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All animators must learn to walk before they can run. In 2D Character Animation, industry expert George Maestri teaches the basic principles every animator must know to build a foundation for more complex work. These principles are relevant regardless of software used or animation style. George explains how good animation depends on a firm knowledge of the laws of motion, which inform the principles of animation. He teaches the basics of creating characters, squash and stretch, pose-to-pose animation, walking and running, track reading, and dialogue animation. He also shows how to use After Effects and Flash to apply the tools learned in the course. Exercise files accompany this course.
Now that we have the feet animated, we can go ahead and start animating the body to match the motion of the feet. Let's go ahead and see where we are at. We have basically the feet moving into position over the course of about 26 frames. Now, let's go ahead and take a look at the upper body. What we need to do is basically make the hips float above the feet to make it look like she is walking. Now we also need to animate everything else. Now when we are animating something like this in Flash, we want to set keyframes for anything that's on a layer.
So, let's go ahead and expand all of these. Now, one thing I'm noticing is that her arm is actually all the way down here and the rest of her parts are up here. So, I'm actually just going to do a little bit of a cheat here. I'm going to Shift+Select all of these and go ahead and just move them up into this folder here. So that way, I can have all of these together when I animate. It's just going to make it easier on the timeline and once I get everything animated, I can always re-layer them and put the hands back where they belong.
So, let's go ahead and start doing keyframing. Now, the first major keyframe is here is around frame 6 where she actually takes that first step. So, let's go ahead and select that frame and hit F6 to lay-in a keyframe for that. And then we are going to go ahead and position her. So, what I'm going to do is actually bring her down and forward just a little bit. So, you can see she snaps down and then I'm just going to go ahead and select all of these, right-click and go Create Classic Tween.
So, now we've got her coming down. Now, the next major pose is where this foot passes the other foot. So, this is somewhere around frame 10. So again, I'm just going to go ahead and select the upper body parts, F6 to create the keyframes and then just drop her into place. Now, when she comes into this passing position, she is actually going to be a little bit higher. Again, I want to center her above the feet and lift her body up just a little bit. You can see this is ghosted, so I can bring her over and then up.
So, I'm just going to bring her up just a little bit here and there we go. And again, let's just go ahead and just keep doing these classic tweens. So now you can see what I'm doing is I'm actually getting that body into position. Now, one thing I can also do is I can start to rotate her. So, as she comes into this pose here, I can take her and I can rotate her a little bit forward. So, I'm going to take the pivot point of all of these and then just rotate her forward just a little bit.
So, she is just going to lean forward going into this and then come up. So, the next major position is at frame 14, where her feet are completely apart. And again, I'm just going to go ahead and select all of those frames and F6 to put in my keyframe and then position her. So she is going to be halfway between these, a little bit down and then maybe leaning forward just a little bit. And again, right-click, Classic Tween and there she is, one, two.
And then again, another passing position here somewhere around frame 17 or 18, and again she is going to move over and up and again just create that Classic Tween. You'd really get into rhythm here. What you do is F6, create the key, position your parts, and then Create Classic Tween. So, now here is what we've got. So, now she is going left, right, and so on and then she kind of comes into that final pose somewhere around frame 22, but then she slides up to 26.
So, let's go ahead and do 22. If you want, you don't have to hit F6; you can just choose it from the menu, Insert Keyframe. And again she is going to be right about here, leaning a little bit forward again, and now let's go ahead and Create Classic Tween. And then the last one is right around frame 26 where her feet come together. Now, what she is going to do is she is actually going to come up. So, let's go into frame 26. Insert Keyframe.
She comes over, up and let's go ahead and make sure she straightens out to somewhere like that and Create Classic Tween. So, now we've got her walking in. We've got everything but the legs. So, let's take a look and see how this works. It looks pretty good. Without the legs it even looks she is walking. Now, all we have to do is bridge the gap with her legs and we'll have the majority of her body walking.
So, now I've gone ahead and saved out the animation as Woman_Stage_02 and let's go ahead and see what that looks like. Now you can see what we have is we have the feet, the hips, and the body all animated. All we need to do now is bridge the gap between the hips and the feet by animating the legs.
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