if you select, will leave the
bottom on how it is. We select, actually we
select the bottom one, select everything
and move it one, select the second one here. This key, this, don't worry,
we put a callee. Now cycle this. Move that one too. The third one, we
select everything 123 head will
offset it by 41234. Now, you'll see there's a bit more of a kind of
overlap happening. If you want a bit more,
select this control again, move that by one. Then the head. We can select that,
move that by two. Then you see you get more of a over overlap happening there. But the hips are working. That's the main thing and everything else
follows from that. Guys. That was just an
example I can give you on the different curves
you get in the hips. And it's very important
because if they're jittery. And I'll show you an example. For example, if you
got curves in here, which are like
ordinate messed up, just randomly, you know what, a lot of students
can fall victim to. Which is why I'm doing this example because I did
when I was growing up. This is an example of why
the hips are so important. If you look at that, look at, look at that is
completely messed up, then sometimes we wonder why
CSMA animation not smooth? Thus the reason because
look, this doing all that. So we want to get all of that. It's very simple animation like if you can get the
hips working simple, but of course in a simple things are the hardest
things to master. Practice, practice, practices. All it is keep
doing these idols. And then you know
this either here. So for example, if I undo
all this, got a nice move. His legs could be out
like this or this. The poses completely
different, right? We can go here to our
white translation, bring it in, bring him down. It could be that this
court, you pose Nisan. There's so many different, say, any pose you do, that
circle is still the same. I guess that's what it is
stressed in this video. The hips. Make sure you decide, do you want your
character to be in a combat post wherever pose? And do you want
to be in a figure eight going down and up? You know, what do
you want it to go around or round upwards? These are the main
organic movements. Figure eights, round nuclei
do like a squared squared, squared squared plus
a robot, right? So think about your character. I think what I do, the character
is what personality is. And then you just
put that alkyne. And if it's a heavy character
is slow, the timing down. It was a quick, agile
goal of agility. Quick and it would've, these are the types
of things you think about the animating an idle. But these are the
basis I used to get a smooth idling, breathing. And then your attitudes which show a bit more
personality might be. But this is a basic
idea of breathing I do, which I'm showing you and how
to build that foundation. Or a guys, I'll see
you in the next class.
3. Creating An Appealing Idle Pose: This class is about finding reference and creating that
pose, that appealing pose. Now we're going
to be using Raju, the classic, I've got the
reference preserve video. Even though I know
how Raju moves, because I played 35
millions of times. It's good to always
have reference. I will also get the
reference for the poses which is in the video release so we can use the video reference. So without further ado, let's
dive into this pose, right? So we can start animating.
Welcome back guys. So now we have our pose. A source solid, ready,
the silhouette, everything line of
action all working fine. Now it's time to
bring this character live. This is what
we're going to do. Let's dive straight in and let's start animating my friends. So now we're gonna
pose the character. So let's check this out. So I've got my reference here. I'll just make
this a bit bigger. This is the pose to pose
like similar to this row. So let's check it out. So what we'll do, I'll just
put it on the screen here. We want the first
thing we wanna do, we bring this foot
in, bring it out. This one is more out. Then what is was this one
looks like coming outlet that bend the legs. Right? We've got this pose happening, so let's rotate this moon display. Head is this way. Net causes the
shoulder slightly up. Bring this down. We can just Curlin this
hair to call it. What else we got coming in. Okay. We'll bring it up here on
always just having a look around to see the angles, like to worry about that. Let me just bring it here. Then it's ready. It was like in a fight pose. This one we could bring out a bit higher head pose. Maybe the mound here. Coming in for our bit. Seems a bit better. Thinking this lumping this back a bit and this one folded it. There is a bit
more of a balance. The pose. It's a bit more like that. That's the kind of row pose. Call here. Ready for fight. Bring it down a bit. We've got a little negative space
there. Notice business. So yeah, that seems
might want to, sometimes good to pose it out. Move this back. Move this back a bit
better, isn't it? Move that back. Maybe this food a bit
better, we'll be back. And then maybe move
that down a little. Alright guys. Maybe
move this in a bit. Not quite happy with this. Move this down. Slightly, back. This come up a bit,
That's better on. There's a bit of
readiness. Pose. They're really happy
with that at the moment. C line that does cool. Black dust it, we
wanted to get more of a line going through you, right. So we want to get kind
of going like that. Right? That'll do for now. That'll do yeah, he's ready. It's in a boat. Pose. More. We've got our pose
already there. What we can do, we
can start animating. So I'll just turn their
head lag a bit more. Maybe the heel up slightly. Seems to be that nice line
there. It's very there. Alright guys. So what we'll do, we'll
work for that follows. We can refine it a bit later, but that seems pretty cool. And call it negative space. Steady-state gaps will move on to the next and it will start animating this,
bring it to life. All right guys, I'll
see you next video.
4. Animating The Idle : All right guys, this is
gonna be classic Raju pose, so I'll pose the character out. I just need to put, bring this, pose
this back in a bit. So what we'll do, your
characters and just start posing out like this,
Yeah, acid at that. And I just wanted a little check that the characters in balance and just move this
forward a bit. That looks pretty cool. I just moved the poses, so I've got my
reference here as well. If we look at a reference,
the timing, down, down, duster timing,
we're trying to get your character
into that pose. Just move it around. What I just, I just moved. Move this out. Getting
into the right pose. Once you've got the right pose, then I'll show you how
to start animating. First thing we're gonna do
is start with the base. You just want to make
that going up and down. What we'll do, we'll
key one and key at 24. And unless check this out. Up, down, hold down. It's going up there. But it's a bit quicker. So what we'll do,
we'll just grab all this movie in a bit. Let's move it to 20. Let's see how that feels. A bit better. Move it here. B got central gravities and
that's the main thing, the hips, we want to
make sure that's moving properly up and down. So we want that breathing.
Let's check it out. Let's check out what else
is happening just yet. So, let's check out the chest key at the
start and at the end. We also want the chest
to kind of brief. I'll just do it, which is
fine and just do it in that. We'll do with cycle will offset. We're just getting the movements
in first, It's going up. Then maybe like
this way as well. That we were just
up and down yet. Just on that axis.
Then what else? What else is here? Let us see the shoulders. Let's get both with
his shoulders. Rotate it in x. What we'll do with
key up the Start Here and then will go up. Then let's see.
Everything's happening at the same time,
but that's fine. We're just blocking it
all out in the moment. Even the head, let's just
put a bit in the head. Key, foreign key, the front.
This, I actually know what. Let's select all of the
character and is key the front. The last keys. We'd have to keep on
doing the same thing. Air will just, we can always
make the changes later. Boone, who are coming up. That timing feels right to me. If we go back to our camera, you can buy you that. Let's check it out. Let's see. This is fused about right. So then what we'll do with
the arms, Same thing. This back. This back as well. The wrist a little bit. Even the other
one, move it back. Just doing it all
blocked at the moment. This in a bit. Slightly
lower it too much. We've got the timing right. But I think there's
too much movement. Let's undo all those
arm movements. Think there's too much. Do lightly. That's a bit there. Let's just back down and we'll just move the
forearm a bit more. Now, like we did before. So if we select
all the controls, go into the graph video
and let's go to cycle. Cycle, cycle on both sides. Now. Also rotate. Rotate this as well. We'll click that. And a little bit of
rotation on the bottom one. We call it as a basis. We can do, we can start. Let me just select
all that and psycho everything again,
cycle, cycle, cycle. What we'll do now, let's
bring this forward a bit. We can do that
because the offset, so we can start coming in midsection and we can get, all right, Let's
offset that by one. Then let's offset. Grab, hold, Shift and press
middle mouse button. That will move it forward. Then I moved up by, move the bottom one by
one, the other one by two. And I move this one by three. So you offset by one frame
12123, That's their head. If you look now, a bit more of a delay,
That's all we did. We just we just
delaying it. Then. We start doing the shoulders. Shoulders. If we select the shoulders, Let's delay the
shoulders by one. Then we select the upper arms. Delay that by one
to the low rooms. Select both of them
forearms and 1234. And the hands will delay them by five because they're cycled. Won't matter at the start
and influence 1234 $5 match. If we look now, see, you've got like a
pose working there. And it's all offset. Ready. Then what we can do, we can start playing around with stop playing
on their knees now. So if you come back to the
Kneser, look at his knees, we can be like maybe it comes
in a bit, coming out a bit. So we got that. And then what we can do with this is we can offset
one of them as well. So we can check this one. We can make sure we cycle. We can offset one, see how that feels. Because it's breaking
it up a bit. Yeah. The other thing we can
do is if we undo that, we come here, we can write
out the other one you had. You can be like out.
As it comes down. There's a little lock. Yeah, there's a bit
of movement there. Thus breaks up as well. Same thing with this one.
So we can delete this. It didn't go out. We might want to go in a bit. Then come out. Then you might want to because it happened at the same time, you just get in one of them
and he just offset that. So if recycle that one, offset it by two, Let's have a look. Then. Even the hips, look at
the hips, hips out. We could even make
the down a bit more. Let's check this out. Looking. The app's already up. You can make a bit more higher. Maybe even bring it
down a bit more. Breathing room for that
kind of goes a bit more. The knees might be a
bit too much so we can do things when you
push these poses. It's kind of good because then
you can just turn it down. So you just toned
everything down. Just move all the
controls, just tone, tone. If you play again, this one's a bit too much so
we can bring that down. Then what we'll do, we'll
do the same on here. As you see that
it's not matching. So we need to match. Remember we talked about
it in the tangents, will do that at the end,
we will publish that. But for now, we just
got the basic movement. And what we can
do Control F out, F on pressing to flatten and is unprecedented
flattening the curves. Still moving around. And then we can do
with look at the other controls be like Okay, let's check out a tangent. These are not matching. Bring it down, tone it down, tone it down. Turn this down. Tone this down. Bring this down. You've got that kind of pose
happening, the Raju pose. So you've got that. I'm trying
to keep it true to this. Think I can just get his
shoulders a little bit higher. Will do that too. I think the hips are holding a bit
more so we can do that. So we'll go into
that and do that. We'll start polishing that more in the next, in the next class. We'll do, we'll look
at the reference and we'll start pushing it to make just the camera
a bit more truer. That's your basic. You get in
your poses and offsetting. Then we'll start polishing.
5. Polishing Part 1: Okay guys, so we've got
the basis, the mechanics, everything moving right, the timing as well as the
shoulders are moving. We're trying to get
that timing right. Happy, happy with how it looks. Now we're gonna do,
We're gonna start polishing the animation,
bringing up a bit more. So without further ado, let's dive in and start
polishing this. Okay, guys, so now
we're going to polish pushing what we'll do. We'll animate this. The belt, the bandana, and the hands, a little bit of the
fingers is long. Also will do. Look at this. Just put this all in
frame. That is out. Let's go to our motion, but you'd see if
you look at that, it's just going up
and down, isn't it? Only want to do like
in the previous video that the motion trail we made like a circle
will make like a very squashed circle. Because we know things move. Isn't it? Like this? We've got a couple of
just breaks it up a bit. We can move it out
a bit more to see. Because it gives you
a bit of a variation. Nothing goes up and down. Exactly what, so that's a little poets change
will do there. I'm thinking. Let's see. Yes it is. Try and
push this back a bit. Doc doesn't work. What we'll do here. Let's try and offset this one more frame. Which means we'll just
offset the head one as well. Because that was offset before. All right. What we'll do
is albumin movement here. Then we'll add a bit
on the thumb later on. Just a little bit
immediate there. And then what we'll
do, we'll add, we select the hand control here, go to the chatbot. And in-between we just add a
bit of movement, opening up. There's a bit of movement
there. That's what we want. Just one a bit. So
it's a little bit, oops, little bit there. The same with the thumb. Just come out of it
and then it comes in. Make it come out. We could do with
this term cycler, which it probably already is, and just move it one to one to create a
little over overlap. Then we'll select, in
selecting the channels here. And we select this
to go down a little. Look at that. Maybe
it's a bit too much, but we can just bring that down. Tone it down a bit there. Ready to fight,
fight. Then the rest. Well that's pretty simple.
The rest is the same. Like for example, if we're
going to animate this, think of this as the
center of gravity. This belt, this bid, same as the hips and you're
working your way down. Same thing. Principles
are exactly the same. Make sure it's not
intersecting, bringing it out. Just thinking, just be hanging
down really, isn't it? Going to be hanging
down like that? To straighten this a little bit? We'll do, we'll just
move it down here. Gravity will be doing its part. So we'll just put, will do this disorder because I've got
keyframes at the end. Is animating the end poses LOW. So I'll just select
all of these, delete the end. Some movement. Some of them. This one. Let's check it from air and
agriculture at it at the end. All right. This one
has it. That's okay. Must be on the right. We'll do, we'll just get the top one keyed at the start
and end in the middle. This slightly move
it. So it's moving. Cycle that the next one, same thing here at the end
go in the middle cycle that maybe I have this outward. Then. Another way to do
it is if we select all of these qualities. Shift select, Shift,
Shift select. Okay. Let's see if this works. We'll just come
in here and go to bloom and slightly move it. So we've got them all
moving now, right? Now, what we'll
do, we're going to graph editor and
we'll just psycho Everything in the
controls on here. We'll go to the bottom one, will just move this by one. And then the next one, we'll
just offset that by 21 to the next one will
offset it by 3123. Professions shift 1234. It's not, you know,
what you can do. What you can do is you can start playing with
the curves AAC. If we go back up to this one, we can start playing with literate plate and we
can start playing with this curve. There you go. You start to, start to see
there's a bit of a movement. Then we can stop moving this up. Then we can go to the last one here and just mute
this up a bit. Maybe move this
down a little bit. If you think there's too much. We can move that down. Move it up. The same Medici's. We've got animation on here. Let's get rid of the two. Skip it on the Z.
I'll just shift, select all of these key and key at the
end, go in the middle. Just slightly. If you come in and select
the channel is better because it does
exactly that channel. I'll just move it
like that makes Louis cycled. Then we'll go back. Then we'll go one
by one, this one, and we'll see one,
move it by one. This one, move it by one
to this one unit by 123. This one, we can
move it by 1234 day. Then what you do, you
come back up here, Play and you can just move
this up as you're playing. Stop it, go to the next one. Play this, move it up
while you're playing, and then play this
outwardly play, tone it down a bit. Last one you could try. The end, dN dt is down. That's a bit too much. But having said that, one off of it, could
even still rotate this. So it looks bit of
it happening there is that C is a matter of playing
around really until you get the right field. Then if you think this is
happening at the same time, everything here is
what we do is grab, grab all of these controls here. Let's do that again.
One to grab this, then get all of
that and move that. You can see it's moving now. Move it about three frames. What you see all but
all those offsets, it will offset from
the other ones. Then you can go in.
You can just go in and maybe be like Come here, maybe rotate it out, give it a fill. Then you can try and
do any other axis to this you'd like. You can see they're both
offset from each other.
6. Polishing Part 2: With the data, I know
I know this is like floating a bit in the gravity, should be pushing it down. But just for animation sake, we'll just have it
up here. Same thing. We will do a select all these. I'll sit. And then the end, we'll just treat
the end keyframe that idea and go
ahead in the middle. Just let's see this 1
first, rotate this up. We rotate this as well. Right? Now we'll just get all these done is I should have selected
all of these anyway. This would have been
the same thing. Actually really mind? Let's see. No, it wouldn't see. Okay, we'll select all of
these and just bring it up. And then we select all of these. And then we'll bring that up. And the same thing applies here. We'll just get this
one will come. You'll see me do it before. It's all cycled,
which is offset one. Offset one to offset 123
and offset this 1234. Then you can just come in and
see the kinds of degrees. If you want it to go
down more. This way. We could even come in
straight ahead and blur on the rotate it a
bit first, let it drag. Then delete this. So you've got a bit of a dragon, then you can use the last one. You can delete that key and go straight
ahead and be like, All right, but you don't
want to keep the start. You want to key store key here, where we've moved the keyframe. Then you come in. Then key within this not outside the cycle intersecting. So what I can do is whereas intersecting various
intersecting or just move it up. You're getting a
little bit over. Then maybe this one you
can see how this is. Maybe that way. Yeah,
something like that. So you're getting that kind
of same on the other side. One one, then the second one, we're going to move
this another 11. This is going to be 3123. And then the last one is 41234. That doesn't seem too bad, but it can still
be a bit delayed. We could even delay this motion. Let's move this part one. And then the last one
way or another one. Then what you can
do is that last one normally what I do
with the last one is I delete that middle frame
around that. All right. At the start frame was I
shouldn't do that actually. Let's say it's going down 1s2. Actually that will be going up to come here and we
just bring it up a bit. Then we can bring the
last two down a little. You go Now look at that. That's what you're
trying to get. So just going back and
forth and getting it. So if you look now,
that's the wave, sera, That's the kind of
wave effect you want, man. That's what I'm told.
This one hasn't got it as much as I
can work on that, but that's what
I'm talking about. That's the wave effect you want. That comes with check,
let's do it on this. Maybe we offset this. And then what we'll do here, Let's see this. If we delete that, this one. If we just move this down a bit. If we move this down a bit, when we come up getting there. But this one, That's
what we want. And then we just set them both. If we look at this now, dusk or atmospheric feel to it, then yeah, you just polishing a little bit like that.
That's all you're doing. Then you can play around with the timing
a bit if you want. I mean, looking at this, I probably would
add rotation here, going up. This one. Going down, three more down. Maybe tone it a little bit. Add a little bit more rotation, rotation on this forum to here, I'll just go into
the Curve Editor. I'm just playing
around with this. Just very subtle,
just to give it. But yeah, then you can
publish more if you want, but that's perfectly fine. The hips you can, you can go this way as well if you want, you can animate that way. But all in all, that's how you animate. And I do a breathing
iodo right foot, we just do Raju on because
it's fun. Street Fighter one. All right guys. The other thing we need to do, which I will be mentioning and all the little video courses
I'm doing is always, always, always, always, always. Check your tangents. Will come in. Look at these tangents. Matching, matching, matching, everything has to match, match. Just make this clean
this up if you want to. That's fine. Then we go to
the rotation. That's fine. We know that those are ease in, ease out, ease in ease
outs there, That's fine. Tangent or find the tangents are gonna be fine on
here is because we know. That's just how we do it. Tangents are fine on. These will be fine in
other rotations are normally these ones
defined on here? Just check these, look alright. This one, these are translation, so you make sure that they're all matching because that will
make your cycle seamless. Must. Because when
you don't do this, I didn't the gaming
industry don't do it. And you're running
character's body, you will fill that glitch all
the time. Glitch. Glitch. Glitch. Okay. That's fine. That works. That's it. That's it. So it's all working. That's why seamlessly
cycling there. That's how you do an IPO. All right, guys. See you in the next video.
7. Animation Layers Adding Extra: Okay guys, so we've got
the finished animation. You know what, say, for example, later on you might want to
director in game lead SAT, you know what, Let's
put some head tones. Let's make him, his
arms go a bit higher. You can do this
with hidden layers. Layers are very powerful
animation layers because you can add on
top of your animation. It's like Photoshop
with different layers. Same thing in Maya. But when you add
those animations, you can then check
with your lead to see if you like if they're
just delete the layer, it won't affect the
animation underneath. Layers have a place. They are very powerful
when you use them. We'll dive into
that and I'll show you how to do that to
add actual changes without affecting the animation that you've worked
so hard on, right? So without further ado, let's
dive in and check this out. All right. All right. All right guys, so you've done your animation and you wanted
to add a little bit more. I'm just gonna show
you the power of animation layers won't
get too much debt, but this is only needed to
know about animation layers. For example, you have a
little area equal to animal. This is where your
layers will sit. So basically what I'll do
is I'll select everything. Or you can just go at
this and go new layer, this corner behavior and it
creates this new animal. Now you can rename this if
you weren't are related. Let's rename it to head
movement for our head movement. Right? We're gonna do, we're going
to add a little bit of shift, head shift because the quick animation I'll do
quick and shifts. Then we're gonna do
you want to select truly controls and right-click on that new layer and go
Add selected objects. Then basically this
is a powerful is. What you can do is I can put
a keyframe at the start, keyframe at the end of the head. Now when you animate
on this layer is not going to affect the base layer. The base layer is all
the animation you did. That's locked. It's not
going to affect that. You can animate on top of that. So you see how that's read. And this one is active
blue and thus active. Now, if I select this, now all the keys on it. If I select this,
there's no keys. Only the head has the keys. Then what we're gonna
do, we're gonna do a quick we'll do a
quick shift, yes. So we'll do like
looking this way. Holding, holding again,
there are key frame there, then look in that way holding and then it's
gonna come back. If we watch this, is this very quick, but
it's just an example. The other thing we can
do is let's go to, let's call this ohms. Now we can select everything again and we'll go to
right-click Add Selected. All you need to do that. Now here what we
can do is we can select we select these arms, this forearm and hand. This forearm and hand
key at the start, key at the end and
in the middle, we'll just have
it is coming out. Let's see how this is.
Just a little examples. What we can do with
move that here, and we'll just
around two frames. Middle, click that
back to seven. Now, this is where the power
of the layer comes in. You see here. All you have to do is pass this where it says stop sign
and it stops, put it on. And it's playing the animation. Same thing with the
head turned off. Look, normal animation
that we were doing, right? Let me just go here. Normal animation.
That head movement, I'll just press this and
the head movement comes on. Then I press this and
the movement come from. It's a very good way
of like if you lead or someone direct and needs to change what he made the
arm come out of this. So you can quickly do
it. You could get up. I don't like that. And then
all you have to do is come in here and delete the layer. And then you're left
with is the head layer. You can mute it. That's
basically a meeting. It does the power. So if you want to add so
you can delete that too, and it's back to your normal is going to display she base, base animation is playing. That's a very powerful
tool you can use to add extra detail. You, you could have
one layer for fingers, one for hand, one for wrist. Colleague, friend of mine
who has won for the rope, the belt, and the bandanna. So it will separate. And that's how he
just likes to work. Just want to show you layers. There's loads more
depth, two layers, but this is just what
you need to know. Really don't even really
need to know much. This is what we need
to know about layers. You can just organize
your animation. You can just delete layers
if you don't like them. So it's a very good way over quickly trying
something out. Feedback, we like
it or take it off. Guys, I hope you liked that and I'll
see you in next video.
8. Conclusion: Okay guys, so that's how
you animate an idle. So the conclusion to the
ideal is just the hips first. Always start with
the hips like with everything in my Fundamentals
course in global, the Belsen Bowlby in the hips, Kane those curves, right? If the curves are not
writing the hips, everything that was
going to be affected. And that's all to do with
layering the animation. Starting from the COG, the central gravity, the
hips, working your way up. Everything moves according
to how that's moving. If that's messed up, everything
else will be messed up. It's very simple. Decide whether you want to do, do you want it to go round or figure eight or up and down? And you decide that depending
on the character animating. But all in all, that's
what you need to remember with idols and raving. And then you have other ideas
in game that, for example, companies I worked for
a year at IDO Aldo one, either two or three. So 23 would be more to do with showing the
personality of the character. Either one would be the standard breathing item
which we're doing. The other one would be
where you're adding personality and depending
on what the character is, you can go to town with that. So all in all, that's the key. And then obviously then once
you get everything working, you can start offsetting
the cycles and make sure everything's
organic and moving. How we broke up the arms
and we broke up the chest. Everything is all got that wave principle
that we talked about. Secondary emotion came in. And then you've got
the rest of bandana, then you had the belt
and at the end, always, always remember the
tangent, match them. Because if you don't match them, is gonna be like an ease in to the cycle is apt to soccer is going to be like
constantly going out. It's gonna be an ease in, ease out, ease in. And we want straight
seamless cycles. Everything we do walks, runs, attacks as well. We'll come back, we'll
do those as well. Take it at all that is part
of this video games cause. All right guys, thank
you for viewing this and I'll see you in the
next course in this series.