Transcripts
1. Introduction to the Class: God's work because there's
video games animation course. And in this lesson
we will be animating the walk and adding
a walk cycle, how we do it in game. Now, walks are very much
like controlled for and they wanted a
difficult things to do in animation because
it involves everything, involves weight shift,
involves posing. Everything's moving
into the tool. So the hips, you just
got to make sure everything is moving right and the mechanics are
working right in. The hips are going, the
leg is going forward. The leading hips are going in the right direction and not
the opposite direction. Shoulders are going
opposite as well. Arms you have as well. So there is a simple
process to do this, even though people say walks
and difficult they are, but there's a simple way
of breaking it down. And that's what I
will be showing you through the years
that I've worked in industry and learn
of other people, they different workflows. This workflow is kind of broken
down into a simpler form. So you can think of
walks in a simple way without getting too overwhelmed,
without further to do. Again as we did in the class, we're going to block spline and polish and bring
it up to that notch. And then we'll conclude
on this class as well. So without further to
do, get your rigs, you'd have to use this
one, as I will mention, you can get anyone you want. The concept is the same. Again, the principle is
applied at the same. Come along and animate with me, have fun, enjoy the
process as well. And take your time step-by-step
animation takes time. So really take, don't
be overwhelmed. Take, take your time. Take the steps slowly in if you have to pause and just really think about the poses and
stuff in the class to do that, do it, do what you have
to at your own pace. And just enjoy and make sure you having fun
while you're doing it. That's the maintain
guys without further to just dive into
the next lesson. And I'll see you in that.
2. Tangent Matching: Hey guys, Before we start, this is something
that's very, very, very important in the
video game industry, or when you're doing
any kinds of cycles and walks is the tangents. So what do I mean by
the tangents on it? I'll show you what I mean
matching the tangent. When you first do a cycle and new limit blocking and we're doing everything and you cycle. What happens is we need to
cycle all our animations. Let's, for example, just have
this on constant for now. Just for example. Normally you will find a lot
that's when it's not cycled, which won't be,
it'll be like this. Soon as you add cycle. If you look at
this tangent hair, going ease in and ease and now it's going to
cycle back here. You're going to
get a easing ISA. Then it's going to ease in, ease out while it's
playing an animation. You will find at the end, there'll be a little
slightly or delay them back speed, back to the speed. Lay back to speak. You will thinking
about what's that? What that is always very likely to be is that your
candidates are matching. What you do is just
select the tangent and you move in them like this. See when you move them,
you see it changes here. You're moving them down. It is matching, that's
all you're doing. You're matching so smooth, it goes next post-sale. You'll find this a
lot in our idle. All of the series of
in-game clauses I'm doing will all have this because
I keep talking about it. You start it, start coming. Second nature is so
important because a lot of times
when genius go in, the fall, victim to this, when they got their
first job and they're thinking once the
cycle not work. And in my experience, the teachers might be more
better now showing that, but I never got
this first slide. So this is very important. So this is just a
quick video that we will be doing
this on everything. On the torso, the hips, torso, head, everything, arms, making sure
everything is matching. Just right. So just as a quick video,
I wanted to show you on tangents, really important. And we're gonna talk
more about that as we do the clauses. Okay, I'll see you
in the next video.
3. Blocking Part 1: Okay guys, so you already
got everything set up. This is the blocking. Now we're going to block
it all like all familiar. If you've done my run class, we're just going
to go and block in order solid poses again, we're gonna get the reference because I always use reference. Amo was a heavily stressed
out, get your reference. We will just basically
put in the solid poses, block it all in, and then
we'll go on from there. So without further ado, let's
dive in and let's check out this first lesson in
this walk series. All right guys, Let's
thought business. First of all going to
do is get reference. I've got these four key poses
that will be used to stop. And we'll just use these to
block out every day, right? Loaded in the rig. Again, what I'll
do, I'll just flip this water facing that way. I just like it like that. But you can have
it how you want. Let's check it out. Let's go here. Flip the only yes. Let's check our reference. I've got my reference here and the other monitor.
What does it say? Okay. Now you can see the hips are leading here,
which is right. Kinda last one we did the run. There was the opposite
way, which is wrong. That reference, although
it was wrong, we, we knew what we were doing, so we just changed it. This default default light in it. Okay, so that leg is coming out. First thing I'll do is I'll
select the foot controls. Put in stretch to tell you. I just put the
timeline to 0 here. We will get light from 0. Then this front leg
is coming forward. This back leg is behind. So we know how that is. Alright, cool. At least we know we
will start right here. If you look just
above the cortex, just going to rotate
this up slightly. Move this back. This one is forward. We're going to roll it, will use this control to just roll it up. That's gonna be that slightly straight and this
is slightly banked. Okay, fine. What we'll do, we'll add
a rotation in the hips. We add this rotation
in the hips. So we'll stop. Do it so
it's a bit noticeable. So let us say 1010, okay, We'll just
straighten this a bit. Just have to readjust
once you do that. See if we rotate
this down slightly, but alright, so we've got that pose and we could,
while we're here. Why don't we rotate? Oops, oops, my life
just spelled it. Distill down to light. Nevermind. It is okay. Right. So we've got that. What we do, we rotate
their hips a bit. If we rotate the torso, the torso we're gonna do because the hips are opposing this way. We're going to slowly
start twisting this one. This way we call, this
is to synthesize, sorry, we can have this
opposing the other way, so we're going to bring
this around that way. What I mean by that is
we're gonna basically rotate the torso separate. But all we didn't do a
little work on the bottom. So this one, I'm going to
slightly rotate that way. This one a little bit more. In this one, automatically. With the arms, we can
just put these down. Just rotate this down. We'll do with these. We just relax them a little
bit like this and a bit, a bit relaxed instead
of straight, right? We're just relax them on
the side. That's fine. Task we can move them this stretch. Okay, Good to know. Okay, So if intersecting fruit, what we could do
could slightly move the arms, these arms out. Just slightly, just
for this animation. You can do the same
the other way. Just so there's a little bit
of a gap right in between. Then we can rotate this down. That'll do nicely. Then we look at the reference, is you can kind of slightly and then
move this back. Move this back a bit
because posing leg, right. So we just keep polio
slight bend in it as well. We could always
policies levels is just trying to just
get the posing again opposing leg forward. And then we just wanted to add that there, like that. Go walk pose there. What we'll do with this key
order this at the start. Then we move to the next frame. We want to make sure that everything is That's better. Blank there. The hill. Makes sense constant. Could you just want to get pose
to pose to pose down? We've got that. Next poses. We know this is
gonna land flat. 0 that out. You can see here is flat
and the knee bends. So we know that it's
going to go forward. But we also know there's
a slightly bend. But not to food
right around here. This foot is starting
to come off the ground. So we'll just rotate this. We can do, we can
lift it up slightly, fluid around like that. Now, select everything will key that didn't go
to the next frame. The next frame is the
highest point in the walk, which is the passing pose. This one a will do that. So as we come, so what
happens is as we come up, this lecture ends up. And we move this up. Like so, rotate this. Then we will take you just
get the toe control here, which will then rotate back. Getting that. We've got that
we're just using the hips, we're just working on hips
and legs at the moment. Nothing else. Want to get those mechanics and weight
shift work in populate then. Because if that
foundation isn't right, there's no point carrying on. Thus the halfway position. That's not sorry, that's
not the highest point. That's the halfway position. So even here, the leg is still a bit still a bit down. Still a bit down. And the next one dots
where the leg is straight. That's where the leg the back
leg is straight and higher. But there's also a
slight rotation in just about to leave the ground.
We've got that happening. That's pretty cool.
They're a little bit bent and then this
foot comes forward and then rotate the toe area
to flopping like that. Keep it a bit low, lower. We can always swap
the highlighter. But yeah, that's more or
less what we're looking at. And if we just keep
everything on there, make sure everything is blocked because it's
a bit of supplying. They're just do that and just
move this mike bit closer. Okay, So we've done that. Then the next pose is gonna be the contact, but
the opposite way. So that's the start one. Next one is gonna be
the other way, right? So what we're going
to do, we want to select the control and the hill. And let's just 0
that out for now. Okay, this is your own
repo that didn't work. 0 and the translation, This shouldn't be no
translation on the class. Shouldn't be transitioning,
that should be rotation on this last
one, we got that. This is wrong, this 0, this out. Shouldn't be a
translation on that. It should be forward like this. And it should be
able to rotation.
4. Blocking Part 2: Hey, can do with
hair is delete this. Fine? Yes, it looks all right. Next one, That's
the contact here. What we do to y 0, that the whole foot
stack with tos 0 that almost like the hill one
here and 0 that it's flat. Now, what we wanna do want
to move this forward a bit. And then the last controller
day we'll rotate that was caught in contact ground, let's say because we want it
I'm gonna move it forward. We want to have it a bit lower. And I move it forward
a bit contact. And at the same time we want
to rotate this lightly off. That's it. Now what we're gonna
do in the middle here is we want to
oppose the hips now. So we've got the hips
here which is ten, we want to do is minus ten. The other way. Then the
control above that, the hips, actually it's
not DAs that hips. Edit. Redo. This one we want to minus 7, just take the minus of the star. And it will go the opposite way. Just take the minus
of the mid torso. I go the opposite way. Then lastly, the top bit, which will go the other way. You've got an opposing way. And then you just come back. Readjust the legs of whom maybe move this
forward or higher. The contact is straight,
straight there. Alright, selected from
day, give that a key. Just make sure it's constant.
Let's check it out. Let's see, see this
changing there. All right, now we'll just
knock out the other poses. So we come here because
we've done the other ones. It's the same thing.
Just opposing, come in, 0 this out. Move the hips fluid. We want a bit of a
bend coming down. But we want we don't want
the need to go to forward. And in here we want to rotate. Just rotate like this. Then we'll just keep
everything here. Go to the next thing, Eighteen. Eighteen, contact. Let me call that pose. Then we've got the parsing. Okay. Guys, the dough just went. Daughter's baby seat. But anyway, let's carry on. We've got that step in there. So what we'll do, we'll
come back in again with just constantly get constant. So we've got this one here. Comes down here, cool, then pass in position. So contact, contact pose, downward pose, parsing position. So what we want to do in
a position that we want this front leg to
be a bit straight. Not exactly. The hips, a little
bit back. We'll push. Bringing this
forward. This hill. Get the toes. Push this back. Bring this up a bit slightly higher. Coming through like this. Give that a key, key everything there
comes up there. Next one is the high position. Here we just move just going
forward a bit, a bit higher. Rotate this hill slightly. Leg isn't purely straight. Don't want that.
Move this forward. Reset the hill, 0, reset, reset the code. This is what I normally do to 0. Everything out. When
we come, hey, look, we can rotate this down. Hey, we've got a bit
of that going on. Key everything. Again, when
you key it in my spline. So just go to constant. In the last pose is what
we did with the run. We copy the first pose. So let's uncheck the geo here. We can select the geo,
take the curves off. You've got to start.
We're going to do, we're going to
select everything. You can outline,
select everything. Get rid of these lifespan. Select everything,
press Control D. And then control shift P. Anything
comes out with that group, and then Control G. If you
don't press control G, You can't rotate,
you can't transact, see this gizmos gray. If you group it, then
you can move it. Now what we're gonna do now is we're going to
go to the end here. Alright, let's check
this loss with it. So round about day. If I just put in wireframe,
let me put it in wireframe, you can get it exactly.
Match it around this. We just want to get our data. We can sort it out later. Cool. So we've got it there. Now what we do is we go back to the start to show our controls. Select all the controls. Literally all you're doing. Now, make sure
everything is keyed. Middle click on your mouse, drag it all the way to the end. 24, let go and press S. That's all we need
to do. It we'll copy the Posey is
copied exactly. Now what you need to do
is select the fee, shift, select the feet controls, and the torso. That's it. If you want, you can
go into wire-frame and literally just move
in it too much. Let's move this in
and let's try and get a match. It fits. That's pretty cool. That's pretty cool.
Then when you go back, you can delete this group
where you made the GEO and input your geo here to
Oregon. You don't select it. Now if you just play it, you go. You've got that little bit of a blocked out walk
happening, right? Sit. And then if you have a look at a stop start
pose is opposite. And that's what's like
that in the middle one is the opposite way. The torso is happening
in our school. And what we'll do now, we'll just go through the keys. Let's check this out when we get to the next contact pose, which is contact pose one, that's just the next
contact pose in middle. Yet, what we want to do, we want to rotate this fluid, this fluid to right, and we want to just
for the hand back a bit is still kind of dragging. And in this shoulder we
want to do backwards. Backwards like
that. This Go back. Have this fluid, maybe. We might want to just
straighten this up and you have this forward a bit. So we've got that
happening, right? We've got opposing you've
got that in there. We'll do we just select we do. Go back here now, we'll just work on the arms. Let's look at this
as referenced. The second pose. The first pose is like this. The second pose.
What's happening? The arms are going
back a bit more. This is going back a bit. Then starting to come forward. You can break the joints
here a bit. Keep it a bit. Maybe here to have it
back and get here. Coming up. Just, just want to get an idea
as it comes back.
5. Blocking Part 3: This one out later. We don't need to
really go into it. We can do that later though. We can just just
want Middle, start, middle, and end. But
we'll do that later. If anybody would like block
happening, conduct myself. We just got that little bit of movement happening
and we can do the same on the other side, I guess. Block this out. Just
starting to come back here. Still back. Still slightly back.
It comes forward. You've got a little
blocking up knee. We can work on the
other stuff later. But all in all that's
basically we're just blocking in the walk there. The other thing we want to
do and that's not forget, of course we want to
go into the hips. Remember, step contact,
stepped weight shift. The weight will be on this leg. So we're just
exaggerate it a bit more, but we can turn it down, contact, step, weight shift, and then back that way. Then we can sort these
knees and everything out. I mean, we can do it now
if you want more out this year as well. But we can always do
this in punishing. This is just a bit rocky, but there's a way you can sort
that out. If you come in. You can see, you
can see the highest and that's all
you're doing is just blocking out in blocky,
just going step. That's why it's called
stepped, right? So if we do this, not this, you'd see It's like equal. Now when you do it now
you can see it's kind of just going like it's
cleaned up basically, isn't it last what
you're trying to do? Anything else? So that's
the blocking guys. Then obviously against blinding polishing
will do all that. But get a sorted blocking in, make sure all the contact pose and everything working well. We can do is while
we're in here, see the forward is pretty
constant, so that's cool. When we find it, we'll
just make that linear. So it's moving
forward constantly. We might need to make
some adjustments and let them explain it. But that's naturally
we have to do that. We saw at the shoulder and
torso. All right guys. That's blocking and
then we'll move on to coming out into explaining. Save, don't forget
to save your stuff. I'll see you in the next video.
6. Splining Part 1: Okay guys, you got this
sorted, dropping down. You're happy with it is perfect. And it feels good.
The beats feel good, the mechanics feel good. Now it's time to move over to splicing where we might
change the timing to because you now is the time and can get effected
or we might keep it, we might lack the timing got
how it is because it has a walk and we'll start just
cleaning up the curves, flattening out the
curves and the fear, the fee on sliding. Without further ado, let's
dive straight in and let's go to lesson one
and supply in this book. Alright guys, time
to supplying it out. Let's go here. Our graph at it up here. And we'll just stop. What I tend to do
is with the feet. The feet, I just select
everything and a flattening is this because then
they planted, you see, then the rest, the top, I'll just go to this plane. You can see little rocky, but all the worry
is meant to be. Okay, so let's sort this out. First thing I do, try and slow the center of gravity
out the hips. So let's check this out. All right, pretty much I just delete everything here
and make sure that's linear. Spline flat, it'll be easy, ease out so it'd be
slowly like this. We want it to be constant. So always put that as linear code up and
down happening there. We've taught that out to down, down, down, down. You can see the poses are a
bit messed up there, right? We'll sort that
out side-to-side. I tend to just delete, delete these, flattened these. I'm pressing Alt F, but
you can press that. That's my shortcut. Check out my previous course
on doing those shortcuts. I might do a video on that. Actually. You guys have
got the shortcuts as well. Good. Getting that side-to-side
movement to trying to clear up the torso area as well. Was happening yet. Limited. Select the middle, select this middle one here. Just delete this
and delete this. We just want that at the moment. Flatten that same thing here. Delete, delete the key. We just want three keys, right? Rotation like that. That's what we're trying to get. The same with the chest as well. Delete, delete, and
then flatten these. I'm gonna flatten
these because when you cycle is continuing, but we'll cycle later. For now, just flattened to just select a location.
Go here flat. If you look now, smoothing
right side to side. Still a bit rocky. Let's check this out. If we put this on Slack. Yeah. We've got this is
the highest point. Then it comes down and
this is the highest point. So these two values, we want to make the similar. So we'll just copy this and paste it on the
next high-value, down, the down pose. So that's the down
pose. Value is 0. And then we go up, down pose. That down poses a bit more. We can do, we'll copy
this and put it here. Make that the same nice
up-and-down happening. And then when it comes
down and it goes up there. And then when this comes down, goes up here, we can get this. Let's do it the same as
this. Let's bring it down. And in this pose is the same as that and this
is the same as that. So we've got a bit
of a cycle there. Clean these up limited
resolved there, but we'll do it now anyway. We've got same rhythm happening. What we'll do, we'll just
go back to these rotations. Hip rotations, you can see here phosphate rock
Enos is happening. So we'll just do the same
thing, F flat and this, and you'll see a
lot more smoother. Remember the hips? That's looking a bit more
smoother, man, that's cool. Then will go for the legs, the legs up a bit.
Let's check this out. You could see was a bit jittery. Just want me to flatten these. I'll select these
and I'll go here, flattened or sorry, explain. Then you can do remember I'm doing it quickly
because I've got a shortcut for flat and
explained alt F is flat out, S is a supply. And so these shortcuts will help you a lot
with your workflow. Again, Control S. We can do some animation
on the axis layer. We're just sorting out
the legs at the moment. And that's fine. Is this when the
legs in the air yet, so we might have a
little rise here. Then. We'll just do that. Excuse me. Will do that. All right. Now what we'll do, we'll go back and we'll concentrate
on the hill. So let's check the heel out. We'll just rotate that just
clean in your curves up. More like smooth. It should just be on the
axis here and then the toes. Let's check the toe control. Same thing. So we're keeping it very simple, which is the key, right? Keep everything simple. The point you've done that, get the toe as well to
straighten that out. Also, this is fine and
this is fine as well. That's fine. I think what we can do, we can even rotten
even raise this. What would be better
to move this forward? Actually, we just
copy the last pose, last value, the other keys
copy and put it on here. So it all stays in one
place. Going back there. Why is that going back? This should not be no
translation on that. I don't know why there is
just clearing that up. Here. I think there's a
translation somewhere. Yes. We want to
delete all of this. We don't want no
movement on there. Yeah, that's better. We can sort that out from there. We'd go to sometimes controls, weird out-of-control just will do and move this
forward to a straight. Because we want this
to be straight. What we'll do in the end, we'll just move
it forward a bit. Move the pose forward a bit. Just trying to get the
leg old smooth first. Then we'll work on the
other stuff later. And as you can see, this
control, there's a translation. One of these controls as well, I think moving forward. I'm not sure how that happened. Is this all right? This is all right. There is a value on that. Yeah, that should be all 0. You see? That should be 0. Which means we just have to
move this food, this is Z. So we come here, we can select everything
and move it forward. And then obviously a pool. You can see here, there's a pool which is basically
because of this. You just need to put a
little bit of rotation here. Bring into pulled out, they go. This is the kind of
things you need to just adjust when you're splicing. That's all. All right. What we'll do this. We'll just bring this. Yeah, we've been that
up that up a little. Come here. Fine. And then we've got the toes,
which is fine. Front foot heel is fine too. The rotations are on there. The main the foot is in the
box. That's what we want. Sometimes that can happen is end up moving another control. But this is how you clean up. Thus working. Here,
we could rotate this. Actually we burn,
not rotate that. What we'll do, we'll just
bring it down a bit. When we bring it down. Bringing the other
down position down to we want to do at the end and this end
pose we will do like before. We'll go to our geo. We can select it. I'll just delete the
gateway to the keys. So that's the stop
position. Duplicate that. And then press Shift P. Shift P. Do that again. Do I duplicated?
7. Splining Part 2: Then Shift P brings everything
out and then group it, because then you can move
it will go to the end. And we'll just move it. Move it here. We're
going to solve the view. Match the back pose off in
the back poses the same yet now we know where we need
the front posts to be. We'll get the controls back
and just move this matches. And then we'll also
move the hips as well. We'll get the hips. One way you can do is come in
here and just move this up. The way I like to go in and do it manually so it matches more control like that. Roughly around like that. Seems good to me. Now that we've got that
we can delete that group. Start to see there's a contact. Now this contact, we'll
look at this slightly. Just move it back slightly. Might have to just
end up around. Probably have to do
so. That's fine. Still going in a
straight direction is still this little bit of
change, but that's fine. Sometimes you go to
make some adjustment. I'm just thinking, is this
going to low so we can do bring it up a bit. Then. Maybe this, maybe we can bring it back down. Let's check the y and put that both the same back leg stretches and right controls. Just move this back a
bit so it's a bit bent. That would be the best
solution. You see there? Yeah, that's better rule I did. I'll just move this back
downward and upward. Move it back a bit. That
seems to slow down. I think this is to further up. We'll do that leg
is to further up. So we'll bring it
back around like dot. And then we'll move the hips up, up a bit more. The highest point. Better. Move that up a bit much those liabilities get that
value and paste it there. What we can do with the hill, we can stop moving from one. This one. We can stop rising. So it bends a bit. Shut down the conductor. Then what we'll do, we'll save. Remember to save. Let's
check the shoulders up now. We're just going to
basically delete. Doing is deleting these
in-between frames. That's all we're
doing. And flattening this because it's
going to cycle. Same thing with Same thing here. We'll delete these, this
and just flatten that. We can polish that after. Want to push that up a bit. Then the forehand and
the same thing, delete, delete forward here too. So it's coming down. We can delete that
and delete that. And then what we'll do
is copy the end pose. We would oppose Mr. same. We're just working with
that at the moment and we can polish it later. We're just trying to
get it nice and smooth. Delete all of these. This flattened
that the shoulder, the arm. Same thing. Delete. It flattened because we're
going to cycle that. Then forearm is the same. We'll delete all
the in-betweens. You just got f3 keys on the
basically the hand as well. F3 keys in which flatten
that was blind it all out. Have to worry about. Something else you might
want to do is for example, say if you've got this
control here, was gone. The hips, the hips are
ten in the middle, the minus ten and then ten.
So we know that's cool. Let's check out the lower hip. We go here, seven,
go to the end. It says 7.3, go into
middle seven, that's fine. We just want to see
that these are opposing 6.196 line in the middle is 6.9 minus and it also
talk with minus 9.669. That's fine. That's fine. I will
sort that out later, but at least we've got every list the mechanics
are working properly. We know, isn't it? Then if this leg is coming up
to highlight this, we start lowering it. In the polish phase. We've got it Was Blind out. We could make it a bit more faster or slower
with the timing, but not a bad place. That's exploring
done. The next video we'll move on to is polishing. And then we'll refine it and
then we'll do another phase. We will add animation to the
bandana and the belt just to police get secondary
movement gained and the fingers just to add that
little bit more detail. And the foot kind of
overlapping just to add a little bit more and a little bit of knee-jerk
as well with the, with the vectors here. I'll catch you in
the next video.
8. Polishing Part 1: Now this will not get into
a bit more subtler there. Then if we come
here, seems fine. And if this little bit of
like for example here, the foot is going down
to slightly just move it up off the ground so the code doesn't look like it's going
through the floor. In the same thing we
can do with this one. So for example, with a contact is here on the other frame. Now the next frame, we want the hill,
we want, sorry, the end-bit here to
be the rock, to be 0. Contact tau. Then we get ditto with key. We just had the hill kid
then move that one frame forward only to sort
the toe out first. Let's sort the toes out. Anyway. Keep it off the ground
there, comes there. Keep that off because
the toe is still pushing them the
flu, that's fine. We could push it forward
a bit more as it comes here is flopping. And then as it comes,
it's going up. And then it goes up. Then it goes because the heel first lens,
then the toe, right? So we'll select this 0, this. We've got that happening. Again. Maybe too much. Then we get the control hair. Even if that is too much. Which I don't think it
was downloadable file. We've got that. We've
got the legs working. Okay, The legs are
working there. Now what we can
do is if we go to the torso and be
like, You know what? I wanted to break this up a bit. So let's say, let's
move this one frame. Then this go up to the next one. And let's move that
one to the next one. We're going to move
that one to three. We just wanted to delay
a bit more of a delay. Even with the top one, we could even delay
that a bit more. So move it in another frame. Kind of getting,
kind of breaking up, getting that opposing, you
get into real opposing. You've got this. Then you've
got the hips this way. You go, you got this way. And then that way, which
is what you want opposing. Now what we'll do is you've
got the shoulder here. We've got the shoulder. There's already remember
the previous one. We were already sorted
out. Same thing. What we're doing. Leave the
shoulder is get the arm. Same thing. Move it
one, get the forearm. Move that one to get the hand. Move that one to three. Let's see. Now it can do is you can get the forearm and be like, alright, as the body comes
back, let me see. So that's the form. We can select everything below. Alright, let's
move the arm back. We want a bit more.
That movement we can do is we can
select the middle bit and below or at the middle bit here. We want the arm to go
forward a bit more. Now if we play, you've got
that kind of move forward. Loosening up slowly, but then with the wrist you
can be the same thing. All right. The rest
is still going to follow through backwards. Let's move the arm. Let's break the rest of it. Maybe that might be too much. We can move this up a bit. And in here we can
select everything, but if that's moving
back too much, we just move it forward a bit. And then the forward
one is too much. Now, what we can do for
select everything and move it one more frame and
see how that looks. That's looking good. We can do to go
even more further. We can go like if we
select the hands, what we can do with
their hands is we can even let slightly move it back. Key frame to the end, go to the middle, slightly
move them forward. Now this is like
it's not normal, but in animation it
will just add a bit. So we've got open selected, all we need to do is delete
these middle frames. Yeah, that's honestly what we need to do now we've
got it cycled already. We can select the first
controller here. This one. Alright, let's move this one. So let's put this dot 12345, and then we'll move
this 123, 456. If we check this out, there's a little bit of that
wave going on there, right? We can move this one
frame or the fingertips. Maybe a lot, another framework. Then we can let the
one previous to that move that one frame forward is what we
didn't do that one, that one frame forward there. Then we can be like, alright, let's look at, let's
look at a start on this. We want it to bend a bit
more back to the middle. Just slightly bend
forward a bit. And then the next one is the
same thing we selecting, going to distort and below. Alright, let's
select everything. Depends a bit back. Come to the middle bit fluid. What happens is
you start getting that kind of wavy effect. For the hands. You don't have to flop it that much.
You can tone it down. This is just an example, but we'll do that. What we'll do, we'll
just tone it down a bit because that
is a bit too much. Then you can play around with it and the same thing
with the thumb, it's going to add
a bit of movement. You know, it's alive and
it's just not static. So we go same. We'll do, we'll just add a bit going in slightly
keyframe that at the end, middle click, and slight
movement going forward. And again in the graph editor, you just delete the in-betweens, flattened the end curves. So it's a nice cycle. Then we'll just select, will know, slept this. Go back here. Slightly food. Fine. And then what we can do
here is we can just offset this one to here. We can be like or it just
comes forward a bit more. There's a little bit
of movement there. If you want, if you
want to just add a bit. Same thing we'll do
on the other side, exactly the same thing. And I'll show you quickly. The cough controller here. We're just getting
that middle frame. The middle controller,
the shoulder LEA is One, One, Two, and the hand
is 1233. There you go. And then obviously we select
multiplet, that's fine. And then this control,
and this control. I'll just quickly do forward hair and then do
a backward like this. And then just over here, we'll just quickly delete. Then flatten this. And always come in here. We'll just come get the rotation. Instead. Consider the ego. Pretty exaggerated, but 1234. Then the next one, we can always tone it down. So that's the next
one will be 12345. So if we look at this, putting exaggerate, it is this. We might even be honest. What we can do with
this is the x. What will do the X, Y, Y, Y. Straighten it a
bit so we can see it. You can see that's quite a lot. And it's not really in sync. That's it will be
having, so it out this, so let's check out this. What we need to do this forearm. We need to just
bring this back like this and then start. We need to bring it up.
That's what we need to do. And then when we come
into the middle here, just need to bring the leg back. Little Swain may want to
just offset the abit more, which means the
wrist we need to.
9. Polishing Part 2: This needs to be forward. This needs to come back. That's what we need.
This offset that by one. So you've got a
little, there you go. That's what we're trying to get. You know, what would
this shoulder here? You can even we're talking
about an animation where you break the joint so you could
come here and just breaking. When you break it, you
get that floppiness. But for now, for this
example, keeping it real. It's good to then with this, what we can do, because
this is waving quite a bit. We can just turn this down. We can just tone
this down as well. We maybe offset this one more. Tone it down. So we just tone
all of this down. The other selection here we can tell you that we
can select everything, go to R and go to the middle Shift middle button, and just tone it like that. Okay, so now if we have a look in that pauses gone
as well, there is a cycle. That's your work, That's
your work with the arms, just little vanilla walk. That will always come
into a bit more, but we can turn that down, but that's basically the walk. Now what we can
do, checkout this. Go back to the
graph. Let's check this out because it's
rocking going on. See what's happening there. This middle cycle, this. Okay, So what we'll do, let's
delete everything here. Let's go fresh one by one. You can do is select both
of these pole vectors, go in the middle here
and delete everything. We know the front and side frame and friends are the same. Now let's have a
look at the work. Nice, neat changing. The other thing we
can do is if we mute, go to 0 and mute selected. Okay guys, so what we'll
do now that we've got that unmuted, which is fine. Select the foot. Now let's check this out here.
Let's add a bit. Oh, we want to add a bit
of the foot is indeed. Let's add a bit of
sideways movement to AAC. So if we go to Animation, create a double motion. If we look at the top, there's a OK. What we want. It's a bit more
natural than straight. We can do. To make it a bit more. Sometimes you can say
Go to the rotation. You can add a rotation. Okay. I didn't rotation outward
slightly just to make the walk a bit more natural. If we go to the other
side, same thing. Just delete the emotion trail. Even if we go to the other side. All right. Where does the way is it with the foot comes off the ground. That's where you want to
stop moving it slightly. Moving it just before it lands. Just before it lands. This is the X. So as it lands, which is 0, That's fine and flat and that
could then it's locked. You see? Yeah, that makes sense. Now if we go back to the motion trail and the
top view, same thing. Put in wireframe
if you properly, then you can just
go frame by frame. This frame, maybe
move it a bit more. You want a bit more of
a curve in the air. Not too much the subtle, subtle differences that will add all the more to your animation and
anomic come to the end. We can go again to the y. We can move it forward
slightly laptop, all the keys up, sorry. Then you decide how you want it. Slightly outward right in
the middle, which is fine. And then what we can do, you can unmute dot go to 0, unmute. Let me check that out. It just creates a bit more, it's a bit more natural. Now what we want to do is we
want to sort thy head out. Let's check the neck. Neck is fine. That's fine. What we can do with the
neck is keep that straight. Let's get the next tray and delete all the keys
up to that code. We don't need to worry about
that. Now with the head. We just want a little bit
of up and down happening. Rule, sorry about that. With the head. Let's
just start frame. Just go to the y-hat and
we just move it straight. We could even have
a slightly down. And then we'll just delete
all of the other keys. Middle click to the
n So we know both, both poses and
lost are the same. Then what I'll do
is I'll just go into front view actually,
let's go prospective. Go halfway and have
a look halfway because that's what
the other contact is and I'll just straighten it. Then come like halfway there. Straighten there. Then 18, roughly halfway, straighten
it to straighten. Start a bit more. System at Rome. Rome on the keyframe bunch showing
something's wrong. That's better. Check out the tangents when
we match those. Okay, let's see how this is. Delete that. Let's see Let's see if we can. Because the neck these
are not connected, right? You know what? Let's
check this out. There's some settings. Stiff, stiff because sometimes you have an inherent
in inherent. Yeah, I think stretchy
volume follow follow. I think that's the one
we don't want to follow. Let's check out
following the stiff one. Well, let's see how
this is. Stiff. Is ten. Good to play around with these. What is this? Actually? Let's check this out. This mute, this not following. Good to play around with that. This put that back to ten. Stiff, stiff. Let's put that at 0. This out. We'll go back and we go to ten. What is the head doing? Still moving. What's volume? Let's checkout volume. Sometimes it's good to check out these settings. Follow, okay, now what we
need to do, let's do that. That will be we'll get that. Let's check out the head in. I don't think it makes much difference
factor being missed, so we can put that back. It's ten. Let's just rotate. We'll do the old school
rotate old school way. And just we rotate y. That's cool. We got to kind
of do going forward a bit. What we might do is to
slightly up, down, up.
10. Polishing Part 3: Much these tangents make
sure that we match this. Actually, let's delete this x
flattened this first delete these middle and slightly
higher mass better. We'll just do that
little subtle movements. Movement. Fine. You know what, We'll
add a bit of movement. We'll just follow. This way, will make it follow because then it
looks a bit broken. Even with the Sicilian,
even with the neck. What we'll do, we'll have it slightly following
one after the other. Then it just looks a bit broken. Okay? Now what we can do, we can
just publish a bit more by basically these
bandana and belt. We can do all that
in the next one. Just polish that bring
you up a bit more. But that's more or less
planning polishing would get in a narrow we're
doing on the spot. You could be like select it on mute or unmute story or
unmute, Sorry, that's it. Yeah. You want to just
publish a bit more? Select the foot. Go to visualization. And here you can check out,
see how the curves are. These curves pretty
cool, smooth. That's not right, Is
something wrong there? What we'll do, let's
check this out. You see a little glitch lot
that I looked at the foot. The end, end pose
is not matching. So all you do is this one. Yeah. One way you can do
is just your geo. If you if you select
your leg, Hey, just select over this duplicate, like we said before,
duplicate shift P. Shift P brings
everything out and then Control G group, right? And then let's just
go to the end here. Select the control wireframe, and just move it so it matches. There are other ways as well. For now we'll just leave it. Delete that group, have
a look, see how it is. Nice cycle. The only thing I would say is kind of there's a
delay in that hill. Because of this C, We didn't match the tangent. Then it kind of
does that, you see? And what we can do, I think is a bit more
up, up, up here. That's fine. Maybe we can move, move the ends up as well. Then this is slightly up. Come back here and be
like, That's fine. Fine. Delete the middle one here. Would keep that. Actually that was better. I feel better. I think this we could just slightly
having coming off. That might make the
difference there. Yeah. That's making a bit more
difference. Nice one. Okay, so that's
that's done there. Then here you've got
your vanilla hook. And then in the next video
we'll just publish the belt. Will do what we do with those. A bit of movement.
It's not intercepting. It'll sell movements. So we'll see you
in the next week. Of course we forgot. Don't forget to add delete. Let me just quickly do a delete this because it's
going in the middle. Go to the anterior,
and the middle, back. Then all you're doing is
this makes sure so flat. Select the second 1, first 1, and then just go for two and automatically
creates an overlap. And then what you can do
when you go to the start, just be like, Okay, reform to go out a
bit, then come in. That might be too much, but you get the, you know what I mean? You would just try
to add a bit of the secondary some movement on. You could also, because of
walk is a controlled fall. You can get the hips in the
x to select everything. You can slightly slightly tilt. Okay guys, so what
we'll do here, we've got the walk going. So what we'll do with this,
select this control here. We just move it forward a bit. First. It's like out here in the open. This one is all right. We'll do one thing at a time. So let's get this, delete everything,
go to the middle, next contact and have
this behind like that. We can have it up. Just literally got literally got free movements on it right? Now, when we come down, what we can do is we can do here is if we
just straighten this, you know what, Let's straighten
this because of gravity. This doesn't make sense to me. If it's straight like this, that makes more sense to me. Which is hanging down. That makes more sense to me. Even like this. Now, if we select, select all of these controls
and you can see we've added, concluded at the end. This control to what we need
to do is just middle-class. We can just bring this back. And even here, which
is not intersecting. Yeah, you can even
get away with that. Not intersecting. You add in a bit of movement
there, which is cool. Same thing with the other side. We can just go to
the Start Here, delete everything in the
middle and the graph editor. Let's bring it in. Okay guys, so we've
got that guy, so we've added that up
and down. Let's see. We can adjust. Intersecting. It is
bringing it out. Same thing with the other side. You get all the controls. Just delete everything
in between. So we're working on a clean
these controls a little while where Hey, delete that. Then you know what, we'll
just go straight ahead. So we'll come in and
be like, alright, it's still going forward a bit. And then back. Let me get the next
one. We'll all right.
11. Polishing Part 4: Still forward. Then back. A bit more fluid keydown. Have that forward a bit. The End key that they start as. As it comes back, we're bringing
it back. Still dragging. They're getting that bit
over wave, wave effect. To bring it up. Again, we want to go, could come down intersecting,
hey, right, okay, so it can do intersecting, they would grab this smooth, it will maybe move this up. Slightly tricky one, right? But you're just trying
to add movement. But also we want
to add movement. We want to add movement
sideways to write all about one axis. Flip it at the end. You just tone that down,
bring it in a bit. Middle, click that at
the NCR that cycles. That last one. Would've been moved that back. Keyframe that to the end. See how that feels. Good. Okay guys, Let's keep this simple. We're coming to the middle
Tesco to select both of these. Slept 1 first, I should see rotate the middle
kicked up to the end. Don't the middle intersecting? Whereas intersecting. Move that fluid there. Right? So maybe we can use
the second one. Okay, Well, that makes sense. Makes sense to me because it's
hitting the leg, isn't it? So up comes back. It makes sense.
Keyframe bacteria. Yes. Again, we're going
straight ahead. Middle, click that to the end. These ones are a bit tough on. We can do that. Go forward, we comes back. Then a bit more. Then you might want
to store it back, forward, back, forward Keith, and out to the end,
copy it to the end. That kick. We're getting with a wave effect
kind of comes. This goes back. You see, you're getting that
little in the end. What feels right? Then there's a bill
intersects there. So then what you can do, you can slowly just
go frame by frame. He's kicking it. So
that's what happens. Same with the other
one can come in here. First frame, middle frame. Seems this one. We get all these controls
here. Delete those. Let's see if we move these up. All those offset that by one by one to set this up. Due, the straight
ahead comes in. As it comes in, goes back keyframe that to the end. Then we get the end
frame, hair back. Keyframe. Still
dragging. Going forward, delete the middle frame there. We've got that nice
little motion going. Intersect though,
which is about the, what we can do, we can adjust. You can just get
you get the idea. You're just trying to
add a bit of movement. That kind of wave of wave effect you can
see happening there. You can offset a bit more if you fill out That's
still the same. You can go in and then obviously cycle the tangents
like we talked about. And then you can start
like offset in 12. Maybe that will add a
bit more of a drag. As you can see
there, there's a bit of a drug their same age. And you do the same
for the front because the front, I mean,
it's going that way. I guess you could
offset it a bit. The same thing with the
bandana, same principle. Okay guys, hope that
little polished session just makes things a bit clearer. You can keep it simple. Start frame and frame. That wave going, then work
down same thing as it's the same thing we're doing here when we're working
with the hips first, then we're working our way up. Same thing with this
same principle, simple.
12. Polishing Part 5: Our guys a quick way
to quickly animate. So bandana is like for example, when I select this control here, mark a bit, Steve. All right, guys, so
this is a quick way of animating something that
really quickly at its flight, roughly quickly, but you
can get a good effect. Instead of animating
eaten every single axis, what you can do is, what we'll do is quickly coming.
I'll show you. We'll do is select the
first two of these axes. Rotate. You can select all of them and rotate
them like that you see, by selecting this yellow bead will do go into
side to side view. We're just going to literally bring this out a bit
later so we can see it. Put the copy of the
same care at the end and in halfway through
we'll just come down a bit. It's just that so you can see
it away from the geometry. Now what we're gonna do, we'll just make sure
everything's flat. And we'll cycle this. Let's put everything on cycle. All I'm gonna do now is I'm
going to select, select, Select, select all
the remaining joints apart from the top two
that we've animated. Put a keyframe at the start, poking fun at the
end. Excuse me. In the middle, we're
just going to rotate up. I'll exaggerate it a bit so that we can properly
see the movement. Actually know, you know what
gonna be down, That's it. Down, That's it. With
this cycle, this. And make sure we select
everything is flat. Mixer all both ends up flat so that the
cycle will be smooth. Now, all you're doing
is very simple. All you're doing is
you're selecting the second joint and you're
just moving it by one. Then go to the third
set on both sides. You're moving that
by 212 by pressing Shift and middle
button on your mouse. And then next one selected 123, and then the last 112341234. And now if we just take a look, you'll see that it's
kind of offset, but it's still not
what we can do. Now. We can go in one-by-one. So for example,
say if I go into, go into the first set
and I'm going alright. The wise, these are
the ones that are, if I select all of these, press rotate and
go in the middle, I can make them bigger. There you see?
Another thing to do actually would be better
is if I select one. And I'm like, let
me go back here. Let me move this, these two up a bit. When I get to the middle
and move this down here, exaggerate in the movement. They do the same
for the next one. So you go, Why is the one
with the most movement? So we come in here. We
know this one's doubted, this one's going to be up. Just move this accordingly. Then the next one. We'll just go back to his thought
here and better. Alright, let's push
this up a bit. Let's check that middle key. Push it down. Push this up a bit. Starting to get a bit more. Just key, we didn't key. The last one is we just
kinda middle key there. Here. We can just have
it keyed up like this. We can rotate like this. This way. Cycle that too. Now if we go to the style we want to do here is
offset this, 11234. Actually select these. And I have got it on there. We can do this one
straight ahead, so we'll just delete everything. Put key at the start
here at the end. Let's see this. Move this back. And then fluid backup. That's fine. We've
got that working. So we've got that working way. Guilty thing with this
I would say is dx. Going on what this out. Bring it in a bit. That's fine. We can
move that around a bit. What we'll do. Okay guys, this is a quick, very quick way of doing overlapping animation
really quickly. So for example, let's
take the bandana here. The rope, normally
I would select here and rotate individuals. It really quickly you
can select the control. You'll notice that there's
this yellow box there. You can move it, move it
all, all of the axes. That's what we'll do. We'll
just quickly do this. We'll knock this one out quick. We'll just select this and
I'll show you a quick. You can do this at the start. Let's just have the
bandanna as we can see it. So it's clear, right? And then women in a halfway through, we'll just have it
come down a bit. We know it's moving clearly. Now straight away you can
see all you need to do. Everything's kid. They
decided to go to cycle cycle, so we know everything's cycled. Now, all you're doing is
you're working down the chain. So we'll select the next two. Again key at the
start, key at the end. And it rotates in. At the start. We
were to rotate out. We've got that
movement going yet. Again, key, L. Key makes sure all the curves are
matching nicely. Yes. Then we'll go
down. What we'll do. Let me just select
all of these keys. What I'll do, select this key and let me
delete everything first. Okay, So let me, let me just rotate this key, a key at the end
and in the middle, which is push it in a bit. We've got a movement happening, they're intersecting. Yeah. Let me do just come in
here and move it out. All right, so now
what we want to do, cycling, these are cycling. Now. We need to
cycle all of these. What we'll do is select
everything, okay? Just go to cycle. Cycle, right? So everything, select everything, go
to flat, existing flat. Okay, so we've got this
animation we can work with. Now, all we're doing literally get work
down the chain. So we've got those two. Let's
go one to offset it by two. The next two, offset by that, by 41234, next to
offset that by 6123456. And the next one, Let's
offset that by 812345678. Okay, so now there's a bit of a flow happening
there you can see. But it's still not
how we want it. All right. What we can do, we can start working on, say for example, the third
one down on one of these. And let's look at, let's look at the biggest change is this one. We can do is we can come here, we can come to the first
frame here and be like, alright, let's
push it out a bit. And let's push this back a bit. Let's see how that looks. Then you can start
playing around. I see you starting to
see a bit of that. Again, you can tell the accidentally when
you select this, when you select the
Catarrhini, select this. You can see this is
yellow, sorry, green. The green one, it turns yellow. So you know that once it's in this way, it's
going that way. So you know, that's the
one you want to edit. What you do, you come here to the first frame and
you're like, alright, let's push it down a bit
because it's going that way in the middle.
Let's push it out. And then you start to see that change happening. And
then that's all you're doing. A government coming
in pushing the axis which is rotated in that
direction you want to go. Here, we know that one. We can come to the
start even though it's offset because he's upset
her, you could still come in. You can still
control the curves. And you can see, you see they're starting to
get that overlap. You could push it even more like you're starting
to get that overlap. Obviously they're
both at the same time by little trick with that, I'll show you how
to sort that out. And the same thing we're
doing the other side. So you come down here. And then it's the same thing. Just move all of this
up, move this down. Basically you're just
exaggerating the move a bit more. The axis, it's all there for, you know, these are
going up because it's.
13. Polishing Part 6: Pass, this is gonna go up
here, this is going down. Same thing with this. Down. Select all of these and just
make sure you have cycle, cycle, cycle there and
flatten the solution. So you can see that. Then you can come to the
last one and be like, All right, I want to
exaggerate this a bit more. And when it's coming down, I want to exaggerate
that a bit more. And then also with
the second one, you're going to
just come in here. Move. Maya crashed. Please tell me my
husband crashed. It goes out to
restart Maya there, but we will prosper. Not gonna mess ourselves. Basically what I was doing
was we've, we've animated. So everything's moving
in the same right? As you can see. Now we just want to
go back here again. Let's come into the
graph editor here. Let me just move this
here so it's clear. We want to do is want to
exaggerate the up and down. So we'll just make
it go up there and bring this down
a bit. Doing that. Same with the next
controller would just making it go a bit more further than we
originally planned. The last bit as well. Not too much with just
playing around just to see. That's going to
intersect where within what you can do is
you can always play around with that
and have a guess. The start position a
bit higher if you like, you could start at
higher it, but you can do that to have you like. Now what we want to
do here is we've got, we want to start offset
in these a bit more. So select the third control
and move it by one. Let's move this one by one. And S means that
last one by one, the OD been moved, but we'll move them a
bit more as well. Grab a look, a bit
more, a bit more. Let's undo that. Bring the controls back. Move this forward a bit more, a bit more
of a delay there. Now, let's move this
a couple of rings. Now we're starting to see again a bit of a
delay there, right? Then the same thing I'm gonna
do with the other side. If we select these, slip, this one, that one and that
one is check this out. Alright, these are offsets. You can see the offset might want to just
offset this one. We want to offset this. This hasn't been offset. Starting to get a
bit coming there. You just have to go back and
forth and just start moving. This right now they're both
moving at the same time. The point I was trying
to say is like, if you select all of
these controls here, there will be an offset. As you can see, they're going
forward, forward, forward. But we're gonna do now is I'm
going to grab all of them. And because when you play it now is open
at the same time, this side and this side and
disallowed credit symptom. You want to offset it
slightly so you can press Shift middle button and move it forward until there's a bit of an offset like this. You'll see us that's coming
down, That's going up. So that just breaks
it up even more and makes it a little bit
more organic, you see? Because it was happening
at the same time. It wasn't as loose. But now you can see it's all
happening at the same time. Then you can play around
at top, top bits as well. Have them move. That. We could move
this one a bit more. I think we come in
and I could be like, let me move this up a bit more. When you come in, down, up, down a bit more. That might make it a bit more. Just play around with
those curves until you get it to an organic
fuel, how you want it. But that's just a
quick way of doing some quick movement and
overlap just to add a bit more believability. Guys. A senior next video.
14. Conclusion: Okay, guys, so you have now completed I'm so happy
you completed a walk. You can check it out,
see how it looks. Vanilla walk. The reason why it's
a basic mechanic Manila walk is that
now we can do, you can take that walk, select the hips or the torso, or the first three tosses
it and rotate it forward. You can have like
a sidewalk or you can rotate your backup
just by rotating, selecting the axes and just what x-axis and
rotate it up, it down. You could have the arms slouching down so you
can play around with all the different poses and get an emotion that you
want to animate. So for example, you could pick, pick some words are good
example is you could pick sad, happy, emotional, arrogant, confidence, surprised,
shocked, Kind. You can pick all these
words, emotions, and an animate that, alright, make the character
of intact, sad. Bring the shoulders down, habit, walk,
stretched at timing. So it's slow. This depressed as well. I was happy, upbeat quick. You could do all
these different types of variations just with this vanilla walk or scrap it do from stock,
do another walk. Started off in a happy pose and then start the
walk like that. This, you've got the pose ready. You notice having
pose and then dance, start building the hips and the feet like we
did in this lesson. Use the same principles
in this lesson, but have different poses. And dense star
animating the hips and the feet are so many
variations you can do. All in all, a walk is
a controlled fall. You're catching
yourself, you're moving your weight shift MS.
For everything in it. Keep practicing, keep packs
in different emotions, different personalities,
bring that out in a walk. Because if you can bring
out a personality in a walk, walk has everything. So you, you're pretty
solid if you can do that. So keep practicing and
animation takes time. Don't be disheartened. Hard work. You need to do. You need to get feedback
of the right people. You need to be open.
You need to let go of your ego and just
keep improving. Lock that by getting feedback of people who are more
experienced than you. I was around people who
are better than me. He had more, more
experienced than me. And that's how you lift
yourself up and you become slowly get to that level as just
takes a bit of time, bit of practice,
but stick with it. And don't be disheartened just because one little
thing isn't working. You got to just keep going
and keep pushing through. Guys. I hope you enjoyed this lesson. The next ones are
coming as well. You've got the video games
animation series and jumps. We're gonna do attacks
when they do take hits. And we'll add a lot more gonna, we're gonna do a whole lot. It's about seven classes
I have on this series. All right, guys. So keep an
eye out, Skillshare off it. Every seven days we can
put a new class out, so that's my plan. Every seven days,
submit another class. All right guys, take care,
Have fun, enjoy animating. Remember, make the process
fund that's I'm trying to do. I'm trying to simplify
these methods so that you can have fun
while you're learning. And I hope it's coming
through like that. Any feedback, any
discussions you can post it in the discussion
area in Skillshare. And I'll ask, I'll be around the community. You
can ask questions. I'm always hey guys
until next time. Happy animating. Take care.
15. 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.