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Character Animation Fundamentals in 3ds Max

Character Animation Fundamentals in 3ds Max

with George Maestri

 


Character Animation Fundamentals in 3ds Max demonstrates the basic principles of character animation that help bring simple 3D characters to life. Starting with an overview of the character rig, author George Maestri provides guidelines for creating strong poses and explains how to animate from pose to pose in an organized fashion. The course also covers locomotion—animating realistic gestures, walks, and runs; explores the basics of facial expressions and dialogue; and culminates with an animated scene built entirely from scratch.
Topics include:
  • Posing digital characters
  • Creating stock poses
  • Understanding forces, character motion, and secondary motion
  • Keyframing initial poses
  • Animating weight shifts and pose-to-pose transitions
  • Animating walks and runs
  • Adding personality to a walk
  • Animating facial movement: blinks, head turns, and mouth movement
  • Animating an entire scene

show more

author
George Maestri
subject
3D + Animation, Character Animation
software
3ds Max 2012
level
Intermediate
duration
5h 56m
released
Apr 12, 2012

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Introduction
Welcome
00:04Hi! I am George Maestri, and welcome to the Character Animation: Fundamentals in the 3ds Max.
00:09Character animation is a very deep topic.
00:13You can spend a lifetime animating characters,
00:16but we're just going to get you started animating your the first characters in this course.
00:20We're going to start off by understanding the value of strong poses, and then we
00:26are going to animate some characters in motion.
00:28We're going to understand how forces affect characters.
00:32After that, we're going to do some pose to pose animation.
00:35We're going to animate characters between some strong poses.
00:39After that, we'll understand how to walk characters, and make exaggerated walk cycles.
00:45Then we'll go ahead and concentrate on runs, and get your character running in place.
00:52Finally, we'll work on facial animation, and dialogue.
00:55We're going to animate a simple line of dialogue, and then were going to animate
01:00the entire character speaking a line of dialogue.
01:04So with that, let's go ahead and get started with Character Animation:
01:09Fundamentals in 3ds Max.
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Using the exercise files
00:00If you are a Lynda.com premium subscriber, then you'll have the exercise
00:06files available to you,
00:08so you can follow along with the files that I'm using in the exercises.
00:12Now, if you do download the exercise files, just go ahead and place them on your
00:16Desktop, because that's where I'm placing mine, and that way you'll have them in
00:20the exact same position that I have them. And in these exercise files, we have
00:25one folder for each chapter.
00:28So if I look into each folder, you'll see that we have individual 3ds Max
00:33files for those chapters.
00:35So go ahead and get the exercise files on your Desktop, and let's move on.
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Character rig overview: a simple character
00:00Now, if you do decide to use the exercise files that come along with this course,
00:05then you'll have two rigs that you will be using in the course.
00:09One is the simple rig, which we have here;
00:12the other is a little more complex.
00:14Now, the simple rig is used mostly for basic body animation, and also walks and runs.
00:20And this rig is really fairly simple; each of the controls here are basically
00:26just around the individual parts of the character.
00:30So for example, I have controls here to move the feet, to list the feet. So if I
00:35select this one here, I can move the feet.
00:39Now, each of these are labeled, so for example, this is the left foot, this is
00:44right foot, this is toe.
00:46We also have a hip control, which we can use to move the hips, and the legs are
00:51controlled via inverse kinematics.
00:54We also have two spine controls that allow us to move the character's spine, and
01:00then we also have this chest/shoulder control, which allows the character to
01:04move left and right.
01:06We have individual controls for the hands, and the fingers as well.
01:10So this is a very straightforward rig, and you basically manipulate it by
01:15selecting any one of these controls.
01:18Now, the geometry of the character himself is frozen, so that we don't
01:22accidentally select him.
01:23Now if we want to, we can go into Layers, and you can see that the geometry of
01:28the character is in two layers, and each one of those is frozen. We can
01:32certainly unfreeze or freeze them.
01:34And then we have the Rig Upper and Lower, which are really what we're
01:39working with as well.
01:41And then, these rigs do not render.
01:44The character does have a basic lighting rig on it, and if you want, you can
01:48render that character, and this rig will not show up.
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Character rig overview: a full character
00:00We also have a second rig that we're supplying for this course, and if you are a
00:05premium subscriber, you will get this as part of the exercise files.
00:08Now, this is a more complex character. We're using this mostly for the lip sync,
00:13and facial animation.
00:15Now, the rig itself of the body is pretty much the same as the simple character;
00:20everything is named the same.
00:22The only difference is that this character has actual hands with fingers, rather
00:26than just the mitten hands that we had in the other character.
00:30This is also a character that deforms the body, rather than being a segmented
00:35character, like the other one is.
00:36Now, we also have a very full facial rig for this character, and let me go
00:42through this a little bit.
00:44Each one of these controls controls a different part of the face, so we have
00:47blinks for the eyes, we also have eye directions, and all of these are
00:52manipulated via translation.
00:55We have controls for the character's brow;
00:58we have controls to dilate the pupils, which is kind of nice.
01:03And then, along the lower half of this interface, we have all of the mouth
01:06control. So we have a jaw control;
01:09we have this dial control, which controls all of the shapes needed for dialogue.
01:16We have a smile control; move it straight up the character's smile, you can
01:19bias that left or right; if you move it down, the character frowns.
01:24A sneer, which basically just sneers the character.
01:29This one here basically does the opposite on the lower lip. And then we have
01:33some special purpose lip/mouth shapes here. This one tucks the lower lip under
01:38the teeth, for like an F or a V shape, and this one here kind of purses the lips
01:43for like a shhh type of sound.
01:46So those are some of the controls for the complex rig, and we'll get to this rig
01:52in the later chapters.
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Using screen drawing tools
00:00Now, I have to admit that I've been around for while in animation, and way back
00:05in the old days, we used to have things other than flat screens. We'd have large
00:10Trinitron tubes made of glass, and I got in the habit of actually drawing on the screen.
00:18I started, actually, as a cell animator, and when I transitioned to CG, one of the
00:24things I liked to do was to take a dry erase marker, and actually draw on the
00:29screen to get poses, or lines of action, and that sort of stuff.
00:34Now, as screens have gotten more modern, we now have screens made of plastic, and
00:38it's not a good idea to actually use markers on an LCD screen, so I have kind of
00:44adapted this technique, and I use what's called the Screen Drawing tool.
00:48Now, typically what I do is I use a program called Linktivity Presenter.
00:53Now, this is a free program, and you can actually get it here at
00:57linktivity.com/presenter.
01:00Now, as of the recording of this course, this is freely available.
01:04I can't guarantee that this will always be available, but there are a number of
01:09programs that allow you to do this, and this is just one of those.
01:13And what it does is it allows you to actually draw over the screen.
01:16So if I wanted to sketch out a pose, I can take this Pen tool, and I can draw
01:22over the screen of my character, and I can get whatever sort of pose I want, and
01:29I'm going to be using this in the course.
01:32And then once I've drawn that pose, I can go back to the Select mode, and I can
01:38move the character, or do whatever, and that screen drawing will stay in place.
01:44Now, I can certainly erase that here by just hitting Erase All. So typically what
01:49I do with this tool is I use this to sketch out poses, or to remember where parts
01:56of the character are at.
01:58And it's actually a little bit more useful than using a ghosting tool, because
02:03a lot of times, when we ghost, we're actually only ghosting the rig of the
02:07character, because we're not animating the entire character; we're actually animating the rig.
02:11So this can be a good supplement to ghosting, and really help you to sketch out
02:16poses, line of action, or whatever.
02:19So if you want to, you can download Linktivity, or there are a number of other
02:24tools that I'm sure you can find that do very similar things.
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1. Posing Digital Characters
Creating strong poses
00:00When you first start animating characters, one of the first things you'll need
00:03to learn is how to pose characters
00:06So let's go over a few of the finer points of what makes up a good pose for a character.
00:13Now, the first thing that you need to be aware of is what's called the line of action.
00:18Now, what that is, is if you take a pose, you'll see that each pose, if it's a
00:24good pose, it'll have a line. The character will follow a line of action, and this
00:31will lead the audience's eye to the character; it'll be pleasing to the eye, it may
00:36draw attention to something,
00:38but a good line of action is really important for a good pose.
00:42Here's another character. You can see the line of action is downward; you can
00:47see that the character is a little bit sad.
00:49And then we can also have line of actions that help with describing actions.
00:54So for example, if this character is going to toss a ball,
00:57this isn't a really a very good line of action;
01:00it's really just straight up and down.
01:02If we extend that line, give him a really backwards reach, you will have a
01:06much stronger animation,
01:08so when he throws the ball, that line of action actually will follow his body through.
01:15Another important thing is called Silhouetting.
01:18Again, if you have a character in a pose, typically the pose will read well if you
01:23can see it in silhouette.
01:25This is because the audience's eyes tend to draw out the outline of the
01:31character first, and then look at what's inside.
01:35Here is that exact same pose at a different angle.
01:39So all I did was I moved that camera a bit, and if you look at this, it looks
01:43confusing, even compared to the silhouette.
01:46And if you look at this in silhouette, you don't even really know what's going
01:50on with this character, because you don't have a strong silhouette.
01:55Here are some other poses.
01:57Now, again, this pose will have a strong silhouette.
02:00You can see that things are out from the body, and that the outline of the
02:04character reads really well, as compared to something like this, which is just,
02:09again, the camera returned a little bit.
02:11This doesn't read; you don't really know what the character is doing here. Here, you do.
02:16The last thing I want to talk about is weight and balance.
02:19Any pose you create for your character needs to have balance and weight.
02:25Now, typically when you pose a character, the character will come kind of rigid, like this,
02:30and this isn't really what I would call a balanced pose.
02:33It's very symmetrical; there's really no sense of weight to the character.
02:37He almost looks like a mannequin or something.
02:40And you can create Weight by distributing the weight through the character.
02:44So, you can see that now the weight is on one foot, the character has a bit of an arc;
02:50this is much more pleasing than something like this.
02:52When you do something like this, you want to make sure the character's weight is
02:56balanced; that he's not going to tip over. Something like this.
03:00So if you push him too far in one direction, again, he is going to appear
03:05unbalanced. The pose is not going to be stable; it's not going to be pleasing to the eye.
03:09The audience is going to say, wait; something is wrong here.
03:12So when you create poses, you want make sure that the poses have good line of
03:15action, they silhouette well, and that they also have weight and balance.
03:21So with that in mind, let's go ahead and start actually posing characters
03:25for animation.
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Using Selection Sets to help pose characters
00:00Now, before we start posing our characters, a lot of times it makes sense
00:04to set up some selection sets, so that it makes it easy to select parts of your character.
00:11This will make posing go a lot easier.
00:14Now, in 3ds Max, we have a feature called Selection Sets, and that's right here;
00:19we have none defined at that moment. And we can edit them here;
00:23we'll get to that in a little bit.
00:25So let's say we wanted to have something where we could select all the parts, or
00:29all the rig of the character.
00:32We can do that, first off, by selecting everything.
00:35So if I were to do this manually, I'd have to go through, and select all of
00:39these different parts here, and sometimes that can be very tedious.
00:44But now that I have these all selected, I can create what's called a selection set.
00:49So I can just type in the word All, and hit Return, and now, when I deselect it
00:55by left clicking, I can reselect it here, just by selecting it in that menu.
01:01So let's say I wanted something for, say, the left arm.
01:05So all I have to do is just select all of the parts in the left arm -- and I
01:10accidentally selected that chest there. So, this is all the left arm here,
01:14so all I have to do is do Left Arm, and just type that into the Selection Sets.
01:21And now I have two: I have one for the entire character, and one just for the
01:26left arm, and I could do the same for the right arm as well.
01:30And sometimes it may be easy to select that arm, but if the arm was all folded
01:35up in a pose, it might not be so easy to select everything in that arm.
01:39So once we have that Selection Set, though, it makes it very, very easy.
01:45And we can go through this, and do selection sets for all the major parts of a character.
01:49And if your character is a little bit more complex, you can, again, make it much
01:54easier to select multiple parts of the character.
01:57Now if you make a mistake, or want to change something, or want to delete a
02:01Selection Set, you can certainly go here to edit Named Selection Sets, and this
02:06brings up a list of everything that is selected in each set.
02:12So if I wanted to, I could go in, and just independently remove, add, or subtract
02:19Objects from these selection sets,
02:21so I can go through, and really just edit these however I want.
02:26So, before we get started, go ahead and set up some selection sets of things that
02:30you think you might want to select on your characters.
02:32And these are interactive, so if you find later on, as you're working with
02:38a character, you need a selection set, you can always just add that in very,
02:41very quickly.
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Using layers to select characters
00:00Another way to select and manage your character is to use layers.
00:05Now, this depends on how you rig the character, and set him up,
00:09but layers can be useful in selecting parts of a character.
00:13Now, in 3ds Max, we have a Layers palette here, and I can just open up that
00:19window, and you can see that we have a number of different layers.
00:23We have Layers for the geometry of the character, which we have frozen, so that
00:27we don't accidentally select them.
00:29And then we also have rigs for the upper and lower part of the body.
00:34So, if I wanted to, I could Select the upper part of the rig just by right-clicking
00:39over this, and hitting Select,
00:42and that would select that part of the rig.
00:45Now, if I went here, and did the Lower part, I could select the lower part of the rig as well.
00:51Now, another thing you can do is you can actually turn these off by Hiding, or Freezing.
00:56So, if wanted to, I could Hide the Upper or Lower part of the character. So if I
01:02hid the Upper Geometry, and the Upper Rig, then all I'd have would be the Lower
01:09part of the character.
01:10So that's another way to isolate your character, so you can see it a little
01:14bit more clearly.
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Learning the basics of posing characters
00:00Now let's go ahead and start posing our character.
00:04Now, when you pose a character, you want to understand the weight distribution of
00:08the character, and also the mood of the character; what story are we trying to
00:13tell with this character?
00:15Remember, animation really is about storytelling, so we want to make sure that
00:19we have a pose that supports the story.
00:23But let's just go ahead and do some simple poses, just so you get an idea as to
00:27the workflow of how to pose a character.
00:30Now, typically when you get a character from a rigger, it's going to be in this
00:34very, very neutral pose, with the arms straight out, and the legs very stiff.
00:39And while that might not be a pose that you want to use in your animation, it is
00:44a very useful pose, because this is the neutral position of the character.
00:50Now, sometimes when you pose characters, you may do things like over-rotate an
00:54arm or wrist, and you may kind of get yourself into a position where you don't
00:59really know where the character is,
01:01so if you have this neutral position, you'll always have that to come back to.
01:06So one of the things I like to do when I first start posing characters is to
01:09just select everything while the character is in this neutral pose, and just hit
01:14a keyframe for that.
01:16So once I do that, I know I have that neutral pose that I can always come back to.
01:22Now, I don't need to have this pose on the timeline.
01:25I can move it back into the negative frame.
01:29So if I wanted to, I could say, move this pose to, say, -1 or -2, and that way
01:35it's there if I want it, but I don't have to show it on the screen.
01:39But I'm going to keep this at Frame 0 here, and let's go ahead and start
01:43posing this character.
01:44Now, the first thing I want to do is I want to start working with these arms, so
01:48I'm going to make sure I have Auto Key turned on.
01:51Then I'm going to select each arm, and just rotate it down to the character's side.
01:57And this is just very slightly more relaxed pose, but it also could be something that I can use.
02:03But again, you don't have a lot of action;
02:06you don't have a really strong line of action.
02:07It's very straight, very stiff; almost like the character is at attention,
02:11but we can still use this, as you'll see later, so I'm going to go ahead and
02:15keyframe that as well.
02:17Now let's go ahead and actually pose him into something that's a little bit more
02:20of a story type of pose.
02:22We want to kind of get a little bit more of a mood to this character.
02:26So let's kind of just slouch him over. So, probably the first thing we want to do
02:31is just start working with the hips.
02:34Now remember, a lot of the tension in a character comes from the weight of the
02:39character moving down, and the legs supporting him.
02:44So we've got a lot of tension here.
02:47We've got the weight of the character coming down, and the legs supporting it.
02:51So this whole area right here is very critical to any pose.
02:58So let's go ahead and start with the hips.
03:00First thing I want to do is just get a bit of a bend in that knee.
03:04So again, remember, we've got this weight pushing down from gravity, and then the
03:09legs are pushing back,
03:11so we want to get at least a little bit of a bend in the legs to kind of get a
03:16sense of that tension.
03:18When the character's legs are perfectly straight, it doesn't feel natural to the audience.
03:24So I'm going to go ahead and rotate this character back a little bit, and then
03:28let's just go ahead and kind of slump him over; rotate him forward.
03:32So I'm going to go ahead and work with both of these spine joints here, and even
03:37maybe rotate his head forward just a little bit; kind of dip his head.
03:42And as you can see, even with that, we've got kind of a nice S-shaped line of action.
03:49So we're starting to get a bit of a line of action to this character.
03:52Now, we don't have to have his legs straight on like this.
03:57I can certainly rotate his toes in, for example. Again, he is kind of a shy guy,
04:02so maybe kind of rotate one foot in.
04:05Now, if I push this leg out, it's going to affect the balance of the character as well.
04:12So, if I do that, I need to kind of re-center him, or maybe give a little bit of a rotation.
04:20Again, one of the things you want to check with poses is that you don't want
04:24your poses to be totally symmetrical.
04:26It's okay to have the character slightly on one side or the other.
04:33So even something like this, with one toe a little pointed in, will give it
04:37visual interest, and make it look more natural.
04:40Now, if we look at him from the side, you'll see that by pushing those legs out,
04:44we've kind of changed the balance of this character.
04:48He is very front-heavy; he is almost about to tip over.
04:52So we need to kind of grab those hips, and adjust them back just a bit, and get
04:59him over his feet, so that way, he is not falling over.
05:03And then also, these arms will hang at the character's side.
05:07So I can either put them down vertically like this, but that's not as natural as
05:13maybe giving just, again, a nice little bend to those arms.
05:18So let's go ahead and grab that elbow, and rotate that, and then maybe even grab
05:23the wrist a little bit, and rotate that; maybe even curl it in a bit.
05:27And just that even supports that line of action. When you have the arms like that,
05:32again, it just follows that line. And we can do the same on the other side, and
05:39we may do it a little bit more, or a little bit less.
05:43We don't want too much symmetry in our character.
05:46I may rotate this hand in a little bit, and maybe what I can do is curl the
05:51fingers on the other side a little bit, so maybe he has got just a little bit
05:55more relaxed hand on both sides here.
05:59And as I do that, you can see I'm interpenetrating the legs, I'm just going to
06:03pull that out just a bit. Here we go!
06:04Okay.
06:05So that's a much more natural pose.
06:08Now, I think I've touched almost every part of the rig in this pose, but just to
06:13make sure, I want to go ahead and select all, and just do a keyframe, just to lock that in.
06:19So now we've gone from straight out and arms down, to a pose that actually has a
06:26bit of a story behind it, and we actually have a much stronger pose here.
06:31Now, let's go ahead and do one more pose, and let's kind of do the opposite: let's
06:35make him a little more boastful; a little bit more assertive.
06:38Now, if I want, I can actually start to unrotate all of these parts, but that
06:46can be actually very time-consuming, and that's one reason why I created this
06:51pose here, is because that's actually a really good starting place for additional poses.
06:57So I'm going to again go to my Selection Set; select ALL.
07:01That selects everything. You can see I have a keyframe, and all I have to do
07:06is just hold down the Shift Key, left-click on this, and drag it, and I can move
07:11all of those keyframes, and copy them further down the timeline.
07:15So now I've gone from this, to this, to this, and then I copied the keyframes at
07:21Frame 2, and so I'm back to this,
07:23so I don't have to worry about undoing this.
07:27This kind of puts me back to a neutral position, which is one reason why we like
07:31to hang on to these sorts of poses.
07:34So let's go ahead and do the opposite with this character. So in this case, I'm
07:38going to go ahead and rotate his spine forward.
07:41Again, I want him to be more assertive; I want him to be leaning into the scene.
07:46So I'm going to move the body forward as well, but I don't want these knees to be stiff.
07:51I want to have at least some bend to those knees to give him a sense of tension.
07:57And then let's go ahead and stick his chest out.
08:00Let's go ahead and rotate his spine back a bit, and with the second one, back a
08:05bit more, and go ahead and work with the head a little bit.
08:09And now we've got kind of a pose here, and let's go ahead and move the feet out.
08:14Again, we're trying to get him a little more assertive.
08:17A lot of times, when characters are assertive, that means that they're taking
08:21up more space, almost like how an animal will kind of stretch out its arms, just
08:26to make itself look bigger when it attacks.
08:30So let's go ahead and rotate those arms out, and I want to be in Local mode for
08:36some of these rotations here, to make it a little bit easier.
08:40And let's go ahead and just kind of get his arms out, so that way it looks like
08:45he is kind of taking up more space.
08:47And if he is assertive, he may have his hands into fists.
08:50I'm going to do the same for the opposite arm.
08:54So again, I'm going to go ahead and rotate this, and let's do that elbow,
09:05maybe rotate this hand down a bit, and again, let's go ahead and curl up that
09:09hand into bit of a fist.
09:12And maybe let's go ahead and give him a little bit more asymmetry here, so I'm
09:16just going to go ahead and play with the spine, and the hips, and kind of get him
09:21a little less symmetrical, let's just say.
09:24Okay, so I'm going to go ahead and grab that foot, move it out a little bit,
09:28and if we want, we can also use these knee controls to kind of get his knees out just a bit.
09:33Okay, so that looks pretty good. So that's just another example of a pose.
09:38So I'm going to go ahead and use my Selection Set, select ALL, and again, just
09:43keyframe everything, so I can lock in that pose.
09:46So now I have a couple of different poses.
09:48I have my completely neutral pose, I have a pose that's neutral with the arms by
09:54the side, I have a pose that indicates a depressed or a sad mood, and then I
10:00have something that's a little bit more assertive.
10:03And as you can see, posing a character really just means getting that character
10:08into a pose that tells that story.
10:11Now remember, we usually start with the hips of the character, try and get that
10:15weight balance set up properly, and then we move up to the spine, and complete
10:21the pose.
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Creating stock poses
00:00Now, when you create a character, and start posing it, you'll probably be
00:04using him in some sort of film or piece where you will use that same
00:08character over multiple shots,
00:11so a lot of times it makes sense to create a library of poses for your
00:15characters ahead of time, so that way it makes it easier to pose them when it
00:21comes time to animate.
00:23Now, I have taken this basic character, and I have just placed him into just
00:27a handful of poses.
00:29If I do a Select All here, you can see I have about seven poses here.
00:35I have this neutral pose here at Frame 0,
00:39and then every two frames, I have another pose.
00:42So I have arms at the side; arms at the hips.
00:46Now, some of these are just very simple pose; showing his palms, you can see
00:52he's got that kind of sad pose we did, the proud pose, here's another pose, and
00:58then here he is folding his arms in another pose.
01:01So, what you can do is you can start creating libraries of poses that you
01:05want for your character.
01:06Now, typically what I like to do is have specific things for the arms, like
01:11when you cross the arms like this, a lot of times it's very difficult to get it right,
01:16so once I have it right, I like to save that pose, so I don't have to go through
01:19all that work again.
01:21So what we can do is we can take these poses, and save them with the character, and
01:25that way, when we load the character for a scene, we have all these stock poses
01:30just kind of hanging out with the character, that we can use later.
01:33So what I usually do is I take these, and put them into the negative frame
01:38numbers of the timeline.
01:40So if I do a Select All, you'll see that, well, all of this starts from Frame 1, to Frame 14.
01:45But, if I go into my Time Configuration, I can change my start time to any value I want.
01:53So let's go ahead and change it to -20.
01:56And if you see what I have here, now, is I've got a whole area here that I'm not using.
02:01And that won't be used in the animation, because typically we start animating at
02:06Frame 1; we animate in the positive frames.
02:09So what I can do is make sure all of these are selected, and then just go on the
02:13timeline, and left-click and drag, rubberband select all of these keyframes,
02:18and then just drag them down, back past the 0 point, and then I have all
02:25these poses stored.
02:26Now, of course I want to get this character into that basic neutral pose at Frame
02:320, so I have that to start with.
02:34So, again, I can just do Select All, find that pose that I want to start the
02:39character with, select it, and then I can hold down the Shift key, and drag it over Frame 0,
02:45so now the character at Frame 0 is in a neutral place.
02:51Now, if we want to start animating with these poses, it's very simple; we can do
02:55exactly the same thing. Make sure we have everything selected, and then I can
03:00just select the pose that I want, let's go ahead and maybe do this one here, and
03:05just Shift+Select, and Shift+ Drag to get that into the timeline.
03:11So now let's go ahead and let's say we are going to start at Frame 1 with our
03:14animation; we will start him very sad, and then maybe we want him to cross his arms.
03:19So I remember I have an arm crossed pose here at -2.
03:24So again, I can just left-click, select these keys, hold down the Shift key, and
03:29drag it wherever I want.
03:30So now he is going from this, to that.
03:36And you can see that, well, yeah; of course we will need to in-between this, but
03:40we have options here with this pose. We actually can create different poses
03:46very, very quickly.
03:47Now, let's say I didn't want his arms to be folded. Let's say I wanted his arms on his hips.
03:52Well what I can do is I can just take this pose here, where his arms are on his
03:58hips, and just copy those arms.
04:00So again, I have a selection for the left arm, so I can just, again, click,
04:05select that, and just drag that over to Frame 8, where I have the animation.
04:10And then, select the right arm, and again, and select, click+drag that over to
04:15Frame 8, where I have that pose. And now, instead of crossing his arms, he has got
04:21his hands on his hips.
04:23So not only can I copy entire poses, but I can copy parts of poses,
04:29and this opens up a lot of different possibilities.
04:32So if you have certain hand gestures, or if you want things like crossing
04:37arms, hands on hips, things that may be difficult to pose, go ahead and pose
04:41them ahead of time.
04:43And that way, you can actually start posing your characters a lot more quickly;
04:47it will be more interactive, and more spur of the moment.
04:52So these are some of the values of storing poses, and creating a library
04:57of poses.
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2. Animating Characters in Motion
Understanding forces and character motion
00:00When you start animating characters, the most important thing you need to
00:03understand is the concept of force.
00:06Characters move because of force, and there are two basic types of forces acting
00:12upon your character.
00:14One is external forces: those things outside the character.
00:19The force of gravity bringing your character down, wind pushing your character
00:23back, the force of an object striking your character; really anything outside of
00:29the character would be classified as an external force.
00:33Internal forces would be those created by the character themselves. In other
00:37words, forces created by the character's muscles, and these would be the leg
00:42muscles, standing up against the force of gravity, the character lifting his hand,
00:47or lifting an object.
00:49So anything that the character creates is an internal force, and any animation
00:54that you do is going to have a balance between internal and external forces.
01:02So in order to illustrate this, we're going to do a simple animation here of a
01:06moving platform, or a character on a moving platform.
01:10So I have this box here, and it's basically just animating back and forth,
01:14so let's attach our character to that box, and then we'll have some forces
01:19with which to work with.
01:22So what I need to do is attach this character to that box, So the first thing
01:27I need to do is just do a select a link, so I'm going to go ahead and move my
01:32timeline back to zero, select that ring around the character; it'll be called Character Root.
01:38It may be hard to get that but let's go ahead and select that, and then just click
01:43and drag that to the box.
01:46And once we do that, the character is now linked to that box, and he should
01:50move along with it.
01:51So now that we have this set up, let's go ahead and start animating the character
01:56responding to force.
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Understanding drag
00:00The first force we want to take a look at is called drag, and that's the tendency
00:05of an object to remain at rest.
00:09Now, when we have this moving platform here, we have a couple of forces acting on the character.
00:15If I go to Frame 0 here, you can see we have gravity is pulling the character
00:21down, but we also have the motion of that platform.
00:26So as that platform moves forward, we have a giant mass, which is called the
00:33character's torso, and that wants to stay in place.
00:38Now remember, a body at rest wants to remain at rest, so Newton's laws of motion.
00:43So that torso kind of just wants to stay where it is, but the platform is moving
00:49out from under the character's feet.
00:52So we have this motion here, and we contrast it with this motion here.
00:58And so what it's going to look like to the eye is that there is a big force
01:03pushing against the chest, when in fact it's actually pulling against the feet,
01:08and the chest just wants to stay in place.
01:10But regardless, this tendency is called drag;
01:14objects want to stay where they are.
01:16So if you move part of an object, the other part will want to stay where it is.
01:22So let's illustrate this through animation.
01:24So I'm going to go ahead and just select the hips of the character, and let's go
01:29ahead and turn on Auto Key, and set a keyframe for that neutral position.
01:35But let's also go ahead and just relax those arms.
01:38I'm going to go ahead and just take each one of these arms, and drop it at the
01:42side. Let's go ahead and set keyframes for all of those as well, and make sure
01:48that we have this nice relaxed position.
01:51So now we have this platform moving forward over the course of, say, about 24 frames here.
01:59So let's go ahead and just play this, and then it moves back over another 24 frames.
02:05So let's go about 6 frames in, and let's go ahead and illustrate that
02:10body dragging behind.
02:12So I'm going to go ahead and go into Move mode, and then just pull those hips back.
02:18Remember, that torso wants to stay where it is,
02:22but it's not just going to move back, like this.
02:25If we did that, it would not really look correct.
02:28You can see how that doesn't really look right, because what we're also going
02:33to get is a rotation.
02:35So let's go ahead and also rotate that body back as well.
02:39Now remember, the force is here, so the drag kind of transmits itself through the body.
02:47So now you can see how, when it comes forward, it feels like, yeah, he wants to stay in place,
02:54and then after a while, he will eventually stand up, because this platform is
03:00moving at a fairly constant rate.
03:02So once it's moving at a constant rate, there is really no force.
03:06Force is determined mostly by acceleration.
03:10So I'm going to go ahead and just highlight the hips, and then left-click, and
03:14highlight the keyframe at 0, which is that neutral position, hold down my Shift
03:20key, and drag that key into position here.
03:24So now it feels like, yeah, he kind of is getting hit by a force as that moves forward.
03:32Now we need to do the same in the opposite direction, so again, I'm going to grab
03:36my hips, start with a keyframe -- so I'm just going to go ahead and hit my
03:40keyframe button here -- and then let's go another 6 frames in. And let's go ahead
03:46and push him forward a bit, and then down.
03:50I want to make sure those knees are bent;
03:52I don't want those heels lifting at all. And then rotate him forward.
04:00So now, you can see how it's starting to take effect.
04:06So now go another 6 frames forward to Frame 36 -- so I'm really just doing these
04:10poses just every 6 or 12 frames here -- and that straightens him out.
04:16See how he has that motion? And it looks more like the platform is affecting his motion.
04:27So I'm going to go ahead and set a keyframe at the end here.
04:29Let's go ahead and select the hips, and just kind of finalize this.
04:33Now, the force of the body doesn't just move to the hips;
04:39the spine itself is also flexible.
04:42So we can do the exact same thing for each of these spine joints. So let's
04:47do that very quickly.
04:49I'm going to select the lower spine here, and again, as he moves forward, I'm
04:53just going to go ahead and bend his spine back a little bit more, and I can do it
04:59on both of these here.
05:00So let's go ahead and set a keyframe here, and then bend back the other spine
05:06joints, and again, just get a little more flexibility.
05:09And now that I have these, I can select both of them, and again, just drag that
05:16forward to Frame 12.
05:19And then at Frame 24, again, we want to do this in the opposite direction.
05:24When he bends forward, he is going to go ahead and do that again, and then we
05:32can select both of these, and again, just straighten him out.
05:37So I'm going to drag that to 36, and then again, to that last frame there.
05:41You can see he has got a lot more.
05:43Now, this may be animating a little bit more than the force of the platform is
05:49indicating, so let's go ahead and tighten this up a little bit, and I'm going to
05:54do that just by unrotating that spine just a little bit, and moving it forward.
05:59I don't want as much of a bend.
06:02Now remember, when I bent those spine joints, I actually moved him a lot more, so
06:08maybe I don't have to move the hips as much when he does that.
06:13So again, here in the front, maybe move those hips back and up a little bit, and
06:19maybe unrotate it just slightly, and let's take a look at that.
06:29So that looks pretty good.
06:30It looks like the character is actually getting affected by that platform.
06:37So now that we have this external force indicated, we can move on to the
06:42next step.
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Working with secondary motion
00:00Now, once you have the basic motion of the torso, you can start moving to the
00:05extremities of the character,
00:07and typically in animation, this is called secondary motion;
00:11it can also be called drag.
00:13Now basically, the theory is that as the character moves forward, the force
00:19transmits through the body successively.
00:23So we have the ankles being pulled forward first, and then a little bit later,
00:28the hips move forward, and then the spine and the chest move forward a little bit later.
00:35So it takes a while for that force to be transmitted up the body, and out
00:41through the extremities.
00:43So we can illustrate this using secondary motion, and just animate that out.
00:48Now, we already did the spine, and that was kind of on the border between drag and
00:53secondary motion. It gives the spine a little bit more flexibility,
00:57but we can add even more by working with the arms.
01:00So I am going to go ahead and grab that left shoulder here,
01:03and let's go ahead and make sure we have a keyframe for that at Frame 0.
01:08And then, as that character moves forward, again, these arms will want to
01:14stay where they were.
01:17So we're going to actually have that drag out behind him, and then kind of come
01:24into more of a neutral position sometime later.
01:27In fact, I am going to go ahead and push this out even further to maybe about
01:32Frame 18, where these will settle in.
01:35So now -- actually, let's go to Frame 16; okay. I am actually trying to dial in the timing here.
01:41So you can see how, now when I play that, it kind of has a bit of a drag to it.
01:48In fact, we can even delay that maximum part, where it rotates back the furthest,
01:53probably behind the hips. Remember, the hips were animated back at Frame 6, so
01:58let's animate the arms back at Frame 8.
02:00So you can see that by doing that, it drags them behind, and gives it some
02:06nice secondary motion.
02:09So let's go ahead and play that. You can see how that gives a nice pendulum effect.
02:12So let's go to Frame 24, and set a 0 keyframe, and then we are going to go, not to
02:1830, but 32, which is 8 frames past that, and let's go ahead and rotate that.
02:25Now remember, the hips are at their maximum 6 frames in, so we are going to make
02:29this two frames behind it, at 8 frames in.
02:32So there we go, 32, and then at 40, it should center out, and then we can also
02:39copy that keyframe, and remember, I'm just selecting that 0 keyframe, holding
02:43down the Shift key, and dragging; a very quick way to copy keys.
02:47So now, you can see, we've got a much better sense of secondary motion. In fact,
02:54one of the things we could do is actually almost overshoot this final position here.
03:00So I am just going to move is slightly ahead here, so it gives it even more of a pendulum effect.
03:05You can see how, on that first one, it kind of rocks back and forth before it
03:11settles, and that gives it a much more natural motion;
03:14we can do that on the back as well.
03:16So this is coming back, so I am going to overshoot it a little bit at Frame 40,
03:23and then it should settle in at Frame 47.
03:26So now we've got, not only secondary motion; we got a little bit of overshoot
03:31there, just give it a nice realistic animation.
03:35So let's go ahead and do the same thing for that right arm, and let's go ahead to Frame 8,
03:43rotate that back; again, we are going to get fairly similar motion here.
03:4716; we are going to zero it out, plus a little bit more for overshoot.
03:55Then at Frame 24, I am going to put it at 0, and again, I am just copying that 0 key.
04:03Frame 32, it's going to rotate forward.
04:0740, it's going to rotate back,
04:12and then some, and then again, we want to zero that out at the very end.
04:17So now we've got some very nice motion on the arms.
04:24And again, this is just external forces; just the force that's acting upon the character.
04:29Now, the last thing we need to do is the character's head, which also will
04:33have secondary motion.
04:34And again, let's do that 2 Frames behind the hips.
04:37Let's go ahead and just rotate his head back just a little bit.
04:42And then at Frame 16, we will rotate him forward. You can just settle him in, and
04:48then make sure that he cycles right at Frame 24.
04:53And then let's go ahead and do this one more time: Frame 32, I am going to go
04:56ahead and rotate that head back.
05:00Frame 40, it's going to come up a little bit.
05:03And then, at the very end, I want to cycle that, so I am just going to copy
05:07that neutral keyframe.
05:09So there we go. We've got pretty good external forces acting upon this character.
05:15Now, the one thing about this is that it is just the external forces, it's that
05:20force of the moving platform and maybe a little bit of that force of gravity.
05:25But once you have this, you can start animating the motion of the character's
05:29muscles against these forces to actually start bringing the character to life.
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Bringing the character to life
00:00So at this point, we have the character animating, but he's only being affected
00:05by forces that are outside of him.
00:07So let's go ahead and play this,
00:10and as you can see, yes, he's moving, he's moving realistically, but there's
00:14nothing coming from him.
00:16He's really just being pushed around by forces, almost like a rag doll, but we
00:21can fix that by actually animating the character himself, using internal forces.
00:26Now, before I do this, I need to understand what it is that the character is
00:31going to do; what is my character's intention?
00:33Well, I know that if I were on such a moving platform, I would want to keep my
00:38balance. I would also want to see where I'm going, so let's go ahead and
00:43animate some of that.
00:44So let's take a look at this animation here.
00:47Now, when I get to this first keyframe at Frame 6, the character is kind of
00:53being pushed back, but if he wants to actually counteract this force, he's going to need leverage,
01:01and he can't get much leverage with straight legs. You kind of have to bend
01:05your legs, and turn them into levers, so that your muscles can act against those forces.
01:12So the first thing I want to do is make sure Auto Key is turned on, and we're
01:15going to drop those hips a bit, and just move them forward.
01:21You can see, as it's moving forward, he's relaxing his legs, and moving forward.
01:25Now, once he relaxes his legs, he can start using them as a lever, and we can
01:32rotate that body forward, and get a little bit more sense of intention from the character.
01:40So now it looks like he's doing the standing up, because he drops his legs, and
01:47as he is rotating, we already have this key where he's standing up, but it looks
01:52like he is doing the work.
01:55Okay. We can do that on the other side as well.
02:00So let's go to Frame 30, and again, he wants to stay stable, he needs a lever
02:08with which to use his muscles, and so he's going to drop his hips, and then he's
02:15going to rotate himself up, and then stand up.
02:20So even with that little change, he has a little bit more intention. Let's go
02:24ahead and play this.
02:29So that works pretty good, but if I were the character, I'd want to see where
02:34I'm going, so let's go ahead and add that in as well.
02:39Now, I'm just going to work with the hips and the body; I'm not going to worry
02:41too much about the arms here.
02:43But as he drops, he kind of wants to look over the shoulder;
02:48he wants to see where he's going.
02:50So I'm going to go ahead and turn that body just a little bit, and then as he
02:57comes up, I'm going to continue that; I'm going to continue the turn, and then
03:03here at Frame 36, I'm going to twist him quite a bit.
03:07But again, because I'm twisting this, you can see how it's kind of straightening
03:12out the legs, so I want to kind of keep those legs bend, so I have room to rotate him.
03:20So now he should be rotating. He's got a little bit of that rotation, but we
03:27also can rotate the body as well, so I'm going to go, again, to this Frame 36, and
03:35kind of just start rotating that spine, so that way it's kind of looking more
03:41and more like he's looking over his shoulder.
03:51And then we can also work with the head.
03:54So as that head comes down here -- we have a keyframe here at 32; let's go
03:59ahead and just use that --
04:01I'm going to go ahead and start rotating his head back, so he can see where
04:07the heck he's going.
04:13And now I have a keyframe here for the head at 40, but I'm going to go ahead and
04:16delete that, and then just use that last keyframe as my endpoint.
04:23So now, even without the arms moving, you can see he's got a lot more intention.
04:32He has control over his own body; at least for the torso.
04:37Now, we haven't animated the arms, we'll do that next.
04:39But as you can see, by actually making the character move against those forces,
04:45you can get much more tension, and you can start bringing your character to life.
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Refining the animation
00:00We've animated the character's body and head, so now that has motor control.
00:05We still haven't worked on the arms, so let's do that in this lesson.
00:09So let's go ahead and take a look at the character, and just do a quick playback here.
00:14And as you can see, he has control over his hips, and his torso, and his head, and
00:19that allows him to twist his body, and look over his shoulder, as well as drop his
00:25weight, but we still don't have animation on the arms, and those are kind of
00:28still flopping around.
00:30Now, before we actually animate the arms, let's understand what we're going to do with the arms.
00:35As the character is being pushed back and forth, one of the main things he wants
00:39to do is maintain his balance.
00:41So we want to go ahead and put the arms out a little bit to kind of steady the character.
00:48So let's go to the first keyframe here, I'm going to go ahead and select my left
00:52shoulder here, and let's go to Frame 8 here, and that's where we have that first
00:57keyframe for the arm.
00:59And let's make sure we have Auto Key turned on here, and I'm going to go ahead
01:03rotate that arm out to kind of start to get him to catch his balance.
01:10Now, one of the things I've noticed here is that this arm is really straight, and
01:15when you have no motor control, and you're being pushed forward like that, the
01:19elbow will be straight, because it's just undergoing drag.
01:22So if we bend this elbow, it will tell the audience that, hey, this character is
01:27controlling the arm.
01:28He is not being controlled as much by physics of him being pushed around.
01:33So let's go ahead and do a nice bend on the arm, and get that out to the side, so
01:37he is catching his balance.
01:39So even doing that gives much more intention, so let's just play that.
01:45As you can see, it gives a much stronger pose.
01:49Now, if we contrast that to this other arm here, you can see that we've got
01:55actually no control over that arm.
01:57So let's go ahead and finish off with the left arm here.
02:00And I can just use my selection set that I created, and let's go ahead and
02:05select that left arm, and you can see that as he pushes himself up, that's good,
02:11but then here at 16, he has kind of got a strange keyframe here.
02:14So let's go ahead and just copy in a neutral, and then just kind of dial in a
02:20nice pose here for the character. Grab that left shoulder, again, put that arm
02:25out to the side, and let's go ahead and just kind of keep that a little bent.
02:34So now that character is basically straightening up a little bit.
02:41And then at 24, let's just go ahead and just relax that arm a little bit, because
02:46he has got his balance.
02:47But I don't want to make it completely straight.
02:49I kind of want to keep a nice bend to it.
02:54And again, if I want, I can select the entire arm, and keyframe it, just to make
02:58sure I've got that locked in.
03:00So now let's go ahead and take a look at this left side here.
03:06So that looks pretty good.
03:07There is a little bit of a hop here at the cycle point, but we can certainly
03:12fix that a little bit later.
03:13So now let's go ahead and do the same thing for the right arm.
03:17So I'm going to go ahead and grab that right shoulder here. So now, as he moves
03:23out, I'm going to go ahead and get that shoulder out, and then start bending that
03:31elbow, so that way, he has got a little bit more control over his hand.
03:39And by Frame 24, again, I just want to select everything for my right arm,
03:47and make sure that I have a bit more of a kind of a neutral pose here.
03:53I seem to have rotated that thumb somehow. Here we go!
04:07Okay, so let's go ahead and get this character back in position here.
04:13So, I want to maybe even rotate that arm just back a little bit; there we go. Okay.
04:18I've got pretty good little animation up to Frame 24, where he starts moving
04:27back, so let's get a strong pose as he moves back.
04:31So again, we want to indicate motor control.
04:34So right there at Frame 32, he's starting to look over his shoulder, so let's go
04:39ahead and accentuate that with the pose.
04:41So I'm going to move that arm out and up, so that way his shoulder looks
04:47like it's more back.
04:50And let's go ahead and rotate that arm just a little bit here, and go ahead and
04:54just tweak that in, and let's twist that hand to get a nice little curve here.
05:00And then on the other side, we can do the same.
05:02We can get his arm out a little bit, because he is still trying to catch his
05:06balance. Grab that hand, and rotate it.
05:11If I want, I can even work a little bit with these fingers here. Rotate those
05:18fingers back a little bit, and even on this one, let's go ahead and relax that
05:21hand a little bit more.
05:22That gives it just a nice curve.
05:25So now as he goes back, you can see, it gives so much more of a stronger pose,
05:32and then we can relax the character back into his initial pose.
05:36In fact, what we can do is we can select everything in the character here,
05:40and make sure we have that final pose at the last frame, so that should work out pretty good.
05:47So let's take a look at this.
05:52So that looks pretty good.
05:53I can tweak it a little bit more.
05:55But the basic point in this is that we have two types of forces that are
06:01affecting our character.
06:02In the first half of this chapter, we animated the external forces: those
06:07forces that are acting upon the character, so drag, secondary motion; those sorts of things.
06:13And then in the second half, we actually animated the character himself,
06:17bringing him to life.
06:19So when you animate a character, always be aware of whether the forces acting on
06:25the character are coming from outside or inside the character,
06:28and when they come from inside the character, make sure you understand the
06:32character's intention, and that will guide your animation.
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3. Creating Pose-to-Pose Animation
Keyframing initial poses
00:00Now let's take a look at how to do pose to pose animation.
00:04Now we should be familiar with posing characters, but now let's take a look at
00:09how to string those poses together, and animate between poses.
00:14Now, I have our simple character here, and I have three basic poses.
00:19He's going to start off with his arms crossed, like this, and then he's going to
00:23wave, and I have two poses for the wave.
00:27So what I've done with this posing is blocked out the basic poses.
00:32I just want to understand what the character is going to do.
00:37I'm not really worried about timing at this point.
00:40So I've got one pose here, and I've keyed everything for the character on all of these.
00:46So I have keys on every single body parts,
00:49so that way I've locked in each of these poses.
00:52Now, when I start blocking out this animation, I may need to repeat poses.
00:57So, for example, where the character waves, I may want to have him wave more than once.
01:03Let's say we want to have him wave three times.
01:06So if that's the case, then we can copy and paste these poses to create a cycle.
01:12So, for example, if I have everything selected -- I can do that using my
01:16selection set here --
01:18I can just go ahead and rubberband select those poses at Frame 2, hold down the
01:24Shift Key, and just drag them.
01:26So now I have one at Frame 4, and then another one at Frame 6, and I can do the
01:31same for the keys at Frame 4;
01:33I can copy them to Frame 8.
01:35So now I have two waves,
01:37but if I want, I can obviously copy more than one set of keys.
01:42So I can rubberband select multiple keys, such as these last two, and then I
01:47can copy those as well.
01:48So now I have this character going into three separate waves.
01:54But I really want to add one more pose here.
01:57Going from this pose, to this pose is a little simple,
02:02because really, what the character is doing here, if you look at his waist here,
02:06he's shifting his weight; he's shifting his hip, and typically, when a
02:11character shifts his weight, he will drop his hips to gain more leverage, just
02:17like we did in the last chapter.
02:19So let me show you how to do that.
02:21I'm going to go ahead and select everything in the character, using my
02:25selection sets here, and I'm going to grab all of these keyframes of him
02:30waving, so from Frame 2 on.
02:32Let's just go ahead and push those back two frames,
02:35so now I have space for another pose at Frame 2.
02:40Now, if I want, I can start posing him from here, but I had a little bit of
02:45foresight when I created this, and so I saved out my neutral poses.
02:50So I'm holding down the Control+Alt keys, and left clicking to reveal my
02:56negative keyframes.
02:57So I have my neutral pose here at -4, and the hands down at the side at -2.
03:04So what I can do is I can actually take part of this pose, and copy it, so that
03:10I have an in between pose here.
03:13So what I really want is, I want the upper part of the body of this character to
03:18be a little bit more stiff, with the arms at the side.
03:21So what I can do is, I can just rubberband select the upper part of the
03:26character, and then I really don't want the hips;
03:29Alt+Select those to deselect them.
03:32So now I have everything from the spine up selected.
03:36So now I can just rubberband select only those keys, and then click and
03:41drag them to Frame 2.
03:44So now I have kind of a neutral pose with which to work with.
03:47So now I can start posing this character.
03:50So I'm going to go ahead and select the hips, which don't have a keyframe on them right now.
03:54So I'm going to go ahead and turn on Auto Key, and let's go ahead make sure
03:57we're in Local mode here, and I'm going to drop the hips, rotate the body
04:04forward a little bit, and maybe even the spine.
04:08So what I'm trying to do is, I'm actually trying to squash this character.
04:11We're doing a little bit of squash and stretch.
04:14And so, for the arms, I also want to pull them in a little bit.
04:19So he's got his hands folded,
04:21so I want to make sure I unwind that just a bit, and kind of give a nice in between pose.
04:29So as he's uncrossing his arms, that's really the pose that I'm looking for.
04:35And if I want, I can also grab those hands, and go ahead and curl them in just a
04:41little bit, because they are moving, and we're going to have a little bit of drag here.
04:45So now, we're starting here, and then he goes down before he goes up.
04:53Now, one of the things I'm getting here is I'm getting a little bit of a
04:56crossover with the arms,
04:58so I'm going to go ahead and change this pose.
05:01I'm going to go ahead move one of these arms out just a little bit, so that way
05:06we get a little bit of a stronger in between here.
05:09So I'm going to ho ahead and move and this one in,
05:10so we're going to have one arm moving out a little bit faster.
05:14So remember, the green arm, or the left arm, is on top,
05:18so that's going to move out first.
05:20So I want to go ahead and just kind of push that right arm in just a bit here.
05:26Okay, and we can tweak this as we go. So now he squashes, and then comes up into that pose.
05:35So I'm going to go ahead and move my timeline back, so that 0 is my first frame.
05:40So again, I'm going to hold down the Control+Alt key, and then left-click, and drag
05:45to make sure that 0 is my start time.
05:48So at this point, I have the basic poses of my animation blocked out.
05:52He's starting with his arms folded across his chest.
05:56He comes down into a squashed position.
06:00Then he comes up, and he waves three times.
06:03So now I have my poses blocked out, and now I can start timing my blocking pass,
06:09and timing my animation.
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Creating the blocking pass
00:00Once you have your poses in place, you can start timing out your animation.
00:06Now, the first pass of your pose to pose animation is usually called the blocking pass,
00:12so let's go ahead and do that.
00:13I'm going to go ahead and use my selection sets to select everything in the
00:16character, and you'll see we have one keyframe every two frames.
00:21So he starts here, with his arms crossed, squashes, comes up into a wave, and
00:28waves a couple of times.
00:29Now, what we want to do is actually start retiming this animation.
00:34We want to start giving each of these poses a little bit more time, because right
00:38now, it's once every two frames, and if I played it, it will just zip through that
00:43in about half a second. Now, we're animating at 30 frames a second,
00:47so let's go ahead and start pushing back some of these keyframes.
00:52Initially, I've got my first pose is at 0, my second one is at 2, so I'm going
00:56to select from 2, all the way to the end, and then just left-click, and drag that,
01:02and let's just give him a second in that initial pose here,
01:05and so I'm going to go ahead and move this second pose to Frame 30.
01:08Now, when we play this, you'll see what happens is that this in-between isn't
01:17really what we want.
01:19We want him to actually hold this pose for a while.
01:23So I'm going to go ahead and select my keyframe at 0, and then hold down my
01:29Shift key, and drag all of those keys to Frame 24, which is about six frames
01:35before that second pose.
01:37So now he holds it, and then he comes up, so this is a good way to do a blocking pass.
01:43Now, one of the things I like to do when blocking out animation is to use what
01:48are called stepped curves, and this will allow the character to jump from
01:53pose, to pose, to pose.
01:54And it's a lot more similar to how hand-drawn animation would be.
01:59You would draw the key poses, and then film the timing for the key
02:02poses, and then, once you've got that worked out, then you'd do the in-betweens.
02:08So I can do this in my Curve Editor.
02:10Now, I want to make sure everything is selected, and let's go into my Curve
02:15Editor. You can see I have curves for just about everything in the character here.
02:20Let me go ahead and zoom in here, so we can see this a little bit more closely.
02:24And you can see that we've got keyframes here, and then each one
02:28in-betweens over a curve,
02:32but I'm going to go ahead and use my Region tool here to select all of my keys
02:37here, and I'm going to change my tangents to stepped.
02:42And once I do that, notice how they turn into this stepped or a square wave type of curve.
02:49And what this does is it allows the character to step between poses, and a lot of
02:55times, this is going to be more advantageous when timing out animation, because it
03:00allows you just to see the poses.
03:03You're not going to have in-betweens that are going to trick the eye.
03:07If we have solid in-betweens, a lot of times the eye will see that motion, and
03:12the animation will look floaty, or it just won't look right,
03:15but when you have it in steps, the eye just picks that up.
03:20And a lot of times this is a great way to show your work to a director or
03:24somebody else for an approval, just to make sure that they understand where
03:29you're going with it, before you go through and in-betweening everything.
03:33So let's go ahead and, once everything is in Stepped mode, let's go ahead and
03:36just start timing our animation.
03:38So we need to figure out how long he's going to squash, and then how long it's
03:43going to take in to come up.
03:44I'm just going to go ahead and do six frames for each.
03:48He is at Frame 30 here, so I'm going to push it to Frame 36 here.
03:53And then, for the wave, I want him to wave approximately two times per second.
04:01So we're animating at 30 frames per second, so I'm going to round up a little
04:06bit, and do eight frames per pose.
04:10So that means that this first pose here has to go back one, two, plus another
04:16six, for a total of eight, so I'm just going to push that back to Frame 44, and
04:22then 44 plus 8 is going to be 52.
04:27And then, again, what I'm doing is I'm just sliding each one of these six frames,
04:32because we're adding six frames to the two that are already there.
04:36So now that I have this, I should have at least a simple blocking pass.
04:46Now we have to take a look at this and see, is this really what we want?
04:51Can we adjust the timing a little bit more?
04:54Well, I think we actually can.
04:56One of the things I'd like to do is maybe make him squash down a little bit
05:01more quickly. So he is squashing down from 24 to 30, so that's six frames.
05:07Let me go ahead and squash him down just a little bit faster, so that way he
05:12comes down faster, and then comes up slower, and that might give me a little bit better timing.
05:18And again, you can adjust these however you want.
05:24So once you have the timing exactly the way that you want, you can save this out,
05:28and present it to whoever you need to, or just kind of put it into your reel to
05:33see how it works, or we can now start doing what I call releasing the curves, and
05:39actually starting to in-between.
05:41So let's go ahead and do that before we move on to the next step.
05:45So I'm going to go ahead and select everything, let's go back into the Curve
05:48Editor, and again, let's make sure that we have all of these keys selected.
05:54Right now, they're on Stepped tangents, but let's go ahead and do Auto tangent here.
05:59It'll set all the tangents to Auto, which will make sure that the holds stay held.
06:05And now I've basically turned them back from stepped to curves, and so now you
06:12can see we've got a basic animation.
06:18Now, this certainly isn't complete, but it's a good first pass.
06:23So remember, once you have your poses in place, go ahead and set your tangents
06:29to Stepped, then move the key poses out on the timeline to the timing you think
06:35will work, do a test, adjust as needed, and then once you have the timing you
06:41think works, then go ahead and release the curves by setting them to Auto.
06:46Now once you have this, you've got a good first pass, and you're ready to move on
06:50to refining the animation.
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Moving holds
00:00So now we have the blocking pass done with our character, and let's go ahead and
00:04play that to see what we have.
00:08So as you can see, we've got a hold at the beginning, and then he squashes
00:12down, and then waves.
00:14Now, the one thing that I'm noticing is that this hold is just dead; the
00:18character kind of has no life in him whatsoever, and that's because we've copied
00:24two identical keyframes.
00:27And so, even though the character is standing, typically a character will move.
00:31You have gravity affecting the character, the character is breathing, he's
00:37moving subtly, even though he's holding the pose, and so even just a subtle
00:42motion of the character within a pose will add some life to him.
00:47So let's go ahead and actually give a moving hold here between 0 and 24.
00:53Now, this first pose here, let's go ahead and just leave this the way that it is,
00:58and let's go ahead and work with that second pose.
01:00Now, these two poses are identical, so we can just start to play with our second pose here.
01:07So I'm going to make sure I have Auto Key turned on, and first off, let's
01:12understand where we want to move the character.
01:14Before we start ever moving a character, always trying and get in your head, what is
01:19it you're trying to do?
01:21Well, the character has his arms crossed, he's leaned back, he's kind of skeptical,
01:26and so let's go ahead and emphasize this a little bit by kind of pushing the
01:31character back, maybe leaning him back even a little bit farther to emphasize that.
01:37So I'm going to go ahead and start with the hips here, and I'm going to go ahead
01:40and move the hips down just slightly.
01:43Gravity is taking effect.
01:45Maybe move him a little bit over to the right, so basically, he's just kind of
01:49drifting a little bit to his right.
01:54Now, even with that, it actually gives a little bit of life to the character. But
01:59we can actually add a little bit more to this. We can lean him back more, so I
02:05can select this spine joint here, and go ahead and just lean him out just a
02:10little bit, and that, again, will give some flexibility to the spine; give it a
02:16little bit more life.
02:18I can also grab this one here near of his hands;
02:22I can also lean that a little bit more, so again, he's leaning to his right.
02:28And we can also adjust the head, so again, to balance, maybe his head's going to
02:32go the opposite direction.
02:34So he's going to kind of do that, and then that gives a much better sense of life.
02:41So let's go ahead and play this.
02:45So now he's alive. He is moving just a bit, but he is still holding his pose.
02:53Now, even with a moving hold, we can still add in a little bit more.
02:57Now, the character is kind of skeptical, maybe he is a little impatient, so let's
03:01go ahead and emphasize that by moving another part of the character, such as his
03:06toe. Let's go and make him tap his toe.
03:08So I'm going to go ahead a few frames in here, and I'm just going to grab that
03:12left toe here, and I'm going to set a keyframe at Frame 2.
03:17And then I'm going to go forward maybe 5 or 6 Frames here; let's go ahead
03:21from Frame 2, to Frame 8, and go ahead and bring up that toe just a bit, and
03:29then drop it down again.
03:31So I'm going to go ahead and select this keyframe at 2, and just copy it to
03:35Frame 12, so now he's doing 6 up, and 4 down.
03:42So let's play that. That looks good, but we can emphasize this a little bit
03:48more by duplicating it.
03:50So I'm going to go ahead and select all of these. Again, I'm just left-clicking,
03:54and dragging here, and just hold down the Shift key, and I'm going to copy all of
03:59these keys, so we have, now, two toe taps.
04:07So again, just that little bit of motion adds a lot to the scene. So when you
04:12have a character who is standing in one pose for a while, go ahead and move the
04:18character slightly within the pose, just to give the illusion that the character
04:22is alive, and where you move the character is going to depend upon the mood and
04:27the attitude of that character.
04:29Now, once you have all of your moving holds in place, it's time to start
04:33in-betweening the actual motion of the character, and we'll do that next.
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Animating weight shift
00:00We have our moving hold in place, and now it's time to start in-betweening the
00:04rest of the character.
00:06But before we do that, I do want to talk a little bit about shifting between
00:10poses, and weight transfer.
00:13Now, we just animated a simple pose as our in-between here, but what we're really
00:19doing is we're actually shifting his weight from one foot to the other.
00:24So if you look here at Frame 24, you can see that this leg here is bent, which
00:31means that it's the free leg, and this leg here is the one that's actually
00:38holding up the weight of the body. So this is where all the weight of the
00:42character is being transmitted to the ground.
00:46Now, typically when a character stands, he will favor one foot over the other.
00:51We rarely stand with our weight completely on both feet;
00:55one foot will have a little bit more weight on it.
00:58And typically, when we change pose, we also shift our weight.
01:02So in this case, the character now is putting his weight down through this
01:07leg, and the weight is on this leg, and you can see that this is the bent leg as well.
01:14So this is the free leg; this is the leg that's not fully supporting the
01:17weight of the character.
01:19Now, let's take a look at this a little bit more closely.
01:22I'm going to go ahead into my Layer editor, and just turn off Geometry_Upper, and my Upper Rig.
01:29Now, as you can see, we've got this sense of weight transfer. Really, it's all in the hips.
01:38So what happens is we've got the hips here, okay, so the hips are being
01:45supported by the weight of the body.
01:48Now he shifts his weight, and what happens? The weight of the body is now
01:54released, so basically, both legs are bent, gravity takes hold here, and the
02:01actual weight of the character is dropped, because he's bending his knee.
02:07Remember, when you change weight, you bend your knees, so that way you have a
02:12lever with which to readjust the body.
02:17Then he comes back up into another pose here.
02:22So really, these hips are actually moving along an arc. So they start here, drop,
02:30and then they push back up again.
02:32Let's take a look at this one more time.
02:35So as he drops his weight, those hips move in an arc. They also lean forward just
02:41a bit, and then straighten out as they come up.
02:45By having that sense of motion, you get a much more realistic animation.
02:52So let's go ahead and turn on that upper part of the body. I'm going to go into
02:55my Layers editor here, and just unhide Geometry_Upper, and my Upper Rig.
03:00So once we have this weight transfer, you can see that the upper body kind of
03:06follows along, but we still have a little bit more in-betweening to do, which
03:10we'll do in the next lesson.
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Animating pose-to-pose transitions
00:00Now, once you have the hips animating, and you have a good shift of weight, you
00:05still need to animate the upper body.
00:08So we are going to do that in this lesson here.
00:11So let's go ahead and see what we have. We have got our character shifting
00:16weight, and then going into that wave.
00:18So let's go ahead and focus on this pose, to pose, to pose, where he shifts his
00:23weight, and goes into that wave.
00:25We can make that a lot stronger than it is.
00:28So one of the first things I want to do is, let's go ahead and focus a little
00:31bit more on what's going on here.
00:34Okay, so if we take a look at this in a frame by frame, you can see how the
00:38hands are overlapping, and we need to kind of tweak this animation, and get the
00:43arms working together a little bit more. And then, as he comes up into the wave,
00:49the in-between could be a lot stronger,
00:51so let's go ahead and do that as well.
00:54So let's start with this first portion of the animation effect.
00:58I am going to go ahead and zoom in on my timeline, so we can see it a little bit better.
01:01So I am going to hold down Control+Alt, and right+click, and zoom into about Frame 50 here,
01:06so that way we have got enough time here.
01:10So let's select our character here. You can see we have got keyframes here at 24, and at 28.
01:18So I am going to go halfway in between to 26, and let's go ahead and start
01:22unfolding this character's arms a little bit better.
01:25Now, in this case, the character's left arm is on top,
01:31so I am going to make sure that that one unfolds first.
01:34I am going to grab that left elbow here, and let's make sure we have Auto Key
01:38turned on, and I am going to start to unfold that, and also I can twist that
01:43hand just a little bit, because that hand will drag just a bit.
01:48So now I have got that arm unfolding a little bit more strongly. In fact, we can
01:54unfold it even more.
01:56I can actually straighten that out to get more of a good silhouette.
02:01So as it kind of comes out, you can see, I have got this silhouette now that
02:06shows where that arm is moving.
02:09In fact, you can see here we have got a nice a line of action here,
02:14and this is going to convey information to the audience.
02:18It will make the silhouette look a lot nicer.
02:20So now let's go back to this frame here at Frame 22, and let's go ahead and
02:26start affecting the other arm.
02:30So now this comes through here.
02:32And so, as this comes out, this arm will come down a little bit.
02:39So now we have got plenty of room for that right arm to start coming down, and
02:44now we have got a much better unfold of the character.
02:48So the arms are coming apart much easier, and now, as he comes up into the wave,
02:54we want to make that little bit stronger as well.
02:57Now, we started getting a better pose here at 28, where we got this nice line of
03:04action, where the arm is kind of dragging behind the shoulder.
03:09So let's go ahead and continue that in the in-between.
03:13So again, I am going to select this, and you will see that this goes from 28 to
03:1834, so that's going to be 6 frames.
03:22So let's go 3 frames in, halfway in, and let's go ahead and get that nice
03:26line of action again.
03:27So I am going to rotate that shoulder just a bit. We have got a nice line of action.
03:32I want that arc to that arm.
03:35So again, what I am looking at is, I want this arm out from the body, and I want
03:40it to be curved, and that gives a nice flow to that arm.
03:45So as it comes up, I am getting a little bit of a jump here. I wonder
03:49what's going on here.
03:51So we have got this here, this here, and this here, and I am not sure.
04:01So let's go ahead and take this; I believe something is going on with this shoulder,
04:05So let's go ahead and delete that.
04:07Let's see how that works.
04:09Yeah, that's working better, but we still need to curve that a bit.
04:19There we go. Okay, so I just maybe rotated that the wrong direction.
04:24But again, we've got a nice curve here, and then this straight line here is
04:30probably a little bit off, and again, I want to make sure that I get a nice
04:34curve to that, and I can also select the fingers, and curve them. And then as
04:44he comes up, I want to make sure that this still has a nice curve, as you can see here.
04:55So that gives a much stronger sense of motion.
04:59Now, we can do the same for the right arm as well.
05:03So I have got this key here at 30, and let's go ahead and take this right arm,
05:07and put that out as well.
05:09So again, I want to have a nice curve to that arm, and that gives a nice arc
05:14kind of coming out from shoulder to shoulder here, so this gives a nice fluid sense of motion.
05:21And then what we can do is we can start to drag this arm.
05:25Now, this arm might not come into position exactly at the frame that we end this
05:30pose, so I am going to go ahead and just bring that out, and then as he starts to
05:35wave, that will settle back in.
05:37So I am going to go ahead and bring this out just a little bit on that first
05:41pose, so it has time to settle in.
05:45Now we have got the arms, and we have got the spine, but we still don't have
05:49the head animating, and that's really the last major part of the character
05:52that we want to animate.
05:54Now remember, the head is going to drag behind the motion of the hips and the spine.
06:01So I can grab this head, and one of the things I can do is I can just start to
06:06push keyframes back.
06:08Yes, we animated everything at Frame 28, but we don't have to keep it at Frame 28.
06:14So I am going to go ahead and select this head keyframe at 28, and just push it
06:18back a few frames, maybe to Frame 30, and then as he comes up into that
06:24pose, I want to do the same thing.
06:25Again, that head is not going to come up exactly at the same time as the body.
06:30It's going to drag behind.
06:33It's going to come into place a little bit later.
06:36In fact, I can drag that behind even one more frame.
06:42So now you can see that he comes up into that pose, and then the head comes in
06:47a little bit later.
06:49So now this should play a little bit stronger.
06:51So now he comes in, and then he comes up, and you can see that's a lot smoother
06:56than what we had before.
06:58So now we have the first set of poses in-betweened, and now what we have to do is
07:04animate the wave, and we'll do that in the next lesson.
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Animating a wave
00:00Now we're in the home stretch, and we're almost done with our animation.
00:04We've got the first half of our animation done, and all we need to do is animate
00:08the last half, where the character waves.
00:10So let's go ahead and see what we've got.
00:11I'm going to go ahead and hit Play, and you can see that he in-betweens into that
00:17wave pretty nicely, but the wave itself is very stiff.
00:20You can see that arm is exactly in the same place at every part, and that's not
00:26really very natural.
00:27The arm is going to be a lot more fluid.
00:29So let's go ahead and actually animate this wave, and it will give us a nice
00:32sense of drag, and secondary motion, as well as overlap, and follow through.
00:39So first, let's take a look at what's going on in this wave.
00:43The wave starts at the shoulder.
00:47So we've got this shoulder basically rotating this arm back and forth.
00:53Now, when it rotates it down, the hand wants to stay in place.
00:59Remember, this is object at rest wants to stay at rest,
01:02so the hand wants to stay where it is,
01:04so it's going to drag behind the motion of that shoulder.
01:09So the shoulder is going to move first; the hand and the elbow are going to move second.
01:15So let's go ahead and see what we've got going on here.
01:18So now we've got this character comes up, and then that shoulder rotates down,
01:23but the elbow doesn't want to go down.
01:26It wants to kind of bend, so that that hand stays in place.
01:29So I'm going to go a few frames forward here.
01:31We've got this starting at Frame 34.
01:34So let's go to Frame 37, about three frames in, and let's go ahead and just bend
01:40that elbow, so that the hand stays in place.
01:43In fact, let's go ahead and bend the hand as well.
01:45We've got two joints here.
01:48That's going to drag behind.
01:50So even here at Frame 42, that's still going to be dragging behind.
01:57So this is still going to be in a nice arc, and again what I'm looking at is
02:01almost like this is a blade of grass.
02:03This is going to become a nice arc, and it's like a blade of grass blowing in the wind.
02:09So that's the motion that you want to get.
02:11So now it goes down like that, and then as this rotates up, the opposite
02:17is going to happen.
02:18This hand wants to stay where it was.
02:20So we're going to rotate that elbow, so that it's almost stiff, and then rotate
02:27that hand, so that it's dragging behind.
02:29So now we've got this;
02:35we can even drag that elbow behind a little bit more, just to kind of give a
02:42sense of flexibility to that hand, and then as it comes up, we want to start
02:49cycling that. In fact, I think I'm going to go ahead and push this frame here at 48 back one.
02:54And then, once we have this, we can start to cycle it.
02:57So I can actually use my Selection Set, select my entire Left Arm, and you can
03:02see that between Frame 34, and Frame 50, we have a complete cycle.
03:10So I'm going to go ahead and select all of these keyframes, and then just copy
03:15them once, and copy them again.
03:19Now we've got a little bit more fluid motion,
03:24but it looks like that hand is snapping a little bit too quickly.
03:30So one of the things we can do is I can delete this keyframe here at Frame 45,
03:36and that'll make it ease in a little bit more.
03:40So then we can also delete this keyframe at 61; those would be the two that we
03:45want to delete here.
03:47So now you can see how we've got a lot more of a fluid motion to that arm.
03:57Now, one of the things I am also noticing is that the right arm here also needs
04:04to have some animation.
04:05So you can see it going in and out, and that arm is really going to be relaxed,
04:09so I want to keep that arm pretty much at the character's sides.
04:14So as he comes in here, it is going to relax.
04:18So I'm going to go at Frame 42, and just kind of drop that, so it's almost vertical.
04:27And it looks like we've got the same thing at Frame 50, and than at Frame 58,
04:33again, I can copy that keyframe here. And to give it a little bit if variety, I
04:37might want to just turn that a little bit, just so that it's not completely
04:42cycling, and then we have another one here at Frame 74.
04:46So now that should look pretty good.
04:58So now we've got most of the animation in between.
05:01Now, we could probably go over this a little bit more, but by now you get the
05:05process of how we're doing pose to pose animation.
05:09It really is just a matter of going over the animation multiple times.
05:13First off, all we need do is to do is just get the poses in place.
05:17Then, in the second pass, we time those poses out in the blocking pass.
05:23Then, in the third pass, we start in-betweening, and we focus on weight change, and
05:28make sure that the character's shift of weight is working. And then we go
05:32through on a final pass, and do secondary motion, overlap, drag, and make sure
05:37that the character is flowing from pose to pose very easily.
05:42Those are some of the steps for animating pose to pose animation, and you can
05:46use these techniques in a lot of different contexts, in whatever you animate.
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4. Animating Walks
Analyzing a walk
00:00In this chapter, I'm going to take a look at how to animate a walk.
00:04Now, before we actually start animating, let's go ahead and just take a look at
00:08the walk, and understand a little bit of the mechanics of how a character walks.
00:14So we have a very simple, basic walk here; this character is just kind of
00:18walking along, and a walk is really an exercise in balance.
00:25So the character puts himself out of balance, and kind of knocks himself forward,
00:30or basically falls forward, catches himself, and then repeats that again.
00:37So there's really four major poses in the walk.
00:41The most stable of these poses is what's called the extended position, and this
00:45is where the foot is extended at its maximum point.
00:50Now, when this foot is extended, basically, you have the character on both feet.
00:57Now, in this position, you can see that when this foot is forward, the hip of the
01:05character is also forward.
01:07Remember, all motions of characters start with the hip, so that hip is rotated forward.
01:13Now, in order to maintain the balance of the character, his shoulder has to twist
01:20in the opposite direction, so that shoulder is twisting that way.
01:26So the basics of a walk is, when the foot is forward, the shoulder is back, and
01:32you can see that very clearly here.
01:35So this is position one; this is the extended position.
01:38Now, the next position is where the character shifts his weight.
01:44At this point, in the extended position, we have the weight on both feet, but as
01:51he moves forward, you can see how there is a shift of weight.
01:56So this knee bends, and why is that knee bending?
02:00Because he's taking the weight off of this foot, and placing it on this one, and
02:08that causes that need to bend, and also his weight to fall forward.
02:12So basically what he's doing is he's falling forward, and he's catching his
02:18weight on that foot.
02:21So basically we go from both feet, to that knee being bent, and once he
02:26catches his weight, he rights himself, and this is the third position, which is
02:32called the passing position.
02:34And the reason it's called the passing position is that's because this foot is
02:39passing the other leg, so what we have is this foot is behind, and then it moves in front.
02:46So this is what's called the passing position.
02:49Now, in this position, he basically has his hips and his shoulders equal, but
02:56there's another thing that's happening here as well.
03:00When this leg passes, notice how we have a leg here that is free, and what that
03:07is, is that's a huge weight that's pulling down on that hip, so it's going to
03:11go ahead and pull that hip towards that, so it's going to pull that down, so the
03:17spine will twist just a little bit that way.
03:21So now that we have this passing position, we go to the next position, which is
03:27basically just before the extended position, and this is where the character is
03:31really out of balance.
03:33So we've got this really heavy foot in front of the character, and that's going
03:38to pull the character out of balance, and it's going to pull him toward that
03:44foot, so when he falls down, he puts his foot on the ground.
03:50The main positions we need to understand are extended, cushion, passing, and
03:54then extended again.
03:56Now, once you have that, you have a pretty good walk.
04:04So now that we understand a little bit about the basic mechanics of a walk,
04:09let's go ahead and start animating one.
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Setting up a character for a basic walk
00:00Now that we understand the basic mechanics of a walk, let's go ahead and animate
00:04our character walking.
00:05Now, we're going to do this walk in two parts: we're going to take the lower half
00:10of the character -- the feet and the hips -- and we are going to animate that,
00:14and then, in the second part, we're going to go ahead and animate the upper parts.
00:19So we're gong to start at the bottom, get a firm foundation, and then move up to the
00:23top part of the character.
00:24Now, in order to make this as clear as possible, I want to just show the lower
00:30part of the character,
00:31and we have our layering set up so that we can do that.
00:34So I am going to ahead and open my Manage Layers window here,
00:38and I'm going to go to Geometry_Upper, Hide that; RIG_UPPER, and Hide that, so
00:44all we have revealed are our Geometry_Lower, and the lower rig as well.
00:49Now this gives us just the lower part of the character, which will make it easy
00:53just to animate the hips and the feet.
00:55Now, before we actually get started with the walk, we also need to make a
00:59decision as to how long the walk will be.
01:02In this case, we're animate 16 frames per step, for a total of 32 frames.
01:10So we can set that down here in our Time Configuration window,
01:14and let's go and bring that up. We're going to be animating at 30 frames per
01:18second. Our Start Time;
01:20let's go ahead and make that a 1. We're going to say 0 for the neutral pose here,
01:24and I am going 32 frames in advance of 1, so, 32+1 is going to be 33.
01:31So, I'm going to make this a total of 32 frames long, starting at 1, for an End Time of 33.
01:39So hit OK, and now we're ready to actually animate our walk.
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Animating a walk: the feet
00:00Once we have our basic character set up, we can actually start animating the walk.
00:05Now, in this video, we're just going to block out the footsteps, as well as the hip motion.
00:10Now, before we get started, I want to make sure I turn on Angle Snap, so when I
00:14rotate the hips, I'm rotating them at even integral numbers.
00:19And then I'm going to change my coordinate system to Parent.
00:22Now, I also want to keep the Motion panel up, and that will allow me to see exact
00:27values of each key as I animate the character.
00:32So, first thing we want to do is just go ahead and set some keys for the feet,
00:36and the hips, and then we can start blocking out, and positioning the characters.
00:41So first thing we want to do is go ahead and just Control+Select both feet, as well
00:46as the hips, and then I'm just going to go ahead and just hit a Set Key here,
00:52so you can see the keys show up, and let's go ahead and turn on Auto Key, so
00:56that way our keys can change as we position the character.
01:00Now, one of things that I want to do is go ahead and get my character's position
01:05on to integer number boundaries.
01:08In other words, I don't want to deal with decimal points.
01:11So if I click on the left foot -- in this case, we're going to look at the Position Y key --
01:17you'll notice that the value of this key is 19.641.
01:19Well, it makes it very hard to animate when you've got a lot of decimal
01:25points floating around,
01:26so I'm just going to go ahead and round this up to 20, and now that gives me a
01:32nice even number as a starting point for that foot.
01:35I'm going to do the same for the right foot.
01:37Select that, again, the value is the same,
01:39so I'm just going to go ahead and type in 20, and then select the hips, and
01:45you'll see that right now it's at 13.6.
01:46I'm going to ahead and round that up to 14.
01:52So now that we have this, let's go ahead and start animating our walk.
01:58So the first thing we want to do is decide upon the character of the walk.
02:01Is the character going to take small, tiny steps, large steps, or something in between?
02:07Well for this walk, we're going to do something in between, and I'm just going to
02:10position each foot slightly ahead of the opposite foot.
02:15So let's go ahead and start with the left foot.
02:17I'm going to select that, and go into Selected Move mode here, and then just move
02:23this forward, and if you notice here, we're moving it negative Y direction.
02:28So we're going to move it negative Y, somewhere around -40.
02:32Now, if you notice, that's just ahead of the opposite foot.
02:38In the left foot's motion panel, I have a key value for the Y position of -20, and change.
02:48Now, I want this to be on an integer boundary,
02:50so I'm just going to go ahead and delete everything behind the decimal point,
02:54and hit Enter, and make it exactly -20.
02:56Now remember, we started at +20, and we went 40 units in the negative Y direction,
03:04which gives you -20; 20 minus 40 is -20.
03:09So that puts the foot exactly in front of the opposite foot.
03:13But as you can see, the foot is off the ground, and the character is still not
03:17positioned, because we need to move the hips.
03:20So I'm going to go ahead and select the hips, and we moved the foot forward -40.
03:24I'm going to move the hips forward half that.
03:28So I'm going to move forward -20.
03:29Now remember, the Y value of that hip should be at 14.
03:35So moving it forward -20 should put it somewhere around -6.
03:43So again, I have -6 here.
03:44I'm just going to delete what's after the decimal point, and just keep it at -6.
03:49So now we've got the hips positioned between the feet,
03:52but the hips are a little bit too high,
03:55so we can certainly move those down.
03:58But also, the hips need to rotate back and forth.
04:01Remember, when the left foot is forward, the left hip is forward,
04:05so we need to do a rotate.
04:07So I'm going to go ahead into Rotate mode, and make sure Snap is turned on,
04:11because, just to make it easy.
04:12You can see how it jumps in 5 degree increments.
04:15So, we're going to rotate it -15, so it matches the left foot.
04:21So now we should have the basic pose.
04:23Now, the one thing I'm noticing here is the hips are a little too low.
04:25So again, we can move these either down or up. So I'm going to go back into Move
04:30mode, and just move those hips up, not so that their legs are overextended, but
04:36just so that they have a nice natural bend.
04:37And once we do that, we have our first pose.
04:43Now, before we animate our next pose, I want to make sure that these two
04:49controllers here, which are knee controllers, are ahead of the knees.
04:54So if they move behind the knees, for example, you can see how the legs snap to
04:59look at those objects.
05:00So I want to make sure that these are well ahead of the characters, so that the
05:04knees are always pointing forward.
05:07Okay, so now that we have that, let's go ahead to the next step, and that
05:12will be the right foot.
05:14But before we do that, we have to move our time slider forward.
05:18Remember, this walk is 16 frames per step.
05:22So 16 plus Frame 1 equals 17, and now we're going to take the right foot,
05:28and move that forward.
05:29Now remember, we moved the left foot 40 units to get it into this position,
05:35so we're going to have to move the right foot twice that.
05:38We're going to move it -40.
05:39You can see that right here, and that gets it even with the other foot, and then
05:45another -40 for -80 puts it right in front of the opposite foot. And again, we
05:51have the same thing happening here on the right foot's motion panel.
05:55You'll see that under the Y Position, Key Info, we have -60.
06:01Remember, we started 20, minus 80, -60, and let's go ahead and just round that off.
06:06We can do the same for the hips.
06:09Again, I want to make sure that we're moving in Parent mode.
06:12If we were in Local mode, notice how, because the hips are rotated, you would be
06:17moving them out of square.
06:19So I want to make sure I'm in Parent mode, and that puts it right on the Y-axis,
06:23so we can move it forward.
06:25So I'm going to go ahead and select that.
06:27Remember we're at -6, so again, plus 40 should be -46.
06:35So somewhere in that range, right there, and this value here,
06:39again, in the Motion panel, the Y value should be exactly -46.
06:43So I'm going to go ahead and delete what's behind the decimal point.
06:47Now, if we notice, you'll see that the hips are rotated in the wrong direction.
06:52They were rotated for the left foot.
06:54Now we have to rotate them for the right foot.
06:56So I'm going to go into Select and Rotate.
06:59We need to take off 15, plus another 15, for total of 30, to rotate them in
07:05the opposite direction.
07:07So that should be a good first step. So there we go.
07:10So now we just have that foot sliding from one position to the other,
07:15but you can already start to see the character of that walk.
07:18Now I'm going to go ahead and select the left foot, and I want to make sure I
07:21have a keyframe for that.
07:23I can just go ahead and click on Set Key to make sure I have that, and now we're
07:27going to do the final step.
07:30So all we have to do, again, is move this forward to the end, which would be 33,
07:35and that's 16 frames ahead of 17. And again, I'm going to move this 80 units.
07:41So we're starting at -20.
07:41We're going to move -20 minus 80 should be -100, and let's go ahead and hit
07:50Backspace on that in the Motion panel. And this, again, is going to move
07:55forward another -40.
07:56Again, I'm looking down here to see what the value is.
08:02So we get that, and so the actual value here in the Motion panel, the actual
08:07value of the key will be -46 minus 40, which would be -86. And again, I need to unwind that rotation,
08:17so I'm going to go ahead and move that -30 degrees, and we should have it.
08:23So now I've got right foot, left foot.
08:27So that should pretty much do it.
08:29If I look at my right foot here, though, I don't have a final keyframe there,
08:33so I'm going to go ahead and select that, and make sure I have a keyframe at 33 as well.
08:38So that should be at least the basic blocking of our walk.
08:43So let's go ahead and play this.
08:45As you can see, we've got a pretty good motion.
08:47We've got the hips rotating, and we've got the feet moving.
08:51That's really all we need for this first pass.
08:54Now, in the next video, we're going to go through, and refine this, and do
08:58additional passes to lift the feet off the ground, and finalizing this
09:03portion of the walk.
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Animating a walk: the lower body
00:00At this point, we should have the feet and the hips blocked out.
00:04So we have basically the blocking of the motion,
00:08but we don't have a full walk just yet.
00:11So let's go ahead and concentrate on that.
00:14So what we want to do is start moving the feet, so that they lift up, and that the
00:19walk is more natural.
00:21So let's go ahead just start scrubbing through this from the start.
00:25Now, you'll notice here that the foot is moving forward.
00:29So what we're trying to do is basically a shift of weight.
00:34In the frame before this, the weight was basically centered on this foot.
00:40This was the foot that's supporting the character.
00:43At this extended position, we're basically shifting the weight.
00:48We're going from this foot, to this foot.
00:52So in order to do that, we need to indicate that visually.
00:57So what we can do is create what's called the recoil position.
01:01This is usually a fourth of the way through the cycle.
01:05Halfway through is what's called the passing position, where one foot passes the other.
01:10Halfway into that is what's called the recoil position.
01:15So what I want to do is, at Frame 5, start animating.
01:19I want to make sure Auto Key is turned on.
01:21I'm going to select my Move tool, and my hips.
01:25So what I want do is, I want to get a sense that the character is shifting his weight.
01:29So this foot here; the left foot is taking up his weight.
01:34So as you can see, as he moves forward, his weight is bending this knee.
01:42One thing we can also do is rotate those hips forward just a little bit.
01:49So what we have here now is the character is basically compressing this leg, and
01:54leaning forward just a bit.
01:56So this gives it a much better sense of weight.
02:00Now, as this character goes through the walk cycle, he's actually placed his
02:06weight on this foot, and so as this foot passes, we want to actually extend that
02:12foot to show that the muscles of this leg are working to support the character.
02:18So what we can do is we can move up the hips.
02:23So now I've got the hips going down, and then up, and then they move forward again.
02:31So let's go ahead and do a little bit more on this.
02:34So as this foot starts to move forward, what's going to happen is, it's going to
02:39lift up at the heel first, and then the toe.
02:43So one of things I'd like to do is to kind of walk this in place, so that I can
02:48lift the heel, to make him look like he's rolling off the ball of his foot.
02:53So what I'm going to do is I'm going to select the keyframe at Frame 1, hold
02:58down the Shift key, and drag that forward 2 frames.
03:01So what that does is it locks that foot down, and then it moves it forward.
03:07But as that body starts to move forward, you can see that that leg is starting
03:13to get hyperextended.
03:14So in order to correct that, we can rotate this heel up to show that the
03:22character is coming off of that heel.
03:25Now, of course, we want to make sure that the heel is at 0 at the start of this,
03:30so I want to make sure I set a key at Frame 1, and then rotate it into Frame 3.
03:36Now, once this is lifted up, the character is going to move forward with that leg.
03:45So now what we need to do is lift up this foot as it passes.
03:50But before we do that, I want to select this heel, and again, just bring it back
03:55to that neutral position.
03:56So I'm going to go ahead and select the keyframe at Frame 1, hold down the
04:00Shift key, and just drag a copy of that key to Frame 9.
04:06So that basically puts the heel back on that foot bone.
04:10Now in this pose -- I'm going to go ahead and turn this around, so we can see this
04:14leg a little bit more clearly --
04:17so as that moves forward, this leg is going to lift up as it passes.
04:22Now, this is why it's called the passing position, is because this foot is
04:27passing the other foot.
04:29So as you can see, he lifts it up, and sets it down.
04:33But in this middle position, you'll have a lot of weight on this foot.
04:38So you have weight that is pulling down on this foot, and so what we're going to
04:43do is we are going to get a torque that is going to pull that toe forward just a little bit.
04:50So we can use our Rotate tool to rotate that foot a little bit forward.
04:56So now he lifts up, and moves forward.
05:00Now again, and I want make sure that that heel is at 0 when he sets it down.
05:06So again, I'm just going to go ahead and rotate that back to 0.
05:09So now you can see, we're starting to get a pretty good sense of motion here,
05:17but let's go ahead and do one more little thing in that passing pose.
05:21Let's take a look at this from the front.
05:23Now, remember how we talked about the torque of the toe rotating the foot around the ankle.
05:29Well we have another set of torque here as well.
05:33We've got this leg here pulling straight down.
05:36Gravity is affecting it, and what that's going to do is that's going to create a
05:41pivot here, and a rotation around that in order to keep it balanced.
05:48So what we can do is we can select the hips, and rotate those a little bit
05:53towards the free foot.
05:54Now, this is a little bit too much, so
05:56I'm going to go ahead and turn off Snap here, and rotate that down just a bit here.
06:02So I still want this hip rotated a little bit towards this foot.
06:08So now this is starting to look pretty good.
06:10You can see this sense of weight as the character moves forward,
06:15but we still need to set down that foot a little bit more realistically.
06:19So notice how this foot is coming forward, but it just kind of slides into place.
06:24I want to have a little bit more of a firm set down of this foot.
06:29So I'm going to go a little bit past halfway;
06:32I'm going to go to Frame 14, and I'm going to rotate this foot up just a little
06:38bit, and move it forward.
06:40So now it's like he moves his foot up, and then he flips it up, before he sets it down.
06:47So now it gets a little bit more realism.
06:51But as he flips it up, you'll notice how we have this toe here, which is also
06:57going to experience secondary motion.
07:00So we want to go ahead and set some keys for this.
07:02We're going to go ahead and set a key at 1, and at 9, because we really don't
07:07want to key it through that first part of the animation.
07:11But then, as that foot starts to move forward here, I am going to start to rotate it.
07:18So as it starts to flip up, the toe will drag back, and then right before it sets
07:24down, it will rotate up.
07:27So now you get this kind of loose motion here, and then at the very end, I want
07:32to make sure that at Frame 17, this is flat.
07:36So one of things I can do is I can just take the rotation keyframe at Frame 1,
07:41and again, Shift+Drag it to 17.
07:46So now you can see how we've got a pretty good motion of that foot.
07:52So this is basically just the tools for one foot, but you can do the exact same
07:59process on the other foot.
08:02So I'm going to go ahead and leave that up to you, and we'll go ahead and pick
08:06this up in the next lesson.
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Animating a walk: making the cycle symmetrical
00:00At this point we should have the basics of the character's walk animated, so
00:04let's just go ahead and play that.
00:06You would see we have a very simple walk, but he is walking forward.
00:11One of the things we want to do as we animate a walk is we want to check to make
00:15sure that the walk is consistent on both sides.
00:18Now this is important for the lower body but also for the upper body.
00:23Now when the character is walking across the screen like this, it makes it
00:27difficult to check one side of the character against another.
00:31So what I am going to do is a little trick here, and I am going to make the
00:34character walk in place so that way we can check how good of a walk cycle we've created.
00:41So I have got this red circle surrounding the character here, and it's called
00:45character root, and what we can do is we can move this backwards to make the
00:50character appear to walk in place.
00:53So if I play this, you can see how the character walks forward, and I know that
00:57the character is taking 40 unit steps.
01:01So he is taking two steps for total of 80 units.
01:04So all I have to do is move him 80 units back and we should be okay.
01:10So I am going to make sure I have Keying turned on here. I am going to select
01:14this, and let's go ahead and set a key at frame 1, and then go here to frame 33
01:23into the Motion panel so I can see my keyframe value here. And I am going to move
01:27this back -80 frames or so. And then here in the keyframe data I can just delete
01:36that and make sure it's exactly 80 frames.
01:39So now you can see that the character is pretty much walking in place, but we
01:43have a little bit of a problem here in that this is slowing down. And you can
01:48see how that works a little bit, and that can be fixed in the Curve Editor.
01:53So you can see here that the curve is doing a slow in and slow out, so all I have
01:56to do is just left click, rubber band select all of these, and let's just go
02:01ahead and set all these to linear.
02:04Now once we do that, you can see how that snaps into place there, and now we have
02:09our character walking in place.
02:11Now the main reason we did this was so that we can check our right and left side
02:16of our walk to make sure they're pretty much accurate so we are not stepping
02:21higher with one foot or the other.
02:23So we can check this in an orthographic viewport. So I am going to go out to my
02:27Quad view here. Just click here. And let's go ahead and select our Front view,
02:33which is basically a side view for this. So we are actually animating him
02:38moving towards the right here.
02:40So let's go ahead into the passing position here at frame 9, and let's take a
02:46look at this angle versus the one on the opposite side.
02:50Now this is a great place to use our Screen Drawing tool.
02:54So I am going to pull up Linktivity presenter here and just select the Pen tool.
02:58And then I am just going to draw the angles of his joints.
03:02So I am just going to trace along the front of his thigh and shin.
03:09And then I can also--if I want to--trace around the back of the foot so I have a
03:14good sense of the angle of that foot.
03:17So I am going to go back into Cursor mode here, and let's scroll forward to the
03:22second half of this cycle, which will be right here at frame 25.
03:27And you can notice here that he is a little bit far forward, but let's go ahead
03:34and just slide him back a little bit and see what the angles are.
03:38You can see here that the angles of his foot are a little bit different.
03:43So I can grab this pose here and move it up and rotate it so that it's as close
03:54to identical to the other foot as possible.
03:57Now normally you will think I can use Ghosting for this, but if we use ghosting--
04:02let's go ahead and turn that on here.
04:05If we show ghosting here, it's going to ghost the controllers, not the objects
04:10in the scene, so it's not going to be able to compare A to B. So this is one
04:15reason why this makes good sense to do this.
04:17So now that I have this, I should have a more balanced walk cycle, and we can
04:22certainly go through the rest of our character's walk and make sure that left
04:27and right are pretty much in balance.
04:34So once we have this in balance, we can now go ahead and start moving on to the
04:39upper part of the character and start animating the rest of the walk cycle.
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Animating a walk: working with the spine
00:00At this point, we have the lower part of the character animated. And if we do a
00:04quick play, you can see how he's animating and walking in place. And we are having
00:10him walk in place so it will be easier to animate the upper body.
00:13So let's go ahead and move on to the upper body. And let's reveal those layers.
00:18So I am going to go into Manage layers and we have two layers here.
00:22Geometry_Upper and RIG_Upper. And let's just go ahead and reveal those, and you
00:28can see how they show up here. And let's go ahead and play this animation.
00:32So as you can see, now much is happening above the hips.
00:36So let's go ahead and start animating.
00:39Now typically what I like to do is I like to start with the hips and just
00:42work my way up the body.
00:45So the first thing I'm going to do is just animate the spine itself and not
00:50worry too much about the arms or the head.
00:52Now the first thing I want to do is get the twist of the spine. So in another
00:57words, I want to get the torsional motion of the spine around the vertical
01:04axis--in another words around this axis here. And that will get the arms
01:10moving with the hips.
01:12So if you remember here, the hips move forward as the legs move forward.
01:17But in a typical walk, the shoulder will move back, so we need to rotate the
01:22spine to move the shoulders back and forth.
01:25So best place to do that is with this first extended position.
01:29I am going to go ahead and make sure I have Auto Key turned on and go ahead and
01:34select my spine and start rotating those.
01:37Now I remembered that I rotated my hips 15 degrees forward.
01:43So I need to rotate the spine a total of 30 degrees in the opposite direction.
01:48So I have three joints, I can rotate each one of these 10 degrees.
01:52I am going to go ahead and turn on Angle Snap here and move that one 10, move
01:58this one 10, and then move this one 10 again.
02:04Now if we take a look at this from the top, you can see how those hands are
02:08behind the hips, which is exactly what we want.
02:13So now we have got that first pose, but we need to do the same thing on the opposite side.
02:18So I am going to take that, and the first thing I need to do is actually unwind
02:23this, so I need to move it 10 degrees back, 10 degrees back, and 10 degrees back again, and what that
02:31does is that just puts it even.
02:33So I need to move it another 10 in order to put it back on the other side.
02:37So a total of 20 degrees back for each one of these spine joints.
02:42And again, turning on Snap can help a lot with that.
02:46Now I've got it going from here to here.
02:50So as this right foot moves forward here, the left hand also moves forward.
02:56Okay, so now what we need to do is also copy these keys so that it cycles,
03:00because it kind of dies right here after frame 17, so I need to copy
03:04everything from 1 to 33.
03:08Ctrl-select all three of these, right- click to highlight this keyframe, hold
03:13down the Shift key and just drag that over to 33.
03:16So now I should have that working.
03:18So let's go ahead and do a quick play. And there we go.
03:22So now the twist of the spine is working just fine, but the character also has
03:27other spine motions that we need to consider, and one is the forward and back
03:34motion of the spine.
03:36Now we can see that--here if we orbit our camera here so we can see him from the side--
03:40you can see that as he falls forward, we probably can accentuate that with
03:47some spine motion to make him lean forward.
03:50So again, I am going to go ahead and just do this a spine joint at a time, so
03:54somewhere around frame 5 or 6. I am going to go ahead and rotate this.
03:59Now I might not want to rotate it exactly in 5-degree increments, so I am going to go
04:03ahead and turn off snap here. And let's just go ahead and rotate that forward and
04:08then rotate the other one forward as well.
04:11So I can see I am doing somewhere around 6 degrees or so.
04:14So now he leans forward and then comes back up into the other extended position.
04:22As he falls forward, he gives a much better sense of weight.
04:26So we can do that same thing here on frame 21, rotate this forward, and the other one as well.
04:35And once we have those leaning forward, you can see how now he is actually got
04:40a little bit more of a sense of weight to his walk.
04:43Now there is one more twist of the spine that we can consider, and that's one
04:48that we will see from the front view. And in this case he is walking in the left
04:53viewport towards the front, so let's go ahead into that viewport, and as he goes
04:59into this passing position at frame 9, you can see how the spine is rotating
05:05just a little bit towards that foot.
05:08So remember, we have this foot here free, so that's creating a huge weight on
05:15the hips, which is going to rotate them this way.
05:19So in order to compensate, we need to push the shoulders that way by
05:25rotating the spine.
05:27So I can do that again just by selecting some of these spine joints.
05:31I am just going to select the lower two in this case, and I am just going to go
05:35ahead and twist those so that, again, he has got a little bit of a side to side
05:42twist. And then I can do the same thing again at frame 25.
05:48Again, just push him a little off of center, and that should do it.
05:53So now once I have all this, I can go back into my Perspective view and get a
05:57pretty good sense of how that spine is moving.
06:00So I am going to go ahead and play that, and you can see we have got a pretty
06:04good sense of motion in that spine. And you can see it has a lot more
06:08flexibility, which will really help to bring the character to life as well as
06:13to sell the animation.
06:16So go ahead and refine your spine motion of your character, and then we'll go
06:21ahead and pick this up and do some animation of the character's arms.
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Animating a walk: arm motion
00:00At this point, we should have these spine animated. And the next step is to keep
00:06moving up the body and animate the arms.
00:10So let's go ahead and animate one of the character's arms, so you can see the
00:14process. So let's do a quick playback here.
00:16You can see we have got some nice spine motion, but his arms are still pretty stiff.
00:22So let's go ahead and make them a little bit more natural.
00:25So first thing I want to do is go ahead and start rotating the arm.
00:28Now I am going to make sure I am in a Local mode here so that way I am rotating
00:33these along very specific axes. And make sure I have Auto Key turned on as well.
00:39So I am just going to go ahead and just rotate these down on both sides so that
00:43they are close to the character's side.
00:45So I really just want to get the arms away from that extended position.
00:51But once I do that, you can see that his arms towards the side looks a little
00:54bit more natural, but it's still not there.
00:58So let's go ahead and just do this left arm here and go through the process of animating that.
01:04First thing I want to do is go ahead and select the shoulder. And we have the
01:09left foot forward, which means that the left arm is going to be back again.
01:14They mirror. So I am going to go ahead and just rotate that arm back, and I want
01:22to make sure that I get enough space there so that the hand is a little bit
01:27away from the body.
01:28It really helps with the silhouette.
01:30Now, this arm is pretty stiff. And remember, the arm starts here, so it's
01:34rotating back, so the next joint here is not going to be quite there.
01:39We are going to have a little bit of a drag, so I am going to go ahead, rotate
01:42that down, and maybe even take that wrist a little bit and rotate it. And then I
01:47want to make sure that I get that arm out just a little bit from the back of the
01:52character, not too far, because then that is going to look unnatural.
01:55So something like that. Get a nice line of action on that.
01:59So once I have that, then I can go to the next major position, and that will be
02:06at the next extended position, which will be at frame 17. And in this case the
02:11left foot is back, so the left arm will be forward.
02:16So first thing I am going to do is grab that shoulder and move it forward.
02:19And now with this arm here, when that arm swings around, it doesn't just swing
02:24directly forward, it swings around the body.
02:27Remember that shoulder is rotating, so if you think about it, this arm is
02:33actually kind of moving more this way than it is just straight up and down.
02:39In order to make that visible to the audience, we need to rotate this
02:43shoulder in just a little bit so that we have room to place the arm in front of the body.
02:49So I am going to go ahead and rotate that form just a little bit and then take
02:53that hand and rotate it so that the arm is a little bit in front of the body.
02:58So now if we take a look at that, it's going to go around the side and then over the body.
03:03So remember, the trajectory of that hand is going to create an arc like that.
03:10So if we go ahead and scrub that, we might even be able to see how that arc works. Okay.
03:15So that's pretty close to that.
03:18So now let's go ahead and take a look at that. Looks pretty good from the side.
03:22We might actually be a little too far forward here, so I am going to go ahead
03:26and just tweak this just a little bit-- and again, just get that hand in place.
03:31So I want to make sure it looks good from many angles.
03:35So now I have got that arm in place.
03:37Now in order to complete the cycle, obviously we need to copy some keyframes
03:43here, so I am going to go ahead and Ctrl-select the shoulder, the elbow, and the wrist
03:48and go ahead and again left-click and drag, highlight this key, and then
03:54hold down the Shift key and drag it to the very end of the timeline at frame 33.
03:59So now we should have a cycle.
04:04And that's a good start. But if you look at that arm, it's really stiff.
04:08So the elbow is pretty much at the same angle the whole way through, and so
04:13there is not a lot of flexibility to that.
04:15So we can use secondary motion to make that a little bit more accurate.
04:20As this shoulder moves forward, this elbow is going to drag back, so I want
04:27to kind of go somewhere towards the middle of this cycle here. In fact, we
04:31can go to this passing position, and I am going go ahead and just straighten out that elbow.
04:38So now as it moves forwards, you can see how that's kind of dragging, and then as
04:44it comes up, you can see how the arm just naturally bends.
04:48But it's not just the elbow that's dragging, it's also the hand.
04:52So again, as that moves forward, we can go again to frame 9--which is that
04:59passing position--and rotate that hand back just a little bit. We don't want to
05:02over-extend it, but just enough to let the audience know that it's flexible.
05:07So now we are going to do the same thing coming back.
05:11Now again, that arm looks very stiff. It's almost at the same angle.
05:16But again, this arm is moving up in this direction, and then the shoulder
05:22is pulling it back.
05:24So we are going to have a little bit of a overshoot in this direction, and so what
05:29we can do is as this shoulder starts to pull back, the object in motion wants to
05:34stay in motion, so I am going to go ahead and grab the elbow and bend it a
05:38little bit more--and also grab this wrist and bend that some more.
05:44Now the one thing you have to be careful about is that you don't bend it too
05:51much, because if you do, what's going to happen is you want to take a look at
05:56this part of the hand.
05:58You want to make sure that that is not doing a double bounce or loop.
06:04When you start to animate this, there is often situations where the shoulder is
06:09pulling it back and the elbow and the wrist are moving forward and you get a
06:13little bit of a bounce in that animation.
06:15So just go ahead and pay attention to that and make sure that we don't have that
06:19sort of motion there.
06:21So again, we just want to make sure that's good. And then as it's being
06:25pulled back, you can see how we get a little bit more flexibility and that
06:30should pretty much be it.
06:32So let's take a look at that.
06:34Okay, now there is probably a little bit more overshoot that we can do right here.
06:39Now one of the things I am noticing is that when his hands goes back, it still
06:43feels a little bit stiff.
06:44So one of the things we can do is we can just overshoot this a little bit in
06:49the negative direction.
06:50So I am just going to go two frames into this cycle and then push that arm back
06:55just a little bit and that should give us a little bit more flexibility.
07:02So that looks pretty good.
07:05So that's basically how one arm is animated.
07:08Now we can do the same thing for the right arm.
07:11So I am going to just get that animated.
07:13Let's go ahead and just take a quick look at what the full cycle looks like.
07:18Now I have gone ahead and animated in the right arm, and I've used pretty much
07:22the same method that I used for the left. Obviously it's offset by 16 frames,
07:28but it's pretty much the same process.
07:30So now you can see how I have got both arms animating and a much more
07:35realistic walk cycle.
07:37All we have to do now is just get that head moving, and we should be done.
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Animating a walk: the head
00:00The last thing we will need to animate is the head.
00:03We have pretty much the whole character animated except for the head.
00:08And as you can see, we have got some nice arm, spine, hip, leg motion, but that head is
00:13still very stiff, and it's still bobbing around.
00:16It looks like he has got a neck brace or something like that.
00:18So let's go ahead and give him some flexibility.
00:21Now the first thing we want to do is do the left/right motion of the head.
00:27You can notice here that basically his head is turning with the shoulders.
00:32So when the shoulders are facing to the right, his eyes are facing to the right,
00:38and when the shoulders are facing to left, his eyes are facing to the left.
00:42So the easiest way to do that is to grab this head controller and face his eyes
00:47forward--and again, I want to make sure I am in Local mode and make sure I have
00:52Auto Key turned on. And let's just go ahead and face him forward.
00:57So you can just make him look straight into the camera here, and then obviously
01:02he is going to turn again when that shoulder moves the opposite direction, so we
01:07just want to unwind that.
01:09And then I am just going to copy this frame here, hold down the Shift key, and
01:14drag that to frame 33 so that way we get a nice cycle.
01:19So now when I play that, he is at least facing in the direction that he is
01:25walking, which is a good start.
01:27But we still have a lot of inflexibility in the forward and back direction.
01:35So as you can see, his neck still looks pretty stiff when viewed from the side.
01:40So let's go ahead and select that head controller again.
01:44And let's do some secondary motion.
01:46So right here he is falling down.
01:49He is falling into that step. He is placing his weight on that left foot, but
01:55the head doesn't want to move in that direction.
01:57The head wants to stay where it is. The head is going to drag behind.
02:03So somewhere around frame 5--actually I am going to do this at frame 6 because
02:07I have to give it a little bit of drag-- just push that head back so that he is
02:12still looking in that direction.
02:14So as you can see, he moves back, and then as he stands up--somewhere around frame
02:2112 or 13--I want to go ahead and rotate that back, so again, he has a little bit
02:27of flexibility in this neck. And again, we are going to do same thing here,
02:32frame 22, rotate his head back, and then somewhere around frame 28 or so, just go
02:41ahead and nudge that forward just a little bit.
02:44Go ahead and play that.
02:47So as you can see, his head looks a lot more stable. It has a lot more sense of
02:52motion here. And let's go ahead and give it a little bit better perspective on this.
02:56And let's go ahead and play that.
03:00So that's pretty much all we need for a basic walk.
03:05So let's just reiterate the process. We start with the lower body, we get the
03:10foundation of that walk blocked in, we get the feet and the hips working,
03:15then we move up the spine, get the arms, and then finally the head.
03:20Now we can certainly go over this walk more and tweak it, give it a little bit
03:25more character, but this is the fundamental walk that you need to learn.
03:30And once you understand this, then you can start moving on to walks that have a
03:35little bit more character, a little bit more motion, more spring, more bounce,
03:39more whatever. And we are going to be doing a lot of that in the next chapter.
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5. Adding Character to a Walk
Changing a walk using poses
00:00In the last chapter we animated a very simple basic walk, and we understood the
00:05mechanics of walking.
00:07So let's go ahead and take a look at this walk that we created.
00:10So it's a very simple basic walk.
00:14Now the mechanics of this walk are correct, but the walk itself doesn't
00:18have much character.
00:19It really doesn't tell you much about what's going on with the character.
00:24And we can change that by modifying the walk to add more character.
00:28Now there are a number of ways of doing this.
00:31One way is to just look at the individual poses of the walk and affect them.
00:36We're going to take a look at the passing position first.
00:39Now this walk is animated on 16 frames per step, so if we go 8 frames into this,
00:45you'll see we have a passing position.
00:48Now just to refresh your memory, the passing position is where the foot passes
00:53under the character.
00:54So if we want, we can affect this pose.
00:57So let's go ahead and start with the hips.
01:00I'm going to turn on Auto Key so we get keyframes here, and then I'm going to
01:04select the hips and move them forward.
01:06We are going to move them in front of the heel, so I want to give this character
01:11his weight really far forward.
01:14Now when we do that, obviously it looks like this character is going to tip over.
01:19We don't have a solid line of action here.
01:22So in order to do that, we need to get him more centered over that foot.
01:28So in order to do this, we just have to rotate those hips. So I'm going to go
01:31ahead and make sure I select those hips and then just rotate them so his body is
01:37back over that, so I have a nice little arc here.
01:41Now when I did that, it kind of straightened out that foot.
01:43So I'm going to go ahead and just push that down just a little bit so I have a nice little arc.
01:49So when I do that, now I've got a different pose. And let's go ahead and
01:53just quickly play this.
01:55And you can see that already it's kind of giving a little bit more of a kick to the walk.
01:59Now we can accentuate that pose a lot more by working with the legs.
02:04So I'm going to take this foot that is passing, and let's go ahead and just move
02:08that way high up. And let's go ahead and rotate that foot down.
02:14So I'm going to go ahead and just move and rotate that foot. And now I've got a
02:19much stronger pose, because now this foot is in line, and again, I've got that
02:23knee up really high and it gives a nice silhouette there.
02:26So you can see how when that leg comes up, it definitely changes the
02:31character of the walk.
02:33It kind of gives you this Ministry of Silly Walks type of walk.
02:37Now we only have the first half of this walk done.
02:39Let's go ahead and do the second half. so I'm going to go halfway into the
02:43second cycle, which is at frame 25, and I'm going to select the hips, move them
02:51forward, and maybe a little bit down and make sure I get a little bit of a bend
02:54in the knee and then rotate those hips back again, and select the foot--rotate it
03:03down. And let's go ahead and move that up as well.
03:07So now I should have a fairly symmetrical walk.
03:10Now you can see that by doing this, you really change the character of the walk.
03:16Now all we did was change one pose and you changed the way that the audience
03:22perceives that walk.
03:24Now we can continue on with this by changing another pose.
03:28So in this case, let's go ahead and look at what's called the cushion pose.
03:33Now this is where the character is switching his weight; he is placing his
03:37weight on the planted foot.
03:40So he has just set his left foot down at frame 1, and at frame 5 he has all of
03:46his weight on that foot.
03:47Well, let's go ahead and accentuate that.
03:49I'm going to select the hips, and then I'm going to push them down, so I want to
03:55give a little bit of a squash to him.
03:58In fact, I can squash him even more by rotating him, and you can see how I've
04:03created a nice little squash there.
04:06So now he squashes down and then he comes back up--just really accentuates that lift.
04:13We can do the same thing here at frame 21.
04:16Again, just move him forward and down and rotate him forward to give him a
04:22little bit more squash.
04:24So again, you can see how that's added a little bit more bounce to that walk.
04:29It's given it a little bit more life.
04:32Now this has created a much more active, a much more happy, bright walk.
04:37You could certainly tone it down and go in the opposite direction and make
04:41a sad or a slow walk.
04:43But as you can see, by changing just a few poses in the walk, you can completely
04:48change the character of that walk.
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Changing a walk using foot placement
00:00Another way to change the character of the walk is to affect the footsteps.
00:04In other words, change the position of the feet.
00:08Now a simple way to do this would be to place the feet closer together or
00:12further apart to make the steps shorter or longer.
00:16Another way is to place the steps towards or away from the body.
00:20And let's go ahead and do that by creating a basic catwalk--
00:24in other words, the type of walk that models use when they're on the runway.
00:28This can also be used for something like a tightrope walk where a character is
00:32walking along a line.
00:34So we have our basic walk here, and let's take a look at that.
00:38Now in this particular walk, the feet are just directly under the body and they're apart.
00:43But let's go ahead and push them together so that the character walks in pretty
00:47much a straight line.
00:49So I'm going to go over to frame 1, make sure I have Auto Key turned on, and
00:54then I'm going to select the left foot, and I'm going to push it in towards that
00:59center line here. And I'm using the grid here as my guide. And then I'm going to
01:04select the right foot, do the same.
01:08So now that first step, he is basically walking on that line. And then we do the
01:14same on the opposite side there.
01:17We can select the right foot, push it in, and again, with the left foot--
01:22and this is at frame 17.
01:26Okay, we can do the same at the end. So I'm going to go ahead and select the
01:29left foot, push that into the line, and select that right foot in the back, and
01:34again, center that on the line.
01:37So now that we have this, we have a basic walk where the character is
01:41walking along a line.
01:43Now we've got a couple glitches here.
01:45The first one I see is that when the character goes out to frame 3 here, we
01:50have a keyframe on that foot, and that kind of snaps that foot to the right,
01:54which is not what we want.
01:55So I'm going to go ahead and just left-click and drag over that key at frame 3
02:00and hit Delete. And then we have the exact opposite thing happening on the left foot.
02:05So when it goes to cycle here, at frame 17 it's fine, but by frame 19 it's kind
02:12of snapped over to the side.
02:13So I'm going to select a keyframe at frame 19 and again hit Delete.
02:16So this gives us a little bit stronger of a walk here, so now it's a little bit smoother.
02:22But one of the things I'm noticing here is that at frame 9--which is our passing
02:28position, the feet are basically on top of each other.
02:32This one isn't going out far enough to get around the other foot.
02:37So we can obviously fix that by pushing that foot out and maybe even rotating it
02:42just a bit to give it a little bit more of a natural feel.
02:46So now as he comes around, we're just going to swing that foot around.
02:50But by swinging that foot around, you're basically placing it a little bit
02:56further off to the side here.
02:58And so what that's going to do is that's going to place the character out of
03:03balance, so we need to push him in the opposite way in order to make this work.
03:09So I'm going to select the hips and push them over the other foot so that the
03:15weight is a little bit more centered.
03:17But when that happens, the hips also have to rotate, because we really want to
03:21get a smooth line of action on those hips. So I'm gonna move these down just a bit, just
03:27to make sure that foot is not off the ground.
03:29And then I'm going to select some of the joints of the spine and again, move
03:32those over to get a little more of an S shape.
03:35Now what happens with this is then you can see what's happening is that he kicks
03:40his hip out to his left as that right foot passes.
03:45And this is really why models on the runway walk this way, because it makes
03:49their hips move left and right, which makes the clothes bounce a lot more and
03:54shows off the clothing.
03:55Now we have the exact same thing happening here at frame 25.
03:59Again, that foot is kind of coming through. So I'm going to move that foot
04:04out, rotate it just a bit, and again, select the hips, move those over, maybe
04:11a little bit down and make sure I don't get that foot on the ground there, and
04:15then rotate those to keep that weight centered. So I'm going to also rotate the spine.
04:20So now we've got it happening on both sides.
04:24So as you can see, just by placing the feet in a different position, it changes
04:29the body mechanics slightly.
04:32And what this does is it allows the character to have a different character to the walk.
04:38So one of the ways we can change the character of a walk is to change the foot
04:43placement of the character, just the body so that the weight is still centered
04:48and the walk will have a completely different character.
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Exaggerating a walk: the extended position
00:00At this point, we've seen a couple of different ways to modify a walk.
00:04Let's go through a walk a pose at a time and really strengthen each individual
00:09pose, and that'll make the entire walk much stronger.
00:14So we're going to go ahead and use this walk here.
00:16Now this is a little bit different than the walk we've used before, in that
00:21it's 12 frames per step.
00:24So it's a little bit faster than the walk we used before, which was 16 frames
00:29per step, but the mechanics of this walk are pretty much the same.
00:33Now the first thing we want to do is go ahead and get a strong pose at the very
00:37beginning of the walk.
00:38And in this case, that's going to be at this extended position.
00:43So we want to make sure that we get a much stronger pose than what we have here.
00:48Now in this case, we've got this character. He is pretty much straight up and down.
00:53I want to push him into the walk, I want to make him a lot more determined as he
00:57walks, and so let's go ahead and start posing him with that intent.
01:02Now before we do this, let's start animating in Local mode, and I want to make
01:06sure that Auto Key is turned on.
01:09So I'm going to go ahead and select the hips, and let's go ahead and rotate those forward.
01:15So I'm going to make sure that he is rotating into that walk, and I also want to
01:20move him into the pose.
01:23And what this is going to do is this is actually going to overstretch this leg
01:27and lift up that heel.
01:29But that's okay because that'll just give a little bit more character to the walk.
01:33So I'm going to go ahead and rotate that heel just to match how much we've
01:38lifted it you, so I want to just go to the point where that knee bends.
01:41I don't want the knee over-extended. I want it just gently bent like that.
01:46So now we have a pretty forward pose, but if you notice, he is a little bit out of balance.
01:53So I'm going to go ahead and rotate his spine so that he is a little bit more
01:59upright--so he is kind of facing in the direction that he is going.
02:02Now that we've given him this bend in the spine, you can see we've got a much
02:07stronger line of action for this first pose.
02:12And when you have a strong line of action, it can really help sell the animation
02:17because you're getting a changing shape.
02:19It's not just straight up and down.
02:21So we can continue this further by working on the arm.
02:26So I'm going to go ahead and push his arms out as well. So I'm going to grab
02:29that left shoulder, and I'm going to push that arm pretty far back.
02:33We're going to swing his arms a lot because he is pretty determined, and then
02:38we need to do the same on the opposite side for the right arm, and I really can't
02:42select that in Shaded mode.
02:44So I'm going to go into Wireframe here and just snag that shoulder.
02:49You can see a little spot of blue through the wireframe there, and just go ahead
02:53and move that up as well.
02:55Again, I want the arms away from the body to give a little bit more of an arm swing.
03:00So I'm going to push that back into Shaded mode, and now we have a pretty strong first pose.
03:07But again, we need to make sure that we do this on the opposite side. So you can
03:11see we've got this good strong first pose. And then that second pose, it kind of
03:16just goes back to that straight up and down kind of body motion here.
03:19So let's go ahead and copy this over to the other side.
03:24So in order to do that, I should probably go into an orthographic viewport so we
03:27have it as precise as possible.
03:29So in this case, I'm going to go into the Back viewport. I'll go ahead and
03:33center that in just a little bit.
03:35And if we're going to mirror a pose, we need to have some sort of reference.
03:40So in this case, I'm going to go ahead and bring in my little Screen Drawing
03:44tool here. And let's go ahead and just trace out the outline of the body.
03:48So I'm going to use that Pen tool, and I'm just going to go ahead and trace the
03:54silhouette of his body. Go ahead and get the arms as well.
03:59Again, I'm trying to get approximate positions here, and I'm drawing with a
04:04mouse, so I might not be as accurate as I could be, and then also the front of the legs.
04:10Again, I'm looking here for angles, I want to make sure that I know what the
04:14angles are, particularly the angle of this foot that's up here.
04:18Now I've got pretty much all the angles here, I'm going to go back into Select
04:23mode, and now let's go to halfway through the cycle.
04:27Remember, this is a 12 frame per step, so I'm starting at frame 1, 1 plus 12 is 13.
04:33So you can see, his pose has changed a lot just through those few changes here,
04:40so let's go ahead and push those hips forward, rotate the body forward at the
04:46hips, again, move that back a little bit, and rotate up that foot--again, just
04:54to get a nice bend in the leg--and then get that spine back into position here.
05:06Now let's go ahead and work on the arms.
05:08I'm going to grab that left arm, match it to what the right arm was, and we
05:13still have that same problem with the other arm, the right arm. So I'm going to
05:18go ahead and grab that in Wireframe mode and push that out.
05:22And as you can see, we've got a pretty close approximation of that pose.
05:27This leg is a little bit off.
05:28Let me see if I can move the hips. There we go!
05:33Okay, so sometimes those little tweaks can help.
05:36So now that I have this, I can erase my guidelines, move my Screen Drawing tool off.
05:43And let's take a look at this in Shaded mode.
05:45In fact, I'm going to go back into Perspective so we can see this a little bit
05:49more realistically. And let's just go ahead and scrub through it.
05:52As you can see now, we've got really strong pose here.
05:59It's even gone a little bit better now, even with just those two poses, but
06:04it's still a little jumpy here, because his hips are moving back to that initial pose.
06:10But we can fix all of those in the next lesson.
06:14Just remember that getting a strong first pose is a great guide for getting
06:20a strong walk.
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Exaggerating a walk: the passing position
00:00Let's go ahead and continue with our exaggerated walk.
00:04Now we've exaggerated the very first position of this walk--which is the extended
00:09position--and when we do that, you can see we have a very nice walk.
00:14So what I've done is I've extended this very first position--the middle position,
00:18which is the opposite side--and then I've gone ahead and duplicated that first
00:22frame to the last and just mirrored that pose so that we have a cycle point.
00:27Now this is just one pose in the cycle here.
00:31So let's go ahead into the passing position, which is in the middle of the cycle.
00:37And this is where the foot passes the other foot.
00:41So in this case, we've got this right foot passing the left foot.
00:46So this pose here really isn't all that strong.
00:49We have a pretty strong line of action here.
00:51Let's go ahead and continue with that theme on the passing position.
00:57So the passing position is halfway through the first step.
01:02So we have 12 frames per step, so halfway through 12 will be 6.
01:06So I'm starting at frame 1. That means we're going to be 1 plus 6, which is frame 7.
01:11And as you can see, we already have some keyframes here.
01:15So I'm going to make sure I have Auto Key turned on, and we're also in Local mode here.
01:20And let's go ahead and start with Move.
01:23Now in this first pose, he was kind of ahead of the feet.
01:28So I want to go ahead and continue with this.
01:30I want to go ahead and push those hips ahead of the feet and then just
01:34push them up almost to the point where they are just pulling that heel off the ground.
01:40Now this heel is naturally bending a little bit just because of an in-between,
01:43but I actually want to push it further. And you can see that right here it's
01:47already kind of a strong line of action.
01:50He has just got this straight pose here.
01:52So let's go ahead and continue modifying this pose.
01:55So now that I have this, I can grab that heel and again, just push it off the
01:59ground so he's almost on his toe.
02:02Again, I just want to relax it like a little bit, and I can also rotate those
02:07fine joints just enough so that we have a strong line of action.
02:12Now if we look at this, we'll see that we've got a real obstruction to this line
02:17of action, and that's right there.
02:18So you see it's kind of jutting out, and we can go ahead and fix that.
02:22Make the pose a lot stronger, just by grabbing that heel and moving it.
02:26So I'm going to go ahead and move that foot up, and then I'm going to rotate it
02:31down so that we have a much stronger line of action--so that we are really not
02:35interfering with that line of action.
02:38So again, just push that up and rotate it so that foot is almost parallel to that leg.
02:44Now once we do that, you can see how it's a much stronger pose.
02:48He just goes into this, and then he goes straight up, and you can see we've got
02:52a much stronger line of action on both sides.
02:56So let's go ahead and do the same on the opposite side.
02:59We're at frame 13 for this extended position. 6 frames past that would be frame 19.
03:05Now I'm just going to go ahead and dial this, and I'm not going to match it exactly.
03:10We just want to get a sense for how this is going to look.
03:12If you want we can tweak it later.
03:14But let's just push this body up and then grab that heel and rotate it.
03:21Again, just so that knee just starts to bend.
03:25We're just going to go ahead and make this foot pretty much parallel to that
03:29leg, push that up, and then maybe adjust the rotation of the spine just to give
03:34a little bit more of the bend.
03:36So now he pops up and then pops up again.
03:40You can see how he gets a really nice extension there.
03:44Now I've got an extra keyframe here-- somewhere right there on this hip--which
03:50I'm actually going to go ahead and delete at frame 11.
03:54Play it. There we go.
03:56Okay. So as you can see, he's got a much stronger line of action, much stronger
04:00intention, and the walk feels a lot more determined.
04:05So as you can see, by strengthening each individual pose, you get a much
04:10stronger overall walk.
04:12Now let's go ahead and continue with this and make this walk even stronger
04:16in the next lesson.
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Exaggerating a walk: the cushion position
00:00At this point we've got two very strong poses, and this has actually strengthened
00:05our walk quite a bit. And as you can see, we've got a very strong pose here at
00:11the extended position where the character's feet are apart and then where the
00:16character's feet pass each other at the passing position.
00:20Now we can also strengthen this walk a lot more by working with the cushion position.
00:27Now that's a position that's halfway between the extended and the passing
00:31position--so right here at frame 4.
00:35Remember this is a 12-frame cycle, so halfway is the passing position, 6 frames in.
00:413 frames in, half of that, is that cushion position, and that's where the
00:47character is really setting his weight on his feet.
00:50So we can go ahead and affect this to give it a lot more bounce.
00:54Now the first thing I'm noticing here is that this heel is up on the character.
01:00So let's go ahead and animate that down.
01:02Now before we do that, we need to make sure we have Auto Key turned on--and also
01:06I like to animate in Local mode as well.
01:09So I'm going to go ahead and go into Rotate, and we want to make sure that that
01:13foot is flat on the ground.
01:16Now it's rotating up because it was in between into that passing position where
01:20we lifted up that heel.
01:22So now that we've got that on the ground, we can also cushion him.
01:26Remember, his weight is coming down onto that foot.
01:30So let's go ahead and squash him.
01:32I'm going to grab the hips and push them down quite a bit.
01:36Now what this does is it squashes him before he moves up into that passing position.
01:42So we're getting a squash and stretch.
01:44So we do squash, stretch, and this gives a lot more bounce into that walk.
01:50But we can squash him even more through rotation.
01:54So I'm going to go ahead and rotate those hips so that his head is further
01:58down, and then I'm going to select the spine and go ahead and rotate that down as well.
02:05So again, what we're doing is we've got to make him as compact as possible.
02:10So now that we've got that, you can see how it really gives a much more
02:15contrast to that walk.
02:17But we can go even further by taking this heel and tucking it in.
02:21If you can see here, we've got with this heel out is not as compact as he could be.
02:28So let's go ahead and rotate that heel a little bit and then move that into the
02:35body--and again, I just want to make them as compact as possible.
02:39So that way when he stretches up, we get as much contrast as possible.
02:45A lot of times animation is about contrast.
02:48So what you're trying to do is get as much contrast in the poses as you can.
02:53So now we have a pretty strong pose.
02:56But one thing I do want to affect is the head.
02:59As you can see his head really isn't moving at all, really.
03:03We really want to get a little bit more life into that head.
03:07So I'm going to push his head forward.
03:08He does need to be looking in the direction that he is moving.
03:13So as we have him move forward, then he can move up here.
03:17We can drag it back a little bit here, so now we've got a little bit more head motion.
03:23Now we can do the exact same thing on the opposite side.
03:26So in order to make this as precise as possible, let's go into an
03:29Orthographic Viewport.
03:30I'm going to go into my Back view here, and I'm going to just do what I've done
03:36before, which is trace out his body.
03:40So I'm going to go ahead and move in my Screen Draw tools here,
03:43make sure we're on frame 4, and I'm going to sketch out the angle of that
03:51body as well as the position of this foot, because those are other things
03:56that we're working with.
03:57We're working with the lower body and the spine--really didn't affect the
04:01arms all that much.
04:02So let's go ahead and make sure that we've got these affected, and then I'm
04:06going to go back into Select mode.
04:08Now again, we're going to go a fourth of the way into the second step.
04:12So 13+3 would be frame 16-- is that cushion position.
04:18So move those hips down, rotate the body forward, rotate the spine just a bit,
04:27just to give him a little bit of an arc, and also make sure that head is up.
04:33Then I'm going to rotate that foot and get that into position, and then this
04:40heel also needs to be planted.
04:42So let's go ahead and plant that heel. And as you can see, when we plant that
04:45heel, it moves the leg into position.
04:48So now that I have that, we do have a fairly good second pose.
04:54So now that we have that in place, let's go back into Perspective mode and take
04:59a look at where we're at.
05:00So now here's the walk.
05:03So as you can see, he's got a lot more life, a lot more pep than the initial walk.
05:09Now we can go further with this if we want by adding a little bit more drag
05:14and kind of just touching up the animation in general.
05:17Let's just go ahead and take a look at the final tweaked version.
05:21I've got a version here called Chap05_05_Final.max.
05:26So let's go ahead and play that.
05:28So as you can see, the final version has a little bit more drag and a little bit
05:32more secondary motion on the arms.
05:34But the character has a lot more energy in his walk.
05:39Now we did this, again, just by really pushing each individual pose in the walk.
05:46Now you can do this for any walk.
05:48This is kind of more of an energetic walk, but you can certainly push poses
05:52to make a walk slower, make the character more happy, more sad, really
05:58whatever mood you want.
05:59Just make sure you push the poses, and it will read a lot better.
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6. Animating Runs
A run in four poses
00:00Now that you understand how to animate a simple walk, let's go ahead and move
00:05on to animating a run.
00:07Now runs and walks are similar in that the character is propelling himself
00:12forward with his feet, but they are different enough so that we should learn how
00:16to animate a run separately.
00:18So let's take a look at this basic run here. And as you can see, the
00:24character is running forward.
00:25Now the first thing you'll notice is that, well, a run is usually faster than a walk.
00:30Walk may take 12 to 16 frames per step. A run may only take 4 to 8 frames per step.
00:37So a run is actually a faster pace.
00:41Now if I go into this Perspective viewport, we can take a look at this a
00:45little bit more closely.
00:47Now the first thing is the character isn't just stepping from foot to foot.
00:52Typically in a walk, you have at least one foot on the ground at any time.
00:58But with a run, the character is actually leaping through the air.
01:02So at this point in the run, the character is actually airborne;
01:05he is off the ground, and then he hits the ground, cushions--so what's happening
01:12here is exact same thing in the walk, is that the weight of the character is
01:16coming down and that bends the knee and then he pushes off again and leaps
01:23through the air one more time and then catches himself.
01:27Now one of the things you'll also notice with the run is that the motion of the
01:30hips and shoulders are pretty much the same as they are in a walk.
01:35So in a run, the forward foot rotates the hip forward and then the shoulder
01:44will be back. So in this case, when the left foot is forward, the left shoulder is back.
01:51So we have that opposite shoulder-hip rotation as well.
01:56Now the arms, also, can be a lot more exaggerated.
01:59Again, the run is a much more exaggerated motion than a walk, so the arms
02:05will probably swing a little bit more and the character will move further
02:10with each step as well.
02:12So now that we kind of have a feel for the type of run that we're going to
02:16animate, let's go ahead and get started on animating a run in the next lesson.
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Animating a run: the passing pose
00:00Let's go ahead and start animating our run.
00:03Now before we get started, we do need to know how long the run will be--
00:08in other words, how many frames for each step.
00:12In this case, we're going to do about a medium-paced run, which is a total of 16
00:16frames for the cycle, or 8 frames per step.
00:21Now as we animate this, we're going to start with the lower part of the body,
00:25just like we did in the walk.
00:26We're going to start with the feet and the hips and get those all working together.
00:31And then in a second pass, we're going to do the upper body.
00:36So I have my timeline set for a total of 16 frames.
00:40We're going to go from frame 1 to 17, and let's go ahead and get our first pose blocked out.
00:46In a run, I usually find that the passing position is actually a better place to
00:52start than the extended position, because the passing position actually is a
00:56slightly more stable pose.
00:59So let's go ahead and get started on that pose.
01:02I'm going to view my character from the side here, and I'm just going to go ahead
01:07and start by making sure I have Auto Key turned on, and I'm usually working in
01:13Local coordinate system here.
01:16So I'm going to go ahead and move the character's hips forward pretty far.
01:21Now remember, this is a series of leaps that we're doing. So I'm going to go
01:25ahead and move that forward and then rotate those hips as well, and I
01:31actually want to get those almost to the point where the heels are lifting off the ground.
01:37Now I'm going to have to determine which foot I'm going to have planted first.
01:42And let's bring that left foot down.
01:45So I want to make sure that I get a nice bend for that foot. So I'm going to
01:50grab that heel control and rotate that just so the knee bends.
01:55Again, I just want a nice, natural bend, and that's something we've done before.
02:00And then I also want to make sure that that foot is locked in place. So I'm
02:03going into go ahead and hit the Set Key button there to make sure we have a key for that.
02:08And now I'm going to go ahead and grab the right foot, and we're going to move
02:13this up. And I'm actually going to move this so that that knee comes right up.
02:19Now notice how if I move it too far up, that knee is flopping around.
02:23And that's because we have these little knee controls, and they're a little bit
02:28too close to the body.
02:29So I'm going to go ahead and move those forward, so that way the knees don't
02:33start flopping around.
02:35So again, I'm going to go ahead and grab this foot and bring it up so that it's
02:41almost at a right angle to that body.
02:45Again, I want to push it up almost as far as I can, and then I'm going to go
02:49ahead and rotate that foot so that the foot is almost vertical here, and that may
02:55force me to reposition this foot a little bit as I rotate it, but let's go ahead
03:01and do that and get a nice bend to that foot here.
03:05So now that I have this, I've got a pretty good first pose, so this is a
03:11good extended position.
03:12This is where the character is about to take off and make the leap to the next foot.
03:18So now that we have this in place, let's go ahead and continue on and get the
03:23next pose in the next lesson.
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Animating a run: the extended pose
00:00Once we've animated the passing position, the next position will be the extended
00:05position, where the character's foot first touches the ground.
00:10So in this case, we have a passing position at frame 1.
00:15We want the character to then reach forward with this foot here and grab the ground.
00:21So we're going to do this about halfway through that first step.
00:25We have 8 frames per step.
00:27So we are going to move forward half of that or 4 frames to frame 5.
00:32Remember, 1+4 is 5. And let's go ahead and start blocking out this position.
00:38Now, I want to make sure Auto Key is turned on, and for Position actually, I
00:43want to make sure I am going to do this in World coordinate, so I have that.
00:47I am going to rotate this around local coordinates here, and I want to make sure
00:53that I get this foot flat.
00:56So if I go into my Motion panel here and click on Rotation, you will see that
01:04X rotation here is kind of coming right around 180.
01:08So I am going to go ahead and just type in 180 and then move this forward and down.
01:17Now, if I go over to the Position here, you will see that a lot of these are approaching 0.
01:22So I want to make sure my Z coordinate is at 0, which is right there on the
01:28ground--Y is forward and back. And let's go ahead and get that pretty close to about 72 or so.
01:38That's just a good round number. And then for X, let's just go ahead and keep it
01:43where it is, which is somewhere right around 6.
01:46Now that gets the foot out in front of the character.
01:50But we still need to move the hips to match.
01:53So I'm going to go ahead and start moving the hips forward. But remember,
01:58when the character has the foot forward, the hip is also forward.
02:03This is exactly like the walk.
02:05So we want to make sure that we rotate those hips forward.
02:08So I am going to go into Rotation, make sure we are in Local and we are going to
02:11go ahead and rotate those hips forward about 10 degrees.
02:15So if want to, we can check that key here, and the Rotation is going to be along Z,
02:22and I am going to make sure that value is at 10.
02:27So now, let's go ahead and just fine tune the positioning of these hips.
02:32I want the hips up just enough so that the leg is straight but has just a nice
02:38natural bend in the knee.
02:41So right about like that. Okay.
02:44So now that we have this part of the pose, we can work on the other foot.
02:49Now, the first thing I want to do is kind of unwind this pose.
02:54I've got this heel lifted off the ground, so I want to go ahead and rotate that
03:00down to a 0 value here under X Rotation, we can just type in 0, and then I'm
03:08going to rotate the actual foot itself and then move it up.
03:15So I want to get it slightly behind the character and then get that foot kind of in line.
03:22In fact, one of the things I'm doing is I am getting almost that same angle as
03:27the back, and that should strengthen that.
03:29Now when we scrub this, you are going to see that, well, this doesn't really
03:33look right, and that's because he is pushing off with this foot.
03:39In order to do that, we kind of need to keep that foot back so it gives that
03:43impression that the force is being transmitted through that foot.
03:48So I am going to go ahead and just scrub forward here. And let's just go
03:52ahead and move this back.
03:54Now, let's take a look at the positioning of this foot here.
03:57You can see that the seam between the foot and the toe is right on that grid
04:03line, and that's actually a good reference point.
04:06Let's go ahead and remember that.
04:08As he moves that back, we want to make sure that this is slightly behind that
04:12grid line. And let's go ahead and just move that up just a bit.
04:16So now we are getting it so that feels like the character is pushing off.
04:21And again, we can do the same with this foot here, and maybe I am going to rotate
04:25this just a little bit and move it down, and then we can also play with this toe a little bit.
04:32So here, at the beginning here, we want that toe to be basically 0.
04:38So I am going to go ahead and just set a key there for 0, and then I'm going to
04:44rotate this toe so that it's flat on the ground here. And then as he kicks off,
04:50I'm going to snap that toe back so that it has a little bit of drag here.
04:56So now it's going to seem like he is pushed off between these frames, and so
05:02this gives a much better sense of motion.
05:06So now that we have these first two poses and the in-betweens, we can do the
05:11same on the other side and mirror these poses, and we will do that in the next lesson.
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Animating a run: mirroring the basic poses
00:00Once we have the first two poses animated, we can go ahead and mirror those on
00:06the other side to make the other half of the run.
00:11Now let's just go ahead and review where we are at.
00:13We have two main poses here:
00:15we have a passing position at frame 1. Four frames later we have an extended
00:21position where the character sets his foot on the ground.
00:24Now, we want to go ahead and move forward another four frames to frame 9 and
00:29mirror the pose that we have at frame 1.
00:31The easiest way to do this is to basically do what we did with the walk and
00:35make him run in place.
00:38We do that by moving the main node of the character.
00:42Now, before we do that, let's take a look at where his foot is at frame 1.
00:48You can see here I've got his foot right over this grid line, and we can use
00:54that as a reference.
00:56So let's go ahead and start moving the character back.
01:01So I am going to select my character root here. Let's turn on Auto KEY
01:08and make sure we set a key at frame 1.
01:12Move forward eight frames to frame 9, and let's move that back so that the right
01:18foot is going to be just over that grid line.
01:21Now, if we go into our Motion panel here and go to Position, you can see
01:27Position in Y is 91 and change-- or it depends on how you move it.
01:34But I am going to go ahead and just round that up to 92 so that it's a round number.
01:39So all I have to do is just add that much more for the second half.
01:44So we go to frame 17, and we are going to move this character back again.
01:49But instead of 92, we are going to do double that. So I am just going to
01:53type in 184 into my Position Y Key Info.
02:01So now he is moving back, basically as fast as he is moving forward.
02:05But before we do anything, let's go ahead and check the curve.
02:09So I am going to keep this selected, CHAR_ROOT, and go into my Curve Editor.
02:14Now, when I do that, you'll see how it's actually doing a slow in and slow out
02:20because of my default curves.
02:22Now, yours may be different, but be sure to check that anyways.
02:26And if it's off, go ahead and set all of those tangents to Linear by
02:30hitting this button here.
02:33Now that we have that, we should have a fairly good motion here.
02:38So now the character is moving back as fast as he should move forward.
02:43So let's go to frame 9, and let's start mirroring that pose.
02:48The easiest way to mirror that pose is to use a Screen Drawing tool, and I am
02:54going to bring in my Linktivity Control panel here--and also, we should be in the right viewport.
03:01So I am going to go here into Viewports, and let's go into the Right Viewport,
03:05so we have it spot on right view of this character.
03:09So, first thing I want to do is go ahead and trace the pose that I had at frame 1.
03:16I want to make sure I get this passing position, the angle of each of the legs,
03:24as well as the position and orientation of the bottom of those hips. Okay?
03:32And then I want to make sure I get this foot as well.
03:36So now that I have those, let's jump out of our Linktivity mode here, and now
03:40all we have to do is match poses.
03:43So first thing I want to do is go ahead and just select this heel and rotate it
03:48up so that it's pretty much at that same angle.
03:52Then I'm going to move these hips.
03:55Now remember, when we did this pose here, the character had to rotate forward to
04:04get the right dynamic.
04:06So actually, I have the hips rotated forward, and I haven't un-rotated them.
04:10So I can go back into my Motion panel under Rotation here, and this will be
04:15Rotation in Z. Right now it's at 10, but I want to go ahead and set
04:20a keyframe for that at 0.
04:22So in fact, I can try dialing it in, but the easiest thing to do is going to Key
04:26Info and once we have set the key, I can go ahead and set that to 0.
04:32Let's go ahead and make sure I get that position just about right.
04:36It seems about right here.
04:38Now, let's go ahead and position the foot and the legs.
04:44So I want to make sure I get that heel at that same angle that I sketched out
04:48there, right about like that.
04:52Then we also, of course, need to unwind this toe.
04:56So let's go ahead and move that.
04:58And in fact, we can take a look at the rotation for this, which is going to be on
05:04Rotation X, and again, we want that at 180.
05:09I need to do a little bit of tweaking here.
05:11This knee is over-extended, so I want to drop that down.
05:16Make sure that, that knee is in the right place. And there we go!
05:22So now, I have got my second pose, and let's go ahead and erase my guidelines. Great!
05:30So let's do the exact same thing for that third pose.
05:34So I am going to move forward to frame 13.
05:36You can see he is still sliding back, but really what we would want to do at
05:39frame 13 is mirror what we have at 5.
05:42So again, I want to go ahead into my Pen tool. And let's go ahead and trace
05:47out position of this foot, the position and orientation of this body, as well as this foot.
06:04So now that we have that, I am going to go back out of my Draw mode in
06:09Linktivity. And let's go ahead and get that position as well.
06:13So I am going to do this exactly the way I did before.
06:16I want to start with that foot.
06:17Let's go ahead and zero that out. And here, again I am in my Motion panel.
06:24Rotation X for this foot. It looks like 0 is flat.
06:29So let's go ahead and move that forward.
06:31I am going to go ahead and move the hips forward, but again, remember we have
06:36to rotate those hips.
06:38So I want to rotate those hips about 10 degrees forward. And let's go ahead and
06:53move this back a little bit here, I have got this a little bit too far. So there we go!
06:58Let's go ahead and rotate these back here.
07:00So I want to make sure that's about -10. There we go! Okay.
07:05So now that I have got that in position, let's go ahead and get this foot.
07:09So I'm going to rotate this foot, move it up.
07:13I do want to get rid of the rotation on this heel.
07:18So let's go ahead and rotate that down.
07:20In fact, we can set a Rotation key here, and this Rotation is going to be 0 in X.
07:26So again, Rotation key, and then go ahead and just get that position.
07:36So that should be pretty close.
07:39Now remember, with this foot here, we want to make sure that this foot stays in place.
07:46It looks like we're kind of floating.
07:48So I want to make sure that I keep this locked down.
07:52So I am going to go ahead and select this key, Shift-drag it to frame 9, so
07:59that way I have that foot flat on the ground.
08:03And then as it goes up, we are going to have that same situation we had with
08:09this other foot. And so I want to make sure that that's on the ground there.
08:15And again, I want to rotate that toe forward.
08:20But I want to make sure I have a keyframe here at 9, and then I can rotate
08:26that forward so it's on the ground.
08:35What I'm doing is I am getting that kick off of the foot here.
08:40So again, now we want to snap that toe back, and we should be okay.
08:46So now I have got two of these.
08:48You can see it's pretty close.
08:51So now all I am going to do is get that last pose there, and again, that's going
08:57to be almost exact same as the first pose.
09:01So again, I can just go ahead and sketch this out very, very quickly.
09:09So, first pose is also going to be my last pose.
09:14So again, I want to get these hips in position here.
09:17I want to unwind those in Z. So go ahead and zero those out.
09:24Move this up right there.
09:27Now, notice how my knee controls here are behind the knee.
09:30So I want to go ahead and move those forward and then grab my heel, lift that up.
09:37You can see already I am getting the right angles here.
09:41Move the foot and rotate it. And again, unwind that toe.
09:51So I am not going to tweak this too much. Just go ahead and erase my guidelines
09:55and close my Screen Draw tool.
09:59Then I am going to go into my Perspective mode, so we can see this a little bit
10:03better. And let's go ahead and see what this looks like. There we go!
10:10That looks pretty close.
10:12Now, I can certainly go through and tweak it and really refine it, but you get
10:17the idea on the basic workflow here.
10:19We've got the lower half of the body running.
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Animating a run: adding weight
00:00At this point we should have a basic motion of the hips and feet in place.
00:05We've done the passing position as well as the extended position.
00:09So let's take a quick look at what we've animated.
00:12So I am going to go ahead and press Play here. And as you can see, the character
00:16looks like he's running, but it feels a little bit off. And the reason it feels
00:21off is because the character really doesn't have a sense of weight.
00:24Remember, in a run the character throws himself off the ground, leaps through
00:29the air, catches himself, and then propels himself forward, but we don't really
00:35have that yet with this run.
00:37Let's take a look at the motion of those hips.
00:39At frame 1, he is about to take off, and when he leaps in the air, well, a leap
00:47implies that he's kind of throwing his weight up in the air. But if we look at
00:52the motion of the hips, they are actually moving down, and that's just because of
00:56the way it in-betweens these two poses.
00:59So we need to add in one more pose. And the same thing is happening on the other side.
01:04So when he catches his weight on his foot, the weight should continue to move
01:11down before he moves it back up again.
01:14So let's go ahead and add in that motion.
01:17Select the hips, go into Move mode and make sure I have Auto Key turned on and
01:23let's go to frame 3.
01:24So frame 3, he should be leaping in the air.
01:27So I am going to go ahead and move those hips up just a bit.
01:31So now it feels like he's at least kind of leapt through the air, and now he
01:37wants to catch that weight and cushion. So frame 7 we are going to have a
01:43cushion position very similar to a walk.
01:45So I am going to go ahead and move those hips down and maybe even little bit forward here.
01:51You can see how he catches his weight, and that just feel so much better already.
01:57So let's go ahead and do that on the opposite side. So I am going to go frame 9
02:01to frame 11, and again, just move those hips up, maybe even also a little bit
02:07forward. And then from frame 13 to frame 17--we are going to go into frame 15
02:12actually--drop those down and again move him just a little bit forward.
02:18So with that we should have much better sense of weight, and you can
02:23already start to see that.
02:24But when we move the hips, we also need to adjust the feet to compensate, because
02:29the feet also aren't in the right place.
02:31So let's go through this first step here.
02:34So in that middle position, again, he's leaping through the air, and this foot
02:40really isn't reflecting that. It's really, again, just doing a straight in
02:45between, between this pose and this pose, but we need to make sure that that
02:49foot reflects the fact that he's leaping through the air.
02:52So we are going to go ahead and move that foot up and rotate it a bit, so now we
02:57have kind of cocked that foot so that it now feels much better when it sets down.
03:03Now when the foot actually sets down, it will set down on the toes.
03:08Remember, when we run, we tend to run on the balls off our feet.
03:13So let's go ahead and grab that heel control here. And let's go ahead and lift that heel up.
03:19So in order to make that happen, I do need to have an in-between here.
03:23So one, I will make sure I have a keyframe of 0 at frame 3.
03:27So the easiest way to do that is to select a keyframe at frame 1, hold down the
03:32Shift key and drag that. And now let's go ahead and just rotate that heel up
03:38just a bit, so it looks like he is catching the ground with his toe.
03:44Then as he pulls forward, then his foot flattens out. And again, we can do
03:48that just by selecting this keyframe here at 3 and Shift-dragging it so that it's flat.
03:55So now that feels makes it feel like he's really catching the ground. And again,
04:01as he goes through this pose here, I want to make sure that that foot is on the
04:06ground and then it lifts up again.
04:08So as you can see, that gives a much better motion, and we can certainly do that
04:13on the other side as well.
04:14I am going to grab my foot here, and then right here I am going to go ahead and
04:21rotate that foot and bring it up so that it feels like he's about to catch
04:26the ground. And right here you can see I don't have keyframes for that heel connector here.
04:33I've got one here at frame 5, so I can Shift and drag that 0 key for the heel to
04:38make sure that it's locked down.
04:40And then at frame 13, I want to rotate it up, and then as it catches the ground I
04:46want it to flatten out.
04:48And again, what I am doing is I am just selecting that zero key, holding down
04:51the Shift key and dragging it and I can do that twice here.
04:56So now I've got a much better sense of up/down motion and a much better sense of weight.
05:02Let's go ahead and rotate that so you can see it a little bit better.
05:08So at this point we should have the lower body animated. We haven't really done
05:13anything above the hips, so let's go ahead and move on to the upper body and
05:18start to finalize this run.
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Animating a run: the spine
00:00So now we have the lower part of the body animated. We have the hips and the
00:04feet animated. We have a sense of weight to the character.
00:08Let's go ahead and play what we have.
00:11But as you can see, there is no upper body animation, so the upper part of the
00:15character is kind of dead.
00:17So let's go ahead and start animating that. And as is usual, we will go ahead
00:22and work our way up the spine and then move on to the rest of the character.
00:25So let's go ahead and start with the spine.
00:28I am going to go ahead and Ctrl-select these lower two spine controls. And let's
00:32go ahead and start dropping in some keyframes.
00:35I want to make sure we have Auto Key turned on, but this time I am going to
00:38actually just going to set some keyframes at frame 1, frame 9, and also at frame 17.
00:46And that basically just locks in the spine, so I have some basic keys to work with.
00:52So let's go through to the extended position and set some keyframes there as well.
00:58So we are going to go to frame 5, and as you can see the right foot is forward.
01:04Now just like with a walk, when the right foot is forward, the right shoulder
01:11will be back, so we need to rotate the spine to do that.
01:15So right now we have kind of got the spine so that the shoulders are pretty much
01:20square, but let's go ahead and just do a rotate, make sure we are on Local here,
01:24and I am going to go ahead and select each spine joint and just rotate them a
01:29bit so the shoulders are forward.
01:30So now he goes from square shoulders and now the shoulders are forward at 9.
01:36Because we have set a key, they are square, and then at 13 we need to rotate
01:42that so that the shoulders are in opposition to the hips.
01:47So now we should have a good left right motion of the shoulders.
01:53But if we twirl this around a little bit and see him from the side, you will see
01:58that his spine is very stiff in the forward and back motion, so we should give
02:04him a little bit more flexibility.
02:07So let's go ahead and take a look at what we have here.
02:10The first thing I want to do is take this first pose here and give him a little
02:14bit more of a line of action.
02:16So I am going to take that spine and just rotate it a bit so he has a little
02:21bit more of an arch to his back.
02:23Now as he pushes himself up in the air, that's going to accentuate--remember,
02:27the body wants to stay where it is, so this head and the body are going to want
02:35to resist the forward motion of that spine.
02:38We are going to rotate that body up just a bit so that he is almost vertical,
02:45and again, just accentuate that line of motion.
02:49So then as he comes down, he is going to squash. So we're going to actually go
02:54into almost the opposite motion here.
02:57But remember, as he comes down, he's still resisting the forward motion a bit.
03:02So I am going to arch the spine up just a bit, and then as he catches his weight,
03:08that spine is going to rotate forward just a bit.
03:12So you can see now he's going up, and then he kind of drops down to give a much
03:19better sense of weight.
03:21Now we can do that again on the opposite side.
03:23In fact, we can just copy the keyframes for this first portion of it.
03:28Just Ctrl-select both of these spine joints and then Shift-select the keys at frame 1,
03:35drop them in at frame 9 and at frame 17.
03:41See, we already have a little bit of spine motion there.
03:45As he moves up, again, we are going to rotate him back, give him a bit of an
03:51arch to the back, keep that going as he touches the ground, but then when
03:58he actually cushions, we are going to lean the body a little bit forward to
04:02give that flexibility.
04:04So let's take a look at this.
04:06So now we have got much better forward back motion.
04:10Now the one thing I notice is that that head is not really following along.
04:15It's still a little bit stiff, so we can certainly do the same thing with the head.
04:21Now the way I like to animate the head is to just remember that the character is
04:25trying to see where he's going, so his head is going to look forward, and that
04:30will tend to get the right head motion.
04:33So I'm going to get the head so he is looking forward, and then I am going to
04:38go ahead and select that keyframe here on the timeline. Hold down the Shift key
04:42and I am going to copy it to 9 and 17.
04:46Now as he moves up, you can see how that head is kind of kicking back, so I want
04:52to make sure that his head is forward, and then at frame 5 it's kind of rotated
04:58a little bit to the right with that shoulder.
05:00I want to go ahead and rotate it forward, so again, he is just looking where he
05:03is going. And then as that body falls forward, he is going to want to see where
05:10he is going, so I am going to rotate the head up.
05:13So I rotated that head forward to the left and then back.
05:18So let's do that again, rotate this head forward here, two frames in at frame 11.
05:24frame 13, I want to rotate it a little bit to his right and then at the bottom,
05:30I want to go ahead and tilt that head up just a bit.
05:34That should give me a good motion for the head.
05:37So let's go ahead and take a look at that. That head is a lot more stable, and
05:42also the spine has a lot more flexibility.
05:46So just remember, the spine is going to be mostly secondary motion, so the
05:51character is throwing himself forward and up in the air, and the spine and the
05:55head are going to resist that, and also the shoulders will rock back and forth
06:02to mirror the motion of the hips.
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Animating a run: left arm motion
00:00At this point, we have the lower part of the body and the spine animated.
00:05So let's go ahead and just do the arms, and we should pretty much be done
00:10with the animation.
00:12Now I'm going to start with the left arm. And let's go ahead and get a sense for
00:17where the extremes are.
00:19So probably one of the first extremes is where that foot hits the ground.
00:24So the shoulder is rotated forward the most, and the arm is probably going to
00:30be forward the most.
00:32Then we have the exact opposite here when the other foot is forward and
00:36the shoulder is back.
00:38I'm not going to start this at frame 1. I'm actually going to start this at frame 5.
00:43So I want to make sure I have Auto Key turned on. And let's go ahead and
00:46start dialing in the arm.
00:48Now the arm motion is basically just going to be rotation.
00:51So I'm just rotating this arm locally.
00:54I want to get that first pose kind of locked in. So I'm just going to
00:58start moving down the arm here and make sure I get that kind of in and get that elbow up.
01:08So I just want to get that arm in front of the character.
01:12I can also work a little bit with that hand and get that bent in front of the character.
01:17And of course, characters don't run with their hands straight out, so I can
01:21certainly fold up that hand.
01:26So now, I should have a pretty good first pose.
01:29Now, notice how it's starting with the arm out.
01:31That's because there is a keyframe at frame 0 from the Auto Key.
01:35But we'll fix that a little bit later.
01:37Really, what I want to do is get the motion from 5 to 13 done.
01:41So let's go ahead over to the next extreme pose which would be frame 13.
01:46Now, what we want to do is rotate that arm back.
01:50So remember, this is forward, so the arm itself is going to be back. Okay.
01:58Now, remember though, that the motion of that arm is moving back.
02:04So as this arm moves back, the elbow and the wrists are going to drag behind.
02:10So I don't want to have that elbow completely extended.
02:16I just want to have it bent a little bit, and I want this arm to be a little bit back.
02:23As you can see, we're starting to get our arm motion a little bit.
02:27But we also have some things we need to consider.
02:30So, as the character is kind of cushioning here, that elbow will tend to bend
02:36a little bit, and then as he starts to move back--as he gets in to this
02:43extreme pose here at the extended position-- that arm is going to start to straighten out.
02:51So we basically have that.
02:54Now, when that arm straightens out, we don't want it to straighten out more
02:59than it is at frame 13.
03:01So I want to make sure that this angle here is shallower than this angle, so
03:06that arm is kind of starting to straighten out.
03:09So as you can see, we've got a pretty good motion there, and then as he starts
03:15to move forward, that's when that arm is also going to move forward.
03:20So, what we can do is we can do a little bit of overshoot here.
03:24So, as he kind of comes down here, that's where that arm will completely
03:31overshoot, and we can start to straighten out that elbow.
03:35Now, I don't want to lock the elbow; I do want to keep a bit of a bend to the
03:39elbow, and we'll also straighten out that hand--so right there.
03:44And then as he comes up into this passing position, we want to have the arm kind
03:50of in that middle position. And now this is where that elbow will be again at
03:56the secondary motion, so it's kind of dragging behind the arm.
04:03So now you see we've got from 5 all the way up to the end.
04:08That looks pretty good.
04:09And now because this is rotation, we can just copy keyframes. So I'm going to go
04:14ahead and Ctrl-select the shoulder, the elbow, the wrist as well as those hand
04:22joints, and then Shift-select the keyframes for all of those at 17, and then
04:28just slide them back to 1.
04:29So we should have a pretty good cycle there.
04:34So now if we take a look at that, you can see how we've got a pretty good arm
04:39motion for this character.
04:41So, all we have to do is the opposite on the right side and we should be pretty
04:46close to finishing this run.
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Animating a run: right arm motion
00:00We're almost there.
00:01We have the left arm animating and all we need to do is the right arm.
00:06So let's take a quick look at what we have so far.
00:10And as you can see we've got a pretty good run, except the right arm is sticking
00:13straight out which is not what we want.
00:15So all we have to do is just animate the right arm pretty much like we
00:20animated the left arm.
00:21Now I'm going to do this almost exactly the same, except obviously on the opposite side.
00:27So I do want to start with that position where the opposite leg is forward, and
00:33that's actually the strongest pose of the arm.
00:37So I'm going to go ahead and just take this arm, and we're going to go ahead and
00:41rotate that into position here.
00:44I've got Auto Key turned on, so we're setting some keyframes here.
00:49Now remember, when we have Auto Key turned on, you're going also get a keyframe
00:52at 0, but we'll figure that out when we get there.
00:56So I want to make sure that this arm is in front of the body. So I'm going to
01:03just go ahead and make sure I get that arm there and make sure I rotate the
01:07hand a bit as well.
01:09And of course, we want to make sure that we curl up those fingers.
01:13So I'm just hitting Page Up and Page Down to move between these.
01:16So Page Up goes up in the hierarchy, Page Down goes down in the hierarchy.
01:21So I just want to make sure that that's kind of rotated.
01:25So now I have a pretty good first pose here, and I want to make sure that we have
01:31keyframes for all of these.
01:32So now let's go ahead and do the opposite pose which will be at frame 5.
01:37So I'm going to go ahead and select that shoulder, bring it down, and bring it back.
01:44And again, remember this arm is moving back, so I want to make sure I have a bit
01:50of a arc to that hand, and also I want to make sure I get those fingers. So I'm
01:56going to go ahead and just Ctrl-select all of those, and I want to go ahead and
02:00select those keyframes and move them back to 5.
02:03In fact, I can also move them back to 1 just to keep them rotated in.
02:07So now I've got this much of the motion, let's view that a little bit more from
02:12the side here, so now I've got this coming up.
02:17Now as the character moves forward, that arm is going to start moving back.
02:23Before we do that, let's go ahead and get the middle pose here, which is where
02:27the character's arm is swinging forward.
02:29So I'm going to go to frame 9 here and make sure I get that. So this is where a
02:35secondary motion really kind of plays a factor, so the shoulder is starting to
02:40move forward and the elbow doesn't want to move forward so it's rotating in
02:45the opposite direction.
02:46So we can even do that a little bit here on frame 7.
02:51We can also move that back just a little bit so we get a nice sense of drag.
02:57And then again, we're having the opposite here from 13 to 17. He is starting to
03:03move that arm back, and the elbow is starting to straighten out just a bit, but
03:09it's still moving forward.
03:12And we can also do it a little bit on the wrist here.
03:14So now we should have from 5 to 13.
03:16Okay, so we can probably have a little more life here at 15, because remember he
03:23is squashing. So we want a little bit of secondary motion on that elbow, and we
03:28can straighten him out a little bit more on 17.
03:32So let's take a look at this again. There we go!
03:35That looks good.
03:35So now all we have to do is copy the keyframes at the end at 17 to 1 and
03:41we should have this.
03:43So I'm just going to go into Select mode by hitting Q and then just Ctrl-select
03:48the shoulder, the elbow, the wrist. And I already have the fingers selected,
03:54so let's go ahead and just keep those selected, hold down the Shift key, select the
03:58keyframe at 17, drag it to 1. So that should be pretty good.
04:04Okay, so let's take a look at this.
04:07As you can see, it looks pretty good.
04:10Now if we want to just have the character run through the scene, we can select
04:15this main node and just go ahead and delete these keyframes at 9 and 17 and so
04:22that allows the character to run through the scene.
04:27Now remember, the process of the run is very, very similar to a walk.
04:32We get our main poses blocked out-- in this case, the passing and extended poses--
04:38then we mirror those poses, we make sure the character has weight, and then once
04:43we have the lower body in place, we work our way up the body--we get the spine
04:49as well as the arms.
04:51So that should be a good guide to animating just about any run.
04:56So let's go ahead and take one more quick look at this.
04:59So there you have it, a very simple run for a character.
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7. Facial Animation and Dialogue
Animating blinks
00:00Up until this point, we've done mostly animation of the character's body.
00:05So let's go ahead and take a look at some facial animation.
00:09In this video, we're going to take a look at blinks.
00:13Now blinks really shouldn't be discounted.
00:15They're very important and can make a character that much more expressive.
00:20They can draw attention to the eyes, they can indicate mood, the speed of
00:24a blink can also indicate how fast or aware a character is, versus how dull a character is.
00:32So let's go ahead and do some very simple blinks.
00:35Now I have this character here, and we've got the full character rig with our
00:40facial rig, and I've got some blink controls.
00:43So if you want, you can take a look at how they work.
00:46They basically just move up and down and blink the eyes.
00:50So let's go ahead and start animating these.
00:54Ctrl-select both the upper and lower lids in this control panel and set some
01:00keyframes at frame 0 just to lock them open.
01:03Then I'm going to go ahead and move forward just a little bit so that we can
01:08start the blink after maybe about half a second of animation.
01:12So I'm going to just go out here to frame 12, which is a half-second in and
01:16just set another key.
01:18So now I have the eyes basically just open for the first half second of the
01:24animation or the first 12 frames.
01:26Now probably the most important thing to understand with blinks is how fast the
01:31character is blinking.
01:32The speed of a blink will indicate a lot about a character.
01:36Fast, hyper characters will blink more quickly than slow or
01:40dimwitted characters.
01:42If a character isn't quite getting something internally in his head, he may
01:47blink a little slower.
01:48And blinks really are kind of a connection to the character's brain, so it can
01:53kind of tell you a little bit about what's going on in his head.
01:57So let's go ahead and just do a normal blink.
01:59Now a normal blink is usually about six frames long. So I'm starting here
02:03at frame 12. So I'm going to go six frames ahead of that to frame 18 and
02:07let's close those eyes.
02:08I'm going to do upper lids first, drop those all the way down, and then bring up
02:14the lower lid, so we have completely closed eyes.
02:17Now you can see the eyes are closed, and now let's open those and we can open
02:23those at the same rate. So I'm going to go to 24, which is another six frames
02:27in, and we can Ctrl-select both the upper and lower eye.
02:32And if we want, we can move these, or because we already have keyframes for
02:36this, I'm just going to go ahead and rubber-band select this keyframe at 12,
02:40hold down the Shift key, and drag it over so that now we have a basic eye open.
02:47So let's play this and see what it looks like, so it's just a really simple blink.
02:54Now if we want, we can affect the speed of the blink very easily.
02:58All we have to do is really just move these keyframes around.
03:01So if we wanted to make this a slower blink, we could move these forward. So I'm
03:06going to go ahead and move these forward say four frames here, so that makes the
03:11close of the eyes slower. And if I play that, you can see he closes slower,
03:17opens a little bit more quickly.
03:19And if I space out the open of the eye another four frames, we're going to have
03:24basically a very slow blink.
03:27And you can see how that can give a different move than a faster blink.
03:31Now it could be mean that the character is slow or dimwitted, or he is slow
03:35to realize something.
03:37Really it just depends on the context of the scene and the character.
03:41Now if we want we can make this blink happen a lot more quickly.
03:45So I'm going to go ahead and move this first one back to frame 18, so we still
03:52have six down, but I'm going to open it a lot more quickly.
03:57Now you don't have to close and open the eyes at the same rate.
04:02One of the things I've learned is that opening the eyes a little bit faster
04:06makes the character seem a little bit more alert.
04:09So instead of over six frames, I'm going to open it over three. So I'm going to
04:13move this frame to 21.
04:14So let's take a look at that.
04:17So you can see that gives a lot more life.
04:20It makes them feel a lot more alert, and this is one of those ones that I really
04:24like to do is to open the eyes a little bit more quickly, particularly in
04:29cartoony characters.
04:31Now I'm going to go ahead and just move this back to a six close and six open.
04:36Now with any of these, really all we did was affect the eyes of the character.
04:42We haven't animated anything else, so the character looks a little dull.
04:48So let's go ahead and add a little bit more life by adding some head motion.
04:53Now a lot of times when we blink, we unconsciously dip our chin just a little bit.
04:59Now we can do it subtly or a little bit more exaggerated, just depending upon
05:05what we want out of the character.
05:07So I'm going to go ahead and select this head control. And let's go ahead and
05:11just set a key here at 0, move forward at 12, and set another key, so we've kind
05:17of locked down that first pose here.
05:20And then as the character blinks, we're going to blink to frame 18. So I'm going
05:24to drop that head just a little bit.
05:28And then I'm going to select that initial key, and I'm going to drag that out
05:33to frame 24 so that way we have just a little bit of a head dip as the character blinks.
05:39And as you can see, it does add a little bit more life to the character.
05:43That subtle motion of the head helps to sell with the blink and makes the
05:48character seem a lot more alive.
05:51Now if we want, we can certainly accentuate this.
05:54If I want, I can dip this head a lot more. I can twist it or turn it just a bit
06:01to get rid of that symmetry that we have going on.
06:05And as you can see, it gives a lot more force.
06:08So the motion of the head kind of amplifies the blink.
06:13So if you have no motion, the blink kind of is unnoticed.
06:17If you have a lot more motion, then it just adds on top of that blink.
06:23So those are some of the basics of how to work with blinks, and go ahead and use
06:29some of these tricks in your character animation.
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Animating changes in eye direction
00:00Many times in animation, you'll need to shift your character's eyes from one
00:05point in the room to another.
00:07Characters are always changing their focus or their area of interest, and a lot
00:11of that is indicated by eye direction.
00:15So changing eye direction is a very common task.
00:20Let's go ahead and work with that in this lesson.
00:23Now for this particular character, we have an eye rig where we have two pupils
00:28in these little circles here.
00:30So if I Ctrl-select these and just go ahead and move them, you can see I can
00:34move both eyes at once, or I can move them individually.
00:39Now some rigs have an external eye control.
00:43In other words, they have a dummy object or a null object that the character
00:47is looking at and you place that object in the room and the character will
00:51look at that object.
00:53Regardless of how you position your eyes, the theory we're going to discuss
00:56is basically the same.
00:58So let's go ahead and just start animating this character's eyes.
01:02So we're going to start with him just looking in one direction here.
01:06So I'm going to Ctrl-select both of these, and let's just make him look off to his right.
01:13And I'm going to go ahead and turn on Auto Key and set a keyframe for that,
01:18and then I'm going to go about a half-second in to frame 12 and set another keyframe.
01:22So basically we've just locked him down, looking one direction at the beginning.
01:27And let's make him look over to the opposite side to his left side over,
01:32let's say, another half a second or another 12 frames.
01:36So with these two selected, I'm just going to go ahead and move those over to
01:39the other side, and we have a bit of an animation here.
01:44In fact, I can move this a little bit more. There we go!
01:47Okay, so now I should have the eyes going from one direction to another.
01:53And if I play that you can see, well, the eyes are shifting direction.
01:58But if you had this in the scene, you would think that the eyes are kind of
02:02floating a bit in the eye socket.
02:06Now it depends on the scene. It depends on what the character is doing.
02:10But a lot of times when you have the eyes change direction just by themselves,
02:16it can appear slightly unnatural.
02:19So a lot of times, we like to cover a change in eye direction with a blink.
02:25It kind of adds a little bit of an exclamation point
02:28to that eye blink and draws attention to it so that the audience is looking at
02:33that change in eye direction. Because typically when you change a character's
02:38focus, it's for a reason, and so you kind of want to draw attention to that.
02:43So let's go ahead and add a blink.
02:45So we did this in the last lesson. Let's Ctrl-select both the upper and lower
02:50lids, set a keyframe for that. And let's go halfway in--six frames in. I'm going
02:57to drop the upper lids and then select the lower lids and bring those up.
03:02So now he is kind of covering that with a blink. And then I can make sure I have
03:08both of those selected, Ctrl-select the upper and lower lids, and then just
03:14select that keyframe at frame 12, hold down the Shift key and drag it, and that
03:19basically just copies that key where the eyes are open.
03:23So now that we have that, we should have a bit of a blink.
03:28As you can see, when he blinks it really does change the way you perceive that
03:35shift in eye direction.
03:37It definitely draws your attention to the eye, but also in addition to that it
03:42covers up that floatiness of the eye.
03:47You can see the eye is starting to move, but then we cover it up and then reveal
03:53it, so it's almost like we mute the floatiness of the eye while drawing
03:58attention to that blink.
04:00Again, just like with the eye blink though, we don't want just a blink on the character.
04:06We'd like to get the body and the head of the character involved in the action,
04:13so we can add in some additional head motion.
04:17So I'm going to frame 12 and set a key, and let's rotate that head down so when
04:22we go to the bottom of that blink, I'm just going to subtly--not too much--
04:27just kind of drop that chin just a bit, and then go to frame 24. And let's go
04:33ahead and rubber-band select the key at frame 12, hold down that Shift key, and drag it over.
04:42As you can see, it just adds a little bit more life to that blink.
04:48We can certainly add a little bit more to this.
04:52Now when a character is shifting eye direction, a lot of times it'll also
04:57shift his head direction.
04:58So if you're looking from left to right, you don't just move your eyes, you
05:03move your head as well.
05:05So let's go ahead and set him up so he is looking a little bit more to his right.
05:11So I'm just going to rotate that head just a little bit.
05:14And then as he blinks, obviously, we already have a key there to center it, and
05:19then as he opens his eyes, let's rotate him in the opposite direction.
05:24So now we should have a pretty good realistic blink, and as you can see, he's got
05:30a much better sense of motion.
05:33We've got a lot more life in this character.
05:37So, even something as simple as shifting eye direction involves the whole
05:42character, and that's probably one of the biggest points of this lesson.
05:46So, not only do you shift eye direction, you can cover it with a blink,
05:51and that's only if the scene wants it.
05:53And we can also shift the head direction slightly to amplify the motion of the eyes.
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Animating a head turn
00:00Head turns are another very important thing to understand in animation.
00:05Now head turns may seem simple, but there are actually a number of subtle layers
00:10to a head turn that will add believability to that.
00:14So let's do some simple head turns on this character.
00:17So I am going to select my character's head controller here. And let's turn on
00:22Auto Key and a let's rotate his head at the very beginning here. And let's
00:26just kind of rotate him about 15 degrees or so to one side and make sure we
00:32have a keyframe there.
00:34And then let's go ahead and just hold that for about half a second.
00:38So I am going to go to frame 12 here, and then let's turn his head.
00:43Now of course, how fast you turn the head will depend on the scene, but let's go
00:47ahead and just do this over about a half second.
00:50So I am going to go another 12 frames forward to frame 24, and I am going to
00:56rotate it back and then another 15 or so degrees to the other side.
01:03So now we should have a basic head turn.
01:08Now when we play this back, you can see it's pretty mechanical-looking.
01:11It looks almost like the character is just on a mechanical pivot.
01:17And that's because heads don't turn this way.
01:21They don't just turn left and right.
01:23We have a lot of anatomy going on, and one of the things is that when we turn
01:28our heads, we tend to dip the chin as we turn.
01:33So it's not really just a straight across animation, there's actually a bit of a
01:38dip to that animation.
01:40So let's go halfway through this, six frames in, so to frame 18. And let's just
01:47dip his head just a little bit.
01:49So when we play that back, you can see how even with just that one additional
01:55keyframe, it gives a lot more realism, and it makes the animation feel better.
02:02Now, we can add even more layers to this by working with the face of the character.
02:09Typically, when we turn our head, we're doing that because we want to see something.
02:15So we want to lead that head turn with the eyes.
02:19So we can do some animation of the pupils here.
02:23So I am going to go ahead and Ctrl-select both of these pupils, set a keyframe
02:28here, and then again, as he starts to turn his head--say maybe even only about
02:354 frames in--I am going to turn those eyes just slightly in the direction that he is looking.
02:43And then at the end of the head turn, I want to go ahead and copy the keyframes
02:49for those so that he is on target.
02:52Now one of the things I am noticing here is that his eyes will typically lead
02:59the animation just a little bit.
03:01So I am going to go ahead and select these eyes, and I am going to move them back
03:04just a couple of frames.
03:06So that way the eyes start and then the head follows.
03:09So notice how the eyes are just slightly leading the head, and that will give it
03:13just a hair bit more realism.
03:15Now just like with any change in eye direction, a lot of times it makes sense to add a blink in.
03:24Now you don't have to, but a lot of times it's actually a nice little
03:29punctuation point to that animation.
03:33So let's just animate another blink. So I am going to go ahead and select my
03:36upper lids, set a key here, go in about six frames here, so somewhere around
03:43frame 16, close those up, and then let's open those a little bit more quickly.
03:50I am going to go to frame 20 here and then rubber-band select the open eye
03:55key here and then just open them. And then we can do the same thing for the lower lids.
04:00Select those lower lids, set a key, frame 16, close it up, frame 20, select the
04:10keys at frame 10 and copy them.
04:12Okay. And again, I am just holding down the Shift key and dragging those keys.
04:17So now you've got a lot more realism.
04:22You can see that by adding all of these layers, each one of them adds
04:27a little bit of realism.
04:28So we've turned the head, then we added the layer to dip the chin, then we led
04:35with the eyes, and then we added the blink over the top of that.
04:39So as you can see, even something as simple as the head turn has a couple of
04:43different layers, and each layer adds just one more layer of realism.
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Working with audio
00:00Now let's start working with the mouth. And typically when we animate the mouth,
00:05we're animating dialog.
00:07So in order to animate dialog, we need to know how to import sound into 3ds Max.
00:14This lesson will be just a basic refresher course in how to import sound into Max.
00:21Now sound is imported using Track View.
00:24We can do it under Editors > Track View, either the Curve Editor or the Dope Sheet--
00:29or if we want, we can just hit this icon here and bring up a Track View.
00:35Now sound is what's called a global track, and you'll see this on the left-hand
00:41side of this window.
00:42If you don't see it, we can go into Display > Filters and make sure we have
00:49Global Tracks enabled, and hit OK.
00:52And when you do that, you'll see we have a Sound icon.
00:56All we have to do is double left-click on that, and it brings up the ProSound
01:01import module. And this is where we can add sounds and also affect how they play back.
01:08So all we have to do is hit the Add button here, and in the Chap07 folder,
01:14I have a number of different audio files.
01:16The one we're going to select here is called Vowels.wav.
01:20Once you bring it in, you'll see we have a number of options here.
01:25In fact, we can load multiple audio files if we want.
01:28We're just going to work with one right now.
01:31But we can see details about the file, how long it is.
01:35It is 190 frames long, or 6.3 seconds.
01:40We can turn on playback, which allows this to be played.
01:44We can play it once if we want, we can Permit Backwards Scrubbing.
01:49There are a number of options here.
01:51And also a render option, and what that does is it allows that audio file to go
01:57into a render--and that's only if we render something like a QuickTime or an AVI movie,
02:02something that can contain a soundtrack.
02:04So I am going to hit Close here, and let's go ahead and close out our Track View
02:10as well, and if I hit Play-- (Character speaking: A, E.)
02:14You can hear the soundtrack, but we can't see the soundtrack, and we can
02:19change that on the timeline here by going into Configure > Show Soundtrack, and
02:24there is our soundtrack.
02:25It's a little bit small, but we can see the waveform here.
02:30(Character speaking: A, E.)
02:32Now this is really just the vowels, so we can animate to those vowels.
02:37Like the Play Module said, this is 190 frames long.
02:40So we can go into our Time Configuration here and change our End Time to 190,
02:47and that should bring it all up.
02:49Now if we want, we can also look at the waveform either in Track View here,
02:56so we can go into the Curve Editor.
02:58And if you look here, we've got all of the sounds that we've loaded, and the one
03:01we're looking at here is called Vowels, and we can definitely see the soundtrack here.
03:06Or another way to do it is to open the Mini Curve Editor on the timeline.
03:14And again, exact same interface, just open up Vowels and select the Waveform, and
03:19we can see it a little bit more clearly here.
03:22I am going to go ahead and hit Close.
03:25So now we've loaded an audio file into 3ds Max, and we can now work with
03:31sound when we animate.
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Overview of the mouth controls
00:00Now before we actually animate to a soundtrack, let's go ahead and do a quick
00:05review of the facial controls for this character.
00:09Now I have most of the facial controls for this character in the bottom-half of
00:14this Control panel here.
00:16The first one is a Jaw Control and that basically just opens the jaw, moves it
00:22left and right, and if you want, you can get a little bit of a closed mouth
00:26here, and that will basically open and close the mouth.
00:30The next one here is called Dial, and this is a dialog control, so you can see
00:34that we get a number of different shapes wherever you move it.
00:38So if we move to the top-right corner, you get oo.
00:42Move it along that, you get oh.
00:46As you move down, you get a smile, or C-H type of pose. And then we can go into
00:53more of a closed mouth, or an M type of pose.
00:58So I am going to go ahead and undo my way out of that.
01:01Now in addition to that, for dialog we have two additional controls.
01:06This one here does F, which basically tucks that bottom lip under the teeth.
01:12We also have S-H, which is another very specific shape that you may or may not need.
01:18Now the rest of these controls really just add emotion and have
01:23additional facial shapes. So we have Smile.
01:27If you bring it straight up or left/right, you can control smiles.
01:31Go in the opposite direction, you have frowns.
01:34We have this one called Sneer, and that does the muscles along the side of the
01:39nose to kind of sneer him.
01:41And then we have this one called the Corrugator, so I call it Grrr, but it works
01:45those corrugators along the bottom of the lip.
01:49So those are the basic controls for the mouth, and now that we understand how
01:54they work, we can actually use them to start animating dialog.
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Animating vowels: A, E, and I
00:00Now let's go ahead and start animating the character's mouth and start
00:04doing some lip sync.
00:05We're going to start with the vowels.
00:07And basically the plan here is to show you how to animate each individual
00:12phoneme, and then we'll put all of that knowledge together at the end and
00:17animate some dialog.
00:18So we're going to start off with a couple of the basic vowel sounds
00:23Now, the file that we have loaded should have the audio soundtrack loaded as well.
00:29So if I play this-- (Character speaking: A, E, I, O, U, Y.)
00:37It should have 6 vowels in it, A, E, I, O, U, and Y.
00:42And these are pretty representative of the vowels you get in the English language.
00:47And if you can get these, you should be able to get most other types of vowel sounds.
00:51So let's go ahead and start with the first half of this.
00:54We're going to go A, E, and I, and then in the next lesson we'll do O, U, and Y.
00:59Now, first thing I want to do is get my soundtrack visible.
01:05Now, if you don't already have it, we can try and do
01:08a Configure > Show Soundtrack.
01:11In this case, it's not showing with this particular piece of dialog, so when I
01:16scrub through this, I really can't see it.
01:18Now, if I zoom in, I might be able to see it a little bit better.
01:21So I can certainly hold down Ctrl and Alt, and then right-click to zoom in, and
01:28you can see a little bit of that soundtrack there but not a whole lot.
01:32Probably the easiest way to see this is to open up the Curve Editor.
01:36Either we can do that here and open up the Mini Curve Editor.
01:40But actually, I like to float that window, so I am going to go up here and open
01:44the Curve Editor as a floating window.
01:46Now, we can find the soundtrack here under Sound, and open up Vowels.wav and
01:54look at the waveform and you can see here we've got that first vowel,
01:56in fact, we can play it. (Character speaking: A.)
02:00Okay, so that's the vowel A. But because this is floating, and I
02:04have a fairly tight screen, it's hard to see the character.
02:07So I am going to have to rearrange the windows just a little bit so we can
02:10see everything at once.
02:12So let's go ahead and put this up towards the corner of the interface here and
02:17get my character zoomed in so I can see him fairly well.
02:22Okay, so now let's go ahead and start animating.
02:25Now, the first thing I want to do is set some neutral keys.
02:30The character right now is at a neutral position here.
02:35So I am just going to go ahead and select all of these controls here on the
02:39bottom half of the Control panel, and these are all my mouth positions, and then
02:44I am just going to go ahead and hit a Set key for those.
02:47Let's go ahead and turn on Auto Key as well, so when we start animating we can
02:52get the keyframes in.
02:54So now as I scrub-- (Character speaking: A.)
02:59You can see it here in the Curve Editor that it
03:04starts right at around frame 6 or frame 7. (Character speaking: A.)
03:12And then tapers off around frame 18 or frame 19.
03:16Now A is a very common vowel, and one of the things with vowels is that they
03:21usually open the mouth quickly, and close it slowly, and you can even see
03:25that here on the graph.
03:27You can see how the graph kind of goes up in volume fairly quickly and then at
03:31the end it tapers off.
03:33So that's kind of how we want to animate this.
03:36We want to animate that mouth opening quickly, and then gently closing.
03:40So we're going to start this animation at frame 6.
03:43So we can either set a key here while the mouth is neutral--that might be an
03:48easiest way to do it--or if we want, we can just right-click and highlight that
03:52neutral key we created at 0 and then just drag that in.
03:56Either way will work.
03:58So now that I have that, we want to find out where that sound comes in and gets
04:04to maximum volume. (Character speaking: A.)
04:07And you can actually see it right here on the Timeline.
04:09You can see that when I am at frame 8, we have that maximum volume at frame 8.
04:14So really it opens only over a couple of frames--over two frames.
04:20So let's go ahead and open the mouth.
04:21So I am going to select my jaw slider here. And let's move that down to drop the
04:27draw, and say A. So I am going to go ahead and drop that jaw just a bit.
04:31So here we go. (Character speaking: A.)
04:36And then he needs to close the mouth over the rest of that.
04:41So we can close it here, or if we want to get an exact neutral position, I
04:45can certainly highlight that initial keyframe that I set and drag it, so
04:50that's about the same. (Character speaking: A.)
04:53So once we do that, let's take a look at the lip sync.
04:57(Character speaking: A, A.)
04:59So that's okay, but it doesn't really have a lot of character.
05:03Now, if you think about it, "A," if you say it, there's always a little bit of a
05:09smile that kind of fades in to that vowel.
05:13So we go, "A," and your mouth just naturally comes into a little bit of smile.
05:17And we can add a little bit more to this animation by just fading in a smile
05:22over the course of this.
05:24So as he opens his mouth. (Character speaking: A, A.)
05:28I can start smiling the character.
05:31Now, if I want, I can smile at frame 8, which is basically where I have that
05:37other keyframe for the jaw, but if I want a little bit of overlap, a little bit
05:42of variation, it's best to push that in just a little bit.
05:47So I am going to go ahead and push that to frame 10 and then just kind of smile
05:52his mouth a little bit.
05:53So now. (Character speaking: A.)
05:58Now he's kind of smiling as he talks, and that gives just another
06:03little level of animation here.
06:06So I am going to keep that keyframe smile right at around 15, and then kind of
06:12fade it out to 0 by frame 19.
06:15And again, if I want, I can take that neutral key and just Shift-drag it to
06:20make sure it's perfect.
06:22So let's go ahead and play this. (Character speaking: A, A.)
06:26So that gives a little bit more life than just opening the jaw.
06:30Again, with lip sync, you do want to mix your mouth shapes to give a little bit
06:35of life, a little bit of flexibility to the face. Okay.
06:39So that's A. Let's go through to the next vowel, E. So I am going to go ahead and
06:44hold down Ctrl+Alt and then just move my timeline over.
06:49And again, I just want to get it so that I have my next vowel here.
06:54And I can see it here, I can see-- (Character speaking: E.)
06:58It starts at around frame 30 and is somewhere in the mid 40s.
07:01So again, I am going to hold down Ctrl+Alt and just drag my Timeline. So maybe
07:06my first frame is frame 28, and then right-click to drag the other side of the
07:10Timeline so that I have about a frame 45 or so.
07:14And you can see that here as I right-click and drag, I am dragging the right
07:19side of this window, left-click and drag, I am dragging the left side--and
07:24remember, I'm holding down Ctrl+Alt.
07:27So let's take a look at E. (Character speaking: E, E.)
07:31Okay. So E starts somewhere between 29 and 30.
07:36Let's start from that neutral position, so at frame 29 I am going to go ahead
07:41and just hit a Set key, so that way I have a neutral position.
07:47Now let's go ahead and animate E. Now, E is kind of more of a wide mouth, and if
07:53you say it, "E," your mouth tends to go wide and you show your teeth.
07:59So let's go ahead and try and get that pose in as the mouth creates that sound.
08:05(Character speaking: E, E.)
08:07So somewhere around 31 or 32. You can see from the volume graph here that this
08:13is less of an open quickly close slowly. This is a little more steady state.
08:19So I am going to go to frame 32 here, and then I want to get a wide mouth.
08:24So I can use this Dial slider here, and if I move it down towards the corner, you
08:31can see I'm getting kind of a consonant shape.
08:33So if move it down to the very corner there, I get the teeth that I need, and it
08:38also widens up the mouth.
08:39But I still need to open the mouth because it's a vowel.
08:42So I am also going to drop the jaw here. (Character speaking: E-E-E-E-E-E-E.)
08:49And again I can close that down towards the end here, which is at, say, frame 41.
08:55So again, I can select all of my controls, highlight that neutral one at 29, drag it to 41.
09:01So now he goes. (Character speaking: E.)
09:04So let's go ahead and play that. (Character speaking: E, E, E.)
09:08So one of the things I want to do is I actually want to open that mouth and keep
09:12that mouth open a little bit more.
09:14So I am going to go ahead and select the Jaw and the dialog slider and just
09:18Shift-drag that key, so I am basically copying the key from 32 to about 36.
09:25So let's take a look at that. (Character speaking: E, E, E.)
09:29So if I want, I can do that, or if I want I can open it up just a little bit
09:34more at the beginning to give it a little bit more variation.
09:38Let's try that again. (Character speaking: E, E, E.)
09:42Okay, so that looks pretty good.
09:44Remember, E has the mouth wide and the teeth showing.
09:50Okay, so let's move on to the next one here, and if I look at my waveform here
09:55from the time slider, you see it starts somewhere between 50 and 55 and ends at around 70.
10:01So again, we can use our Ctrl+Alt and left-click to move the left side, right-click
10:09to move the right side.
10:10Move it in so we have 70 as our endpoint, and then left-click so that my
10:17starting point is somewhere around 50 or so.
10:20I should have this next vowel. (Character speaking: I, I.)
10:24Which is the letter I.
10:26So let's go ahead and start breaking this down.
10:28Now, if I scrub into this, you'll see somewhere between 53 and 54 it starts,
10:39and then it fades out somewhere around 68.
10:43So we're going to start here at 53 and fade out by 68.
10:50So again, at 53, let's just start with a neutral position.
10:54So I am going to go ahead and select all of these, set a key.
10:58Now I is very similar to A in that it opens the mouth fairly quickly,
11:06and then closes it slowly.
11:08But the thing about I is it's more like I-E. It's kind of more like A-Y-E.
11:14So it starts in, in an A, but it ends in an E, so we go, "aa-ee." Aa-ee.
11:22We start with an aa, an A, and end with an E.
11:26And since we've already done those vowels, we should understand how to do them.
11:30So I am going to go to frame 55, and let's go ahead and just open that jaw up.
11:38So now. (Character speaking: I, I.)
11:41Let's go ahead and close down that jaw as well.
11:44So we wanted to have that closed somewhere around 67, 68.
11:48So again, I can just select this neutral pose at 53, hold down the Shift key and drag.
11:54So now I should have an A. (Character speaking: I.)
11:58But we don't have that I-E, and we can do
12:01that again with this dialog slider, but we're going to fade that in a little bit later.
12:06I am just going to kind of guesstimate this, and I am going to say around 58 or
12:0959, a little bit past that initial open of the mouth, and then I'm going to make
12:16that E sound come in.
12:18So now we should have this: (Character speaking: I, I, I.)
12:22Which is good.
12:25It's starting to look better. It starts to look a little bit more like an I.
12:29But we still need to close down that-- that mouth there, so at frame 68 which
12:36is kind of where it ends, I'm going to go ahead and again left-click and drag,
12:40select the key at 53, which is our neutral key, hold down the Shift key, drag,
12:45and drag that to 68. (Character speaking: I, I, I, I, I.)
12:52So that looks pretty good. Each vowel has its own unique character.
12:57But if you sound them out in your mouth and speak it out, you can very easily
13:03understand what's going on with the character's mouth, and by looking at the
13:07waveform, you can understand the timing.
13:10So now that we understand a little bit about vowels, let's go ahead and do some
13:13more in the next lesson.
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Animating vowels: O, U, and Y
00:00Now that we understand how to animate a few vowels, let's go ahead and animate
00:04the rest of the vowels.
00:05We are going to animate O, U, and Y. Now a lot of these vowels have the
00:12purse-lipped mouths, and so these are all kind of related to one another.
00:18Now I have my Curve Editor already set up so I can see my waveform, and I have
00:24my timeline set up so that I have my first vowel up.
00:28So let's go ahead and play that. (Character speaking: O, O, O.)
00:32So that's the letter O. So O is pretty straightforward.
00:37We are going to use an O shape here on the dialog slider, and we also need to
00:43open the jaw just a little bit.
00:45But before we do that, we should set a neutral position.
00:49So let's understand where this actually starts. It starts at 80.
00:55So I am going to go back to 79, and let's set our neutral positions.
00:59Select all the lower half of the face, and let's just do a Set Key there, so now
01:04I've got a neutral position locked in. So let's do O.
01:09(Character speaking: O.)
01:10O, a lot of times you can just start with the wide O shape here. So you can do--
01:17(Character speaking: O.) And this tails off right around 93 or 94.
01:23So if I want, I can highlight that neutral pose there and just go ahead and drag that in.
01:28But if we just do that-- (Character speaking: O.)
01:32It doesn't really have much oomph. And now when you do an ow sound, a lot of
01:39times you actually open the jaw a little bit more to get some more volume.
01:43So let's go ahead and add that in.
01:44I am going to go to frame 81 where we have that big key there, and I am going to
01:49select my Jaw slider and just go ahead and stretch it out just a bit.
01:53So now he has a little bit more open mouth, a little bit more volume.
02:00(Character speaking: O.)
02:02But as he closes down, I also need to kind of shut down that jaw as well.
02:07So I am going to--not exactly to the end--but somewhere before there.
02:11Let's try frame 89 and go ahead and just kind of close that at that point.
02:17So let's see how that works. (Character speaking: O, O.)
02:20That's looking better.
02:21It has a little bit more oomph at the beginning.
02:24But if you think about it, O actually ends with more of an oo sound than a closed mouth.
02:33So let's add one more little layer in here.
02:35So I am going to go ahead and grab that Dialog slider here, and if you notice--
02:39(Character speaking: O.) It just kind of goes back to neutral.
02:44But if we want we can go to more of an oo sound here--so at frame 89 I am
02:50actually going to pull it up to the top right corner of the slider, and it's
02:55going to go to oo and then to neutral.
02:59So 81, it's top left corner, which is the O sound. Top right corner at 89
03:07which is the oo sound.
03:09The two are very closely related, and then it tapers off to zero.
03:13(Character speaking: O, O, O.)
03:16So that looks a lot better, and that's a lot more realistic.
03:19So remember with the oo sound, you can open the jaw to give the voice a little
03:25more volume, and then at the end, you can fade to an oo sound if you have enough
03:30time, and that will also add to the believability.
03:34So let's go ahead to the next one.
03:35I am going to again Ctrl+Alt+Right-click. And let's go onto our next sound here,
03:42and that ends somewhere around 120.
03:44So I want to make sure I have 120 visible, and then I am going to go ahead and
03:50make my Start frame somewhere around 100.
03:53Okay, and this next one should be U. (Character speaking: U.)
03:58Now if you notice, this actually has kind of a tapered beginning and a tapered end.
04:03So it's not like A or I, which I would call hard vowels where the mouth
04:07opens really quickly.
04:09But this one, the mouth kind of fades in and fades out.
04:13So this is a softer vowel than an A or an I. So let's go ahead and play this one
04:18more time and understand what the vowel is doing.
04:20(Character speaking: U, U.) So it's going ee-oo, okay? So ee-yoo.
04:26So it's going to actually start off with more of an E sound and end with an oo sound.
04:32So this starts right around 103, so let's go one frame back to 102, set a
04:41neutral key, and then let's go ahead and set an E.
04:46(Character speaking: U.)
04:48You can see how this is gaining volume to about 108.
04:51Somewhere between 108 and 110, it's building in volume.
04:55So when it's built up its volume, we can put in our first phoneme shape, and that
05:02would be an E sound.
05:04So let's go ahead here and give it teeth here, E, and open up the jaw there.
05:12(Character speaking: U.) And then it goes pretty quickly to an oo sound.
05:17So we can go over here to kind of an O here, and I want to go ahead and close
05:23down that jaw pretty quickly here. (Character speaking: U.)
05:28Now one of the things I'm finding here is that this particular slider, it's
05:33crossing over a zero point right about here.
05:37You can see here it's kind of crossing over a zero point.
05:40So I might want to add in another key just to get it across a little bit more quickly.
05:46(Character speaking: U.)
05:53So I may also want to move this one back in. (Character speaking: U.)
05:58And then let's go ahead and fade that out to zero here.
06:01So let's see what we have here. Let's go ahead and play that.
06:04(Character speaking: U, U, U, U.) It's a little harsh on the transition here.
06:10(Character speaking: U.) Right there.
06:13Okay, so what I need to do is-- there we go! That's better.
06:18So I want to make sure that I have kind of a start of an oo here.
06:23(Character speaking: U.)
06:25That's a little bit less of a snap between those two frames.
06:27(Character speaking: U, U, U, U, U.) Okay so that's U.
06:34Now remember, U is kind more like an ee-oo, so you might want to start with a
06:39wider mouth, fade it in, and then fade out on the oo sound.
06:45Now we have one more vowel to do, and that's going to be Y. So let's go ahead
06:51and set our End frame to somewhere around 150 and our Start frame to let's say
07:00124-125 and listen to Y. (Character speaking: Y, Y.)
07:07So Y is another soft vowel. It's a lot like U. You can see it builds slowly and
07:14then fades slowly as well. Oo-I.
07:18So oo-I actually starts with an oo, and then it goes to an I sound.
07:23So it's oo-I, oo-I.
07:27So let's find the start of this.
07:29So 126 is actually its start, so it's actually starting pretty quickly here.
07:36So I am going to go ahead to 125, the frame before where I hear that sound
07:40coming in, set a neutral key.
07:43(Character speaking: Y.) So we can hear.
07:46The I is coming in around 130.
07:51So 128 or so I want to have that oo sound here. So now--
07:58(Character speaking: Y.)
08:00Okay, and then 130-131 I want to have the I. Okay, now remember, I is aa-ee.
08:08So let's go ahead and zero out of the oo, Shift-select that keyframe, drop it in
08:15so it zeroes out, select the jaw, and open that up.
08:20Now one of the things you're going to notice here is that I only have two keys.
08:25I have a key for the jaw here at 125, and then again at 131.
08:29(Character speaking: Y.)
08:31And you can see that it actually adds a little bit of a disconnect here because the
08:35mouth is opening over that oo, and it's really stretching it right there and we
08:40really don't want that to happen.
08:41So again, I am going to go ahead and Shift-select and copy that neutral key to 128.
08:48(Character speaking: Y.)
08:50So that way the jaw doesn't start opening until I have a good oo sound, and then I-ee.
08:58So I am going to keep that mouth open and fade it into an E sound.
09:01So I am going to go up to about 135, kind of drop my mouth closed a little bit,
09:08and then on that dialog slider, again I want to go ahead and just let those
09:13teeth be shown here.
09:16(Character speaking: Y.)
09:19And then, of course, we want to fade out, which is again, Shift-selecting and
09:23copying those neutral keys.
09:29So let's take a look at Y.
09:32(Character speaking: Y, Y.)
09:34So remember, for Y it starts with oo, goes to aa, and then goes to ee, oo-aa-ee, Y
09:43This really shows you how you can actually break down vowels into even sub-vowels,
09:49in other words, subcomponents.
09:51Y is not just one shape.
09:53It's a combination of different shapes, and this kind of sets us up a little bit
09:58more for a more complex facial animation.
10:02But remember, with any vowel just try and sound it out and understand the shape
10:08that the character is trying to make.
Collapse this transcript
Animating consonants: B, D, and G
00:00Now that we understand how to make vowel shapes, let's go ahead and move on to consonants.
00:06Now at first, we are going to do consonants that start at the beginning.
00:11So we are going to do B, D, and G, and this will give you kind of a feel for how
00:16to do consonants that start a word, and then in the next lesson we will do ones
00:21that where consonants end a word and some special consonants.
00:25So let's go ahead and work with these.
00:28So I have my soundtrack loaded.
00:30It should be called consonants.wav, and let's just play the first part of this.
00:35(Character speaking: B, D, G.)
00:38Okay. So B, D, G. Now they all have the same ending which is an E sound,
00:46but the beginning is different.
00:49So by doing this, we can understand how different consonants give different effects.
00:55So before we get started, let's go ahead and actually get my character set up
01:00here with a graph editor, or a curve editor, so that way I can see my sound which
01:07is called consonants.wav. And I just want to see that waveform.
01:11I am going to go ahead and shrink this down so it fits on my screen here so
01:16I can see everything.
01:17Now first thing I want to do is just go ahead and limit this so that I only
01:21see that first phoneme.
01:24So I am going to set my timeline to about 20.
01:27Now I can do this by either holding down Ctrl and Alt and right-clicking, and
01:33that would just go ahead and drag that timeline.
01:36Or if I want, I can just go into my time configuration and make the length
01:41somewhere around 24 or 25.
01:43So now I should just have that one consonant. (Character speaking: B, B.)
01:48So the letter B.
01:50The first thing we need to do is figure out where it starts.
01:54So let's go ahead and listen to this. (Character speaking: B--)
01:56So you can hear the mmm, the buh sound even at frame 1.
02:03(Character speaking: B--) And it opens up into the vowel at frame 3.
02:08So we need to go ahead and start animating those right off.
02:12Now just like we did with the vowels, I want to go ahead and set a neutral
02:16position at the very beginning.
02:18So I am going to go ahead and select the lower part of the face, and Set Key for
02:23those, and then I am going to turn on Auto Key.
02:26Now for this first frame I want to get a B shape here.
02:30So let me zoom in just a little bit.
02:33So for B, it really is just the mouth closed, but if you want you can accentuate
02:39the closing of the mouth, you can tighten up the lips of the character.
02:42We can do that on this rig by using this dialog slider and sliding it over to right and down.
02:49And if we want, we might also want to add in a little bit of jaw if we want.
02:54But you could see how his lips tighten up and accentuate that B.
03:00And then it starts opening at frame 3.
03:04So what I want to do here is, again, just set another key for that at frame 2.
03:11So I have locked this down, and then over the next two frames--from frame 2 to
03:17frame 4--I will go ahead and open this in to the E sound.
03:20(Character speaking: bee-eee.) So I am going to go ahead to an E sound here.
03:26So that means I am going to animate this dialog slider over so that the teeth
03:31are showing and then also open up the jaw a little bit.
03:35So we have an open mouth.
03:37Now one of the things with the jaw is that I didn't set any additional keyframes for this.
03:42So it's going to open over frame 0 to frame 4, and that doesn't look quite realistic.
03:50So I want to make sure it's shut down at frame 2 and just opens up over two frames.
03:55I am just going to go ahead and dial that down that down just a little bit here,
03:58and now-- (Character speaking: bee-eee.)
04:01We can start animating the rest of that vowel.
04:06So I am going to go ahead and close out the mouth.
04:10Select that neutral keyframe at frame 0, hold down the Shift key, and drag.
04:15So now what we have here is-- (Character speaking: B, B, B.)
04:19And then, of course, I also need to close the mouth down as well.
04:23So I am going to go ahead and take that dialog slider, select my Neutral key at
04:27frame 0, hold down the Shift key and drag, and then I'll copy that keyframe.
04:33So we should have something reasonable here. (Character speaking: B, B, B, B.)
04:39Now if I want, I can hold that mouth open just a little bit longer and give it
04:44more of that E shape.
04:46So I am going to go a little bit in here to, say, around frame 8 and make those
04:51teeth a little more visible.
04:53That will lengthen vowel just a hair. (Character speaking: B, B, B, B.)
05:00So there is a B.
05:02Now remember, you want to get the consonant first.
05:05To make sure that consonant holds for a few frames--
05:08usually two frames minimum-- then open the mouth in the vowel.
05:13So let's go on to the next consonant, and that's going to be this one over here.
05:18So if you look at my timeline here, anywhere from frame 25 to a little after frame 50.
05:25So in fact, let's just do this in Time Configuration.
05:27We will do our start frame as frame 25.
05:30End Time, let's say, 54, OK, and that should be good.
05:36So now we have-- (Character speaking: D, D.)
05:38The letter D. Now D is a little bit different.
05:43Now if you sounded out with your mouth, you will see that D has the tongue against
05:50the back of the teeth, and the teeth are visible.
05:53So it's very similar to the E sound in that the teeth are visible, but the mouth
05:59is actually closed and just the teeth are showing.
06:01So let's find the start of this and start animating that consonant.
06:06(Character speaking: D-- D--)
06:08You can see it starts right around 32, and then it opens up.
06:13So I am going to actually start here at 30, and let's go ahead and lock down the mouth here.
06:20I am going to set my neutral key here at 30, and then at 32 I want to get
06:25that consonant shape. (Character speaking: D-- D--)
06:30And make sure I set another key here at 33, and then we can go ahead and open the mouth.
06:37And again, the same thing applies to the jaw.
06:41We want to make sure that the jaw is closed during that consonant.
06:45So I am going to go back to frame 33, select the neutral key at 30 and then copy that.
06:53(Character speaking: D.)
06:55And then I am going to go ahead and open the mouth for the E sound.
07:00So let's see what we have. (Character speaking: D.)
07:04So again, we want to close that down. (Character speaking: D.)
07:08So it ends around 46.
07:10So I am going to go ahead and close down the jaw right at around 41 or so.
07:17In fact, again I can just copy that first key there and get that in, and then
07:22just like it did with the other one, I want to keep those teeth bared for a
07:26little bit during this E sound.
07:29So I am going to set a key at 37 and then go ahead and fade that back out to 0 around frame 44.
07:39So let's take the look at this. (Character speaking: D, D, D.)
07:43Okay, so that's pretty good.
07:45I can actually open my mouth a little bit more. (Character speaking: D-D-D.)
07:49So let's go ahead and into my jaw slider here and pop that mouth open just a
07:54little bit more, give it a little bit more oomph.
07:57(Character speaking: D, D.) Okay, so that's a D sound.
08:03Now let's go ahead and move on to the last one here. And let's take a look at
08:07this audio file here.
08:09You can see it starts somewhere after about 60 and maybe ends somewhere past 85.
08:16So let's go ahead and just do this in the Time Configuration.
08:19So I am going to start at somewhere around 60, and then End Time is going to be 87.
08:27And I just want make sure that I get this sound in my timeline so I can work with it.
08:31Let's go ahead and play this. (Character speaking: G, G.)
08:35Okay, so I probably need a few more frames beforehand.
08:38So I am going to make my Start Time 57. So we are going to from 57 to 87 here.
08:44(Character speaking: G, G.)
08:48So, let's go ahead and find that G sound right around 62.
08:56Then it rises up into the E. You can see it here also in the timeline here, you
09:01can see that waveform.
09:03It's going up into the E by around 67.
09:08So the G starts around 60-61, and then by 66-67 it's at maximum volume.
09:16So let's go ahead to 60, select those, and neutralize those.
09:22Now let's go ahead and dial in our G sound.
09:25Again, make the sound with your mouth, G. You will notice that your lips kind of
09:30come together and they purse a little bit.
09:33So we can take this S-H slider--and you can see you're getting that sort of shape,
09:39and I don't want to go all the way with that.
09:41I just want to kind of purse the lips a little bit, but I also want to show
09:46the teeth a little bit.
09:47So I am going to go this Dial slider here and maybe smile it just a little bit.
09:53So now one more time, and just add a little bit of a keyframe there and then
10:01another keyframe for that S-H, just add some variation, and then we are going to
10:06go ahead and pop open the mouth. (Character speaking: G.)
10:09So G. And now this is where we open up the jaw.
10:12But again, remember we have keep the jaw closed before we open it.
10:17So I am going to go ahead and set a keyframe there and then open it, and as I
10:24open, I am going to go ahead and dial back this S-H shape.
10:27In fact, it I want I can copy that neutral key.
10:30This is one reason why I am always doing that, and then I can also make it more
10:34of an E sound by putting up that Dialog slider. (Character speaking: G.)
10:40Okay, so maybe I have my mouth open a little too much. There we go.
10:44(Character speaking: G.)
10:46Let me go ahead and start closing that down to make sure that this jaw still has
10:51the teeth bared. And let's see how this works. (Character speaking: G.)
10:55And let's go ahead and end this.
10:57So I am going to go to my jaw, select that and again, copy my neutral key to
11:04frame 78, do the same for the dialog here.
11:08We are going to go ahead and copy that and close down that mouth.
11:11So let's see what this looks like. (Character speaking: G, G, G.)
11:16Again, I can pop this open a little bit more. I am being little conservative on
11:21this mouth open here.
11:22So let's go ahead and open that a little more. And let's see how this works now.
11:27(Character speaking: G, G, G.) Okay, so this is the G sound.
11:33So as you can see, each individual consonant has its own shape, and even though we
11:39go into that same vowel afterwards, the shape that you have beforehand does
11:44affect your perception of the dialog.
11:47So let's go ahead and play all of these at once.
11:49I am going to go in my Time Configuration here. We are going to start at frame 0,
11:53go to frame 87. And let's go ahead and play this. (Character speaking: B, D, G. B, D, G.)
12:04So as you can see, each one is subtly different.
12:08Remember, each consonant must be on for a minimum of about two frames in
12:13order for it to read.
12:15Otherwise, it will look like it's popping, and it will appear as though it's jittery.
12:19So you want to keep a little bit of time for your consonants and then move
12:23into your vowels.
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Animating consonants: F, M, and S
00:00Let's take a look at some other consonants as well, and these are consonants
00:04that are softer and also preceded by vowels.
00:09So let's go ahead and play the consonants we'll be working with in this lesson.
00:13(Character speaking: F, M, so. F, M, so.)
00:19So F and M. Both start with a vowel, and then so is the letter S, which is also
00:27a nice consonant to know how to animate.
00:30So first thing I want to do is isolate that first constant here.
00:35It's starting right around frame 88 and ends somewhere around 108.
00:41So let's do 88 to 108 in our Time Scale here, and let's go ahead and see how this works.
00:52So it goes. (Character speaking: F.)
00:57You can hear the F sound comes in later. It goes--
01:01Right around 96. The eh sound starts around 90-91.
01:08So let's go ahead to frame 90 and set our neutral key, and then at 92 let's go
01:14ahead and open the mouth for the F.
01:17So this is going to be almost just a jaw open here.
01:20We could add a little bit of wide mouth, but it's not an E, it's an uh.
01:26So let's just go ahead and open up the mouth. (Character speaking: F.)
01:33And so as that jaw closes, it's going to go into the F sound.
01:38Now if you look here on our Control panel here, you can see we have our Ffff slider here.
01:45So I am going to go ahead and start to dial that in, but before I do I need to
01:50zero it out because we need to have it at zero while the mouth opens up into that F.
01:56It's already at 0.
01:58So I am just going to go ahead and set a key there
02:01and then just start dialing it in as I close that mouth.
02:09In fact, if I want to close that mouth completely, I can just, again, copy
02:13my neutral key here. And let's go ahead to my Ffff slider and just maximize that out.
02:19So let's see how that looks. (Character speaking: F, F--)
02:24Notice here, it feels a little fast. (Character speaking: F, F, F.)
02:26So if I want, I can actually fade that in over a longer period of time.
02:33So I am going to start at frame 94 instead of 95 for the F sound.
02:38(Character speaking: F, F, F.) Then we need to fade out the F as well.
02:45So we hear it fades out somewhere around 102-103.
02:49So again I am going to copy that 0 key to 102. And let's see what this looks like.
02:53(Character speaking: F, F, F, F.) That looks pretty good.
02:59Now one of the things about sounds like F or M is that they can go on for a very long time.
03:06You can go fff, you can actually keep that consonant going for a while.
03:12So unlike the hard consonants like B or P or T--which are usually just very
03:19short like two or three frames--longer consonants such as M or F can stretch out
03:26over multiple frames.
03:28So let's go ahead and actually animate an M. And let's do the next one.
03:32So let's start this at 108. And let's go to about 132 or so, and that should give
03:41us a nice amount of space to animate this M.
03:44(Character speaking: M, M, M.) Now let's listen to this.
03:49It goes, eh-mm-uh.
03:53There is a little bit of a secondary vowel at the end here.
03:57(Character speaking: M, M, M.)
04:00You can see when he lets go of that M, he gives an exhale and that gives kind of an uh sound.
04:05So we need to make sure to animate that as well.
04:08So again we're going to need to go with an eh sound, and that starts at 115.
04:14So we go one frame back to 114, set some keys for that. And let's go ahead
04:21and open up that mouth.
04:24So I am going to grab the jaw slider and pull it down.
04:28(Character speaking: M.)
04:30Now an M is very similar to B in that it's just the mouth closed.
04:35So if I wanted to, I could very quickly open and close the mouth.
04:39But it's not going to look as good. Let me show you.
04:43(Character speaking: M, M.)
04:45If you want to really accentuate that M, you should tighten the lips.
04:49So at frame 120 I should have those lips kind of tightened up into a pose.
04:55So we can do that by using this Dialog slider, and we can bring that down and to
05:02the right to get that kind of tight lip for the M.
05:06But again, we need to make sure that we zero that out so we only fade that in
05:12over a small amount of frames rather than from the beginning.
05:15So I am going to go ahead and select my neutral key at 114 and put it to 118.
05:21So I am going to zero it out at 118, so it fades in over two frames. So you can see M.
05:30And then at frame 124-125, we have that uh sound.
05:37So what I want to do is hold that M until about 124 and then open the mouse
05:42slightly to give that uh sound.
05:46So again, I am just going to create another key and maybe even tighten the lips a
05:50little bit more, again just give it a little bit of variation and then at 26, I
05:57am going to zero out the M and open up that jaw.
06:02Now again we need to make sure that the jaw is zeroed before we open it.
06:06So I am going to copy a 0 key to 124, and then at 126 I am just going to pop-open
06:12the mouth just a little bit and then close it up again right there.
06:18So let's see what we've got. (Character speaking: M, M, M, M, M.)
06:25So that looks pretty good.
06:26Remember, even within consonants, you can get slight inhales or exhales, and
06:31those will show up as vowels or open mouth sounds, and that's what we saw here.
06:37Now we've got one more.
06:39So I've got somewhere from around frame 130 to a little bit past 160.
06:45So let's go ahead and do our Start Time at 130. End Time, let's make that 160.
06:52And let's go ahead and play this last one. (Character speaking: So, so.)
06:58So this one starts with a consonant, but it's a soft consonant.
07:02It's the letter S. And again. just like the letter M, you can have a very long S sound.
07:10It can expand multiple, multiple frames.
07:13So we need to find out where that starts and animate it.
07:20You can hear it right at 138, and then the O starts at 144.
07:29So from 138 to 144 is that S sound.
07:35So I am going to go one frame before to 137. And let's go ahead and just set
07:41our neutral key, and then two frames forward into 139, I want to get that S sound.
07:47And what is S?
07:49It's very much like D in that it's just a closed mouth.
07:53And this is kind of our universal consonant sound. If you don't quite know
07:57what to do, just kind of bear the teeth a little bit and that will give us a good consonant.
08:02But for S, this is perfect here.
08:07So right around there. We want to keep that.
08:09So I am just going to set another keyframe here.
08:14So it goes into an O at maybe 145.
08:18Actually, I am going to do this at 145, and I am going to go ahead and
08:22zero out my S sound.
08:23So I am going to select that neutral key, copy it over, drop open the jaw, but I
08:32also need an O. Now before I do that, notice how the jaw is opening from 137 to
08:38145, and I need to make sure that it stays closed here to about 142 or so.
08:47(Character speaking: So.)
08:50And so, once it goes up there we need to make sure that we also go into an O sound.
08:54So I am going to select my Dialog slider and kind of dial it in there.
09:00(Character speaking: So.) Now O always kind of fades out into oo.
09:06So I am going to go ahead and move my Dialog slider to the right and also
09:10close out that jaw.
09:12So I am going to copy a neutral key to about 148-149 here.
09:16(Character speaking: So.)
09:20And then let's go ahead and close this mouth by copying that neutral key here.
09:26So now we should have this. (Character speaking: So, so, so.)
09:33So you can see we start with the S sound and then go into the O, which again is
09:38a combination of multiple sounds.
09:40So we actually were animating mostly the dialog and the jaw slider.
09:45Now if we wanted to, we could add in a little bit of this S-H here to give it a
09:50little bit more, but again, that's for more of a sh than a ss.
09:54But if you want, you can dial that and give a little bit more of a purse of a lip, if you want.
09:59So those are some of the basic consonants. And remember, consonants each have
10:04their own shape, some consonants may be longer than others--minimum of two
10:09frames for a consonant.
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Animating lip sync: assigning phonemes
00:00Now that we've had some practice with animating phonemes--both vowels and
00:04consonants--let's go ahead and put that knowledge together and actually
00:07animate a line of dialog.
00:09Now I have a simple two-part line of dialog here. And let's go ahead and play it.
00:14(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
00:23So let's animate the first half of this, and to show you some of the process
00:28for animating dialog.
00:30Now the first thing I am going to do is zoom in on my timeline.
00:33I am going to hold down Ctrl and Alt and then right-click to make my end frame
00:39somewhere around frame 46. And if I want, I could actually do this as well in the
00:44Time Configuration dialog.
00:46So first thing I want to do is get a neutral frame.
00:49Now depending upon the scene, your character may have a facial expression on its face.
00:55In this case, we are going to start with neutral just to make it a little bit easier.
00:58So I am going to select all my lower part of my face and go ahead and just set a
01:04keyframe for that. And let's make sure Auto Key is turned on.
01:08So let's go ahead and scrub through the track and see what we have.
01:11So as you can see, that frame 1 has nothing, and it really starts at frame 2.
01:19So if I leave everything selected, hold down my Shift key and drag, you'll see I
01:24am just going to go ahead and zero everything out again at frame 2 so that way
01:28we have a neutral position from which to start.
01:31So that first vowel is I,
01:32I've, I, and then a V. So let's go ahead and do the I first.
01:39(Character speaking: I--) So I am going to go two frames into frame 4.
01:43And basically, all we need to do for this one is to grab that jaw slider and open it up.
01:51So I am going to go ahead and just open that up.
01:53I can put it to the right or left a little bit, just to give it some variation,
01:57but basically, it's going to go. (Character speaking: I--I--I've--)
02:00Then next phoneme is V, and that's very similar to an F. So we can use that slider there.
02:06So I am going to go ahead and close down my mouth.
02:09In fact, if I want, I can select that neutral that I had at 0, copy that in, and
02:15then I want to dial in my F or V sound.
02:19Now one of the things you'll notice here is that I have a 0 frame here at 2, but
02:25when I go to 6 where I want to dial that in, I don't have any in-between.
02:31So if I bring this in here, you'll see that when I've got no in-between here
02:38that it's going to start getting that F shape while the mouth is open, and
02:42that's not what I want.
02:44So I am going to go ahead again and select that neutral key and copy it into frame 4.
02:50(Character speaking: I've.)
02:52So I've sworn, okay. So now we need to get an S sound.
02:56(Character speaking: I've s--)
02:59You can see the S sound is pretty much here by frame 8.
03:03So I want to zero out the F. So again, I can just select any one of those 0
03:08keys there, and then let's go ahead and select the Dialog slider here and slide
03:14in an S. But again, we have the exact same problem we have with F. I don't have
03:18a key on this beforehand.
03:20I only have a key at frame 2.
03:23So I need to go ahead and select a neutral key and just slide it in about two frames before.
03:29So I am going to go ahead and copy that to frame 6 and then get my S sound.
03:35(Character speaking: I've s--) Now go sworn, so it goes to an oo sound.
03:41(Character speaking: I've s--) So we've got the oo completely in by frame 11.
03:47So oo is over here.
03:50So we are basically going from bottom-left to top-right on this slider here, and
03:56this may create a little bit of an inconsistency.
03:59Let's see how this plays. (Character speaking: I've swo--swor--)
04:03You can see I've got the S there, but it's in-betweening way too fast.
04:07I want to see that S a little bit longer.
04:09So I am going to go ahead and push that back and do that another keyframe at frame 9.
04:15And then here, again, the mouth is closed.
04:18I want it to kind of be transitioning from the S sound to the oo.
04:23So I am going to go ahead and just get this shape.
04:26So basically I am just single-framing this.
04:28(Character speaking: I've swo--) Okay, so now sworn.
04:31So it's going to open up into an O. So I am going to go ahead and slide this
04:37over and then maybe open up the jaw a little bit.
04:41Again, remember, if you haven't set a key for something, you need to make
04:45sure you have a blocking key to make sure that it remains at that same value
04:51until you need it again.
04:52So I am going to go ahead and copy my last key here to frame 11, which is two
04:59before where I need it.
05:00Just drop that jaw open just a little bit here
05:03(Character speaking: I've sworn--) Great!
05:06I've sworn, and then we go back into an N sound, which kind of has the teeth
05:13bared, almost like a D or T in that it's showing the teeth.
05:17(Character speaking: Orn-- orn--) So about 16 I want to get it into that N sound.
05:24So I am going to go ahead and drop my dialog to this and then just go ahead and
05:30adjust my jaw slider so that it gives me what I want here.
05:34(Character speaking: I've sworn--)
05:36I've sworn off, and again we are going back to an O or an uh. Kind of ah-off, we can go uff.
05:48Okay, so there's ah. And then with this Dialog slider, I am going to go ahead and start
05:55getting this back to 0.
05:56In fact, I am going to go ahead and make it 0 here, and we are at frame 18 now.
06:00(Character speaking: Sworn off--)
06:02Ah-fff, and then we go back to an F. So the F comes in right around frame 22.
06:09The last key I have for this is right around frame 8, but I need to make sure
06:13that I lock in that 0 value before I start animating it.
06:18So I am going to go ahead and select that key and copy it to frame 20 and then
06:22dial in my F and close my jaw so it looks good. (Character speaking: Sworn off--)
06:32Okay, I want to make sure that I keep that jaw open for the off.
06:36(Character speaking: Sworn off. I've sworn off.) There we go.
06:41I've sworn off.
06:43So now I've got that first stream of dialog there.
06:46(Character speaking: I've sworn off.) Now we've got to go to pancakes.
06:50Now at that point, the mouth is going to be closed and we want that tight lip.
06:56So the first thing I want to do is take my F sound and kind of get rid of that
07:02and then also make sure my jaw is completely closed.
07:05So I am going to go ahead and select that 0 frame there and make sure that
07:09that's closed, and now I want to dial in a P sound.
07:14Now the P is going to be that tight-lipped sound, and again, remember just before
07:18you set a key, look to see where your last key was, and if it's pretty far back,
07:25go ahead and just hold down the Shift key and drag that to about two frames before.
07:31So that way it's not in-betweening over the rest of the dialog.
07:35So I am going to go ahead and just tighten up those lips.
07:37(Character speaking: Off p-p-pan--) Then we go to pancakes.
07:42And pancake is an A sound.
07:44So again, we just want to go ahead and zero out that Dialog slider and drop open the jaw.
07:49Now with the jaw, I notice we already have a closed frame at 26.
07:54So when I open it up at 28, we should be okay.
07:58(Character speaking: Off pan-n-n-n--)
08:01Pan, nn, N sound, we just want to get a little bit of teeth in there.
08:07Now remember, I am playing with this Dialog slider, and I haven't had a key in a while.
08:11So I want to make sure I get a blocking key right before that.
08:16(Character speaking: Panca--)
08:18And then C. We can just emphasize that a little bit, and then A, we can open up that
08:27jaw again, and then we can start zeroing out this slider here.
08:33So again, I just want to select the 0 key for that.
08:36(Character speaking: Ancakes--)
08:38Okay, and then we want to make sure we get that to 0, the jaw slider.
08:43Then we have an S. So I want to make sure I get that S shape.
08:47(Character speaking: Ncakes--)
08:50Now once we have all of this done, we should have a neutral expression there.
08:55So let's just go ahead and finish this out by copying 0 keys to 46.
09:00So this should be good rough pass of this.
09:03Now this might not be perfect, but it should be close for this first half of this dialog.
09:08Let's go ahead and play it. (Character speaking: I've sworn off pancakes.)
09:11(I've sworn off pancakes. I've sworn off pancakes.)
09:15Okay, so that looks pretty good.
09:17I am sure there are a few places where I can tweak it and adjust keyframes to
09:21get it popping a little bit better.
09:23But that's the first half.
09:25So go ahead and use this workflow to animate the second half of the lip sync.
09:33Now remember to pay attention to where your last in-between was for a slider.
09:38Make sure that you put in a keyframe two frames before so that way you've
09:44blocked out that pose for however long you haven't used that slider.
09:50Also, remember that consonant should be a minimum of two frames.
09:54If you have dialog that's going faster than one phoneme per frame, then you
09:59have to approximate.
10:02So go ahead and animate the last half of this, and then we'll circle back and do
10:07the rest of the animation.
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Animating lip sync: head motion
00:00At this point, we have the phonemes of the dialog animated, and so let's take a
00:05look at what I animated and you can compare that to what you did.
00:10(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
00:15So yours may be similar and may be a little bit different, but remember, with lip
00:20sync it really is kind of a combination between technical and artistic.
00:26So if it looks good, then it usually is good.
00:29So just make sure that you have a lip sync that pretty much matches the
00:33dialog and looks good.
00:35So now that we have that in place, we really only have the mouth animating, we
00:40need to animate the entire character, which means the head, the body, the mouth,
00:45the eye blinks, and all of that.
00:47So let's go ahead and just focus with this lesson on head motion.
00:52So first thing I am going to do is kind of get a little bit of acting in there.
00:57Now let's go ahead and play this one more time.
00:59(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
01:04So I want to do a little bit of acting with the head as he says,
01:08"I have sworn off pancakes."
01:10Now the words sworn off means he is saying no. He is refusing the pancakes.
01:16So we can accentuate that with a little bit of a head shake to indicate that he is saying no.
01:22So let's go ahead and grab that had Head slider. And let's go ahead and turn on
01:26Auto Key. And let's set a keyframe for that at zero.
01:30Now we need to understand, where he is going to shake his head no.
01:35So let's scrub through this dialog--
01:37(Character speaking: I've sw--)
01:39So the sworn off comes in right around 9 or 10.
01:43(Character speaking: Sworn off--)
01:45So sworn off somewhere between 10 and 20. Somewhere in that range he's saying no.
01:52So I want to go ahead and just kind of walk down the initial pose at frame six.
01:59So I am just going to go ahead and kind of just jog the head just a little bit
02:03so it moves but just perceptively.
02:07Just so it has a little bit of motion, so that the character starts coming to life.
02:13Again, just a subtle difference between frames can bring life to a character.
02:19But now what he wants to do is he wants to cock his head so that he can say no.
02:25So on frame 10, we need that first part of that shake.
02:31So I am going to go ahead and rotate his head and tilt it a little bit, because
02:36as you rotate your head, usually it will tilt just a bit.
02:41And then we need to have the final pose which would be at frame 20, so I
02:45am going to go ahead and rotate the head around and then tilt it the other direction here.
02:50So now we've got-- (Character speaking: I've sworn off--)
02:54But remember this is a head turn.
02:57So we need to go to frame 15, halfway between 10 and 20 and dip the chin.
03:03Remember when a head turns, it will dip.
03:07(Character speaking: I've sworn off--) So that gives a good sense of motion here.
03:12So now what we want to do is cushion the end of this head turn, so I am going
03:16to just keep him at this position but just kind of straighten his head out,
03:20just a little bit-- (Character speaking: I've sworn off pan--)
03:24And then as he says pancakes, I want to bring him back to center.
03:30So somewhere around frame 32, I can actually copy my initial pose and get him
03:36centered again, and then maybe just adjust it a bit.
03:40Now remember also-- (Character speaking: Off pan--)
03:43When he says large vowel such as the A in pancakes, he may also tilt his head
03:49back, and that's another little component with animation, you need to understand
03:54how the dialog is moving to understand how the head is moving as well.
03:58So when he says a large vowel, like the A in pancakes, his head will tilt back a bit.
04:06So here you could actually tilt his head back a lot, and you can see how it
04:11almost looks like he is singing to open up the throat.
04:14But we want to just make that a lot more subtle here.
04:17So I am just going to go ahead and just bring it up just slightly.
04:21In fact, I am going to go ahead and delete this keyframe to see where I was at
04:25and then just notch it back a few. (Character speaking: Sworn off panc--)
04:30So you see how when he says pancakes, the head tilts back a little bit.
04:34Let's look at that one more time. (Character speaking: Off pancakes--)
04:40And then we can adjust that in.
04:42Now that second A in pancakes is a lot more subtle, so we don't need to hit every
04:47single one of those.
04:48That will make it look a little less natural. So let's try this.
04:51Let's just play this first part. (Character speaking: I've sworn off pancakes.)
04:56So now that we've got that first part, we can go through the rest of the dialog.
05:02Now for the rest of this, I don't think we are going to do much acting with the
05:05head, so let's just go ahead and understand how the mouth is moving and how the
05:10volume of the dialog is affecting the position of the head.
05:13So as he is saying large vowels, I want to tilt head back just a little bit. So again,
05:22that's a big vowel there at 50, so I am going to go a few frames before that and
05:27just kind of tilt the head down just a little bit in anticipation of that and
05:33then drop the head back, and maybe just to give it some variation, maybe tilt
05:38the head just slightly--
05:40(Character speaking: Ancakes. I'm having--off pancakes-- pancakes--I'm having--I'm having F--)
05:49Now again, what I want to do is as he says, "I am having," I want to go ahead and
05:51kind of just settle him back down.
05:53So I am going to copy that keyframe at 40, and again, adjust it just a little bit.
06:00(Character speaking: --akes. I'm having French--) Having Fr--)
06:04French, okay, that's another big vowel, so let's go ahead and drop the head just
06:08a little bit on the R. (Character speaking: Fren--)
06:13And then as he says, "French," I am going to go ahead and tilt it back.
06:16Now I am doing this a little bit more extreme than realism.
06:21And again, this is a stylized character, so we are going to be a little more
06:24extreme with the animation for this.
06:26(Character speaking: I'm having French--) Okay, and then again--
06:33(Character speaking: Toast--) Toast, so now we have got--
06:43(Character speaking: Having French Toast inst--) And then S and then ed.
06:49As we get that a larger value, he is going to tilt his head back just a bit to
06:52open up his throat, and then we can settle him out at the end.
06:56I am just going to copy that very first frame to the last here.
07:01So now we have got:
07:02(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
07:06So that just gives a little bit more life to the character.
07:10Now we still need to add in blinks and do some body motion as well, and we will
07:15follow along with that.
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Animating lip sync: the eyes
00:00Now let's go ahead and continue with some additional animation.
00:04We are going to go ahead and work with the eyes.
00:06We are going to add in some blinks and some eye motion in order to bring the
00:10character more to life.
00:12So let's go ahead and see where we are at. I am just going to go and play this animation.
00:15(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
00:20So the head is kind of alive, and we have little bit more motion and a little bit
00:24more life in the head, but we still don't have any life in the eyes.
00:29So let's go ahead and start adding some of that in.
00:32Now the first thing you want to do is a couple of blinks here.
00:35So the first thing I'm noticing is that, well, he's got a head turn right
00:39here between 10 and 20. (Character speaking: I've sworn off--)
00:43Usually when a character does a head turn, he will blink his eyes.
00:48So I am going to go ahead and start animating that.
00:51I'm going to go to frame 0. And let's go ahead and just set some keyframes for the eyes.
00:57I am going to select both the upper and lower lids and go ahead and set keys and
01:00make sure we have Auto Key turned on, and let's go ahead and set some keyframes
01:05here for those lids.
01:08Then I want to go ahead and understand where exactly he's going to blink his eyes.
01:14Well, he starts his head turn right around frame 10.
01:20So I want him to start blinking maybe even a little bit before that.
01:25So I want to go maybe two frames before that, and again, just lock down those
01:31keyframes at frame 8, and then as he starts to move, I want to blink him.
01:38So his blink is at the bottom at frame 14.
01:41So I am going to go ahead and drop those upper eyelids, select the lower
01:46eyelids, and lift those to close the eyes here.
01:49Here we go. (Character speaking: I've sworn off--)
01:54So now I want to actually keep the lids closed for a little bit.
01:58I want to keep them closed throughout that head turn.
02:02So again, I want to make sure I select both of these lids. And let's just copy
02:07that down key to frame 18.
02:09Now one of the cool things about blinks is that typically you just have open and closed keys.
02:14So if you remember where your open and closed keys are at the timeline, you can
02:19quickly copy and paste them to get very fast blinks.
02:22So now I have a closed frame at 18, and I want to open his eyes up again.
02:28So that means I have to go four and six frames out.
02:32So probably frame 24 I want them be open.
02:35So I know I have an open key here at frame 6.
02:38So I just make sure all of these are selected, select that key on the timeline,
02:43hold down the Shift key, and drag it so now his eye is open.
02:46So let's see how that works.
02:48(Character speaking: I've sworn off pancakes--) There we go!
02:55Now we have a nice break in the dialog between pancakes and I'm. So let's see.
03:01(Character speaking: --ancakes. I'm having--)
03:03So right here between 40 and 50 or so there is a nice little break.
03:07So let's go ahead and add in some blinks there.
03:10So I am going to go to 42, and again just to add in an open eye key here at 42,
03:17go another six frames to 48, and that's where I want to it be closed.
03:22So if I look at my timeline, I knew that it was closed between 14 and 18.
03:26So I am going to grab the keys at 18 and close his eyes, and then I want his eyes
03:32to open a little bit more quickly.
03:34So let's open them at four frames in rather than six.
03:39So I am going to go four frames from 48 to 52, and copy and the open.
03:46So let's see how that works. (Character speaking: I've sworn off pancakes. I'm having--)
03:51Beautiful!
03:52So let's play this again.
03:54(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
03:59So I also want to add one more blink just to keep him alive.
04:02So where he says, "I'm having French Toast instead," let's go ahead and add in
04:07a blink there as well. (Character speaking: Toast--)
04:09So he is starting to say "instead" somewhere around 76.
04:15So let's go ahead and select all of these keyframes.
04:18Here you see we actually have an open, closed, and open keyframe.
04:22So all we have to do is select all of those and drag entire blinks.
04:27So that makes my workflow a lot faster.
04:29So now I have added in another blink towards the end where he says instead.
04:34(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
04:39So another thing we could do is play with eye direction.
04:42So as the character is moving his head, his eyes will not just stay fixed.
04:46So I am going to go ahead and select both of these pupils, and again, I just want
04:51to start him off with a neutral key.
04:54So I am going to add in a key there. (Character speaking: I've sworn off--)
04:59So as he starts to move his head here, I want to start animating those eye positions.
05:06So again, I want to make sure I am in Local mode so I get exact eye position.
05:10So I just want to push the eyes a little bit to the side here.
05:15But notice how they're also moving here between 0 and 6.
05:20So I want to select the ones at 0, copy them to 6 just to lock that down, and
05:28then as he turns his head, he typically looks in the direction that he's moving.
05:33So again, I want to push those eyes over a little bit past center, right as he
05:39opens his eyes, so somewhere around frame 20 or 21.
05:42(Character speaking: I've sworn off pancakes--)
05:47And then I want to recenter his eyes again, and I can do that just by selecting
05:52that center position at 0 and then that should give his eyes a little more life.
05:58(Character speaking: I've sworn off--)
06:01Then as he says, "I am," you can almost imagine him thinking.
06:05So again, eyes can really indicate what's going on in the character's head.
06:10So what I want to do here is as these eyes are closed at frame 48, I want to go
06:16ahead and just keep them centered, and then as he opens his eyes, I want his
06:21eyes to be in a different direction.
06:25So we can go ahead and just put them up like this, almost like he's thinking.
06:29He is kind of searching his memory banks here. (Character speaking: I'm having French Toast--)
06:36Then as he closes his eyes, I am going to go ahead and recenter them.
06:41So I want to set a keyframe here at frame, say, 80 as he closes his eyes, and then
06:49I want to go ahead and put them back to center.
06:51So I am going to go ahead and grab that first key and drop it in just so that
06:55the eyes return to center on the blink.
06:59Let's see how this works.
07:00(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
07:09Okay, so as you can see, playing with blinks and eye direction can add a lot
07:15more life to the face.
07:16Eyes really are the mirror to the soul, or the mirror to the brain.
07:20It kind of lets you know what the character is thinking.
07:23So go ahead and play with blinks and eye direction and make your character
07:29look like he's thinking.
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Animating lip sync: the body
00:00Now let's go ahead and finish up the animation with a little bit of body animation.
00:04Now at this point, we've animated the mouth, the head, and the eyes, and this
00:10actually does give the character a lot more life.
00:12Let's go and play and see what we have.
00:14(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
00:18So each one of those layers that we've added adds a little bit more life, but the
00:24character still is a little bit dead. He doesn't have a sense that his body is alive.
00:29Now I've gone ahead and just set up my safe frames for this window here, and I'm
00:35just animating in a perspective window, but I still have my safe frames up.
00:39So that way I know what my framing is for my character, and I am always going to
00:43animate to that shot.
00:46So in this head and shoulders shot, most of the character is unseen.
00:50So I don't need to animate the feet of the character, but I do need to animate
00:55the shoulders and the body of the character--at least the torso--so you
00:59understand that the character has weight and that he is connected to the ground.
01:05So let's go ahead and start animating this.
01:07So, I am going to go out to a four view here, and I'm just going to select my
01:13hips, because that's really where I am going to do most of this animation.
01:17And I want to make sure Auto Key is turned on and I want to set keyframes for those hips.
01:23So the first major motion of this character's head is when he shakes his
01:27head, so when he goes: (Character speaking: I've sworn off--)
01:32So when he says, "I've sworn off pancakes," we want to get the body into that animation.
01:38What I want to do is I want to dip the character as he says sworn off.
01:44Before I do that, I want to go ahead and anticipate that.
01:50So I'm going to go to frame 5, which is just before he starts moving and just
01:57lift his hips up just slightly, almost like in anticipation.
02:03I can probably lift him up just a little bit more. Here we go.
02:15I think I'm gonna readjust that back down just a little bit.
02:17(Character speaking: I've sworn--)
02:20So now I am going to go towards the middle of that head turn and just drop the
02:24body a little bit. And I am even going to rotate that body forward a bit.
02:29Now I want to make sure I have a rotation key here.
02:34At frame 5, so maybe even just tilt him back a little bit or just nudge that, so
02:39I have a rotation key. (Character speaking: I've sworn off--)
02:43And then at frame 14, let me go ahead and just tilt him forward just a bit.
02:47(Character speaking: I've sworn off--)
02:51And then a little bit past that head turn, I want to settle him back in. So I am
02:55going to go ahead and just select that initial keyframe at 0 and drop that in.
03:01So now we've got-- (Character speaking: I've sworn off pan--sworn--)
03:06And I can even drop that body a little bit more, and what this does is it gives it
03:11much more life. So let's try this. (Character speaking: I've sworn off pancakes--)
03:17So you can see that just adding a little bit of body motion can really help sell
03:22that the character is alive.
03:24So let's just do one more of these and give it just a little bit more life
03:28towards the end here, and when he says "I'm having French toast instead," let's go
03:32ahead and punch that with a little bit of body motion as well.
03:37(Character speaking: Toast instead--)
03:40So when he says toast instead, that's somewhere between 75.
03:44(Character speaking: Instead--)
03:46So he says instead right in the early 80s, around 82 or 83, so I want to make
03:51sure that I anticipate that.
03:53So I am going to go to frame 78 here, and I want to go ahead and copy the
03:59keyframe that I had before, so just kind of keep the body still to about frame
04:0375 or 74. Actually, let's make it 74 and then use a four-frame anticipation here
04:11to just kind of drop him just a little bit. (Character speaking: Toast instead--)
04:18When he says, "in," I want him down. So at 82, I want to keep him down, and then
04:23when he says stead-- (Character speaking: stead--)
04:26I want to pop him up.
04:29I'm gonna go ahead and pop him up, maybe even rotate him back a little bit.
04:33So right here at 82, I am just going to nudge him forward just a bit.
04:39And then rotate him back at 87. (Character speaking: French Toast instead--)
04:47And then when we need to settle him back to a more normal position somewhere
04:51after that. So I am going to go ahead to frame--let's say 92, and again, just
04:56copy that first frame in.
04:58So now we should have a pretty good body animation. So let's take at look at
05:02this, if I am going to go ahead and maximize this--
05:05(Character speaking: I've sworn off pancakes. I'm having French Toast instead.)
05:13So you can see how just adding in the body can add a lot of life to the
05:19animation, even in a head and shoulder shot like this.
05:23So no matter what the framing of your character is, always consider the entire
05:29character, even the parts of the character that are off screen.
05:32So hopefully this exercise gave you some insight in ways to animate
05:38lip-synch, and we will follow on a little bit more in the next chapter with
05:43a full-body dialog animation.
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8. Animating a Scene
Creating the main poses
00:00In this chapter, we are going to animate a full line of dialog and also
00:05animate the full character.
00:07Now we've been working up to this. We've done pose to pose animation.
00:10We've done basically head and shoulders animation in the last chapter. And let's go
00:16ahead and just combine this all to do a post to pose animation against dialog
00:20with facial animation.
00:22Now the first thing I need to do is choose a piece of dialog.
00:27Now in this case I've chosen a fairly broad piece of dialog that's a little
00:31bit over the top. And let's go ahead and listen to that.
00:34(Character speaking: Ha! It worked! Prepare to meet your doom!)
00:42As you can see, this is a little over the top, a little cartoony, but this
00:45will be fun because you can exaggerate the animation a bit and have some fun with it.
00:50So first thing I need to do is understand exactly what I want the character to do.
00:56So how I do it is I listen to the dialog a few times and just imagine
01:02what's going on with the character, and then as I do that, I may thumbnail
01:07some sketches and just kind of get some reference for what I want the character to do.
01:14Now here are the thumbnails that I created, and they are not incredibly well
01:18drawn, but they tell me what I want the character to do.
01:22Now, the first thing that the character is doing is actually what he was doing
01:26in the frame before. And in acting this is called the Moment Before.
01:30What was the character doing the moment before the scene started?
01:34What is the mood of the character at the start of the scene?
01:37So in this case, because he's reacting to something when he says, "Ha!" he needs
01:42to be observing something.
01:43So we have him observing something and then he says, "Ha!" and then he gets kind
01:48of proud of himself. He goes, "It--" and that's a bit of an anticipation-- "worked!"
01:52Then he has his hands up to his chest, then he gets even more proud. He says,
01:57"Prepare to meet your doom!" and then he kind of raises up his index finger and
02:01points it at whatever it is that is meeting its doom.
02:05So let's go ahead and take a look at some of these poses.
02:09Now, we've been through the process of posing characters before, so we don't
02:14want to repeat that process.
02:15So I have already posed the character into those poses, and I went ahead and
02:21stored them in the negative frames.
02:24So we can get to those either through our time configuration here. We can just
02:29make our start time -20. Or I can hold down Ctrl+Alt and then left-click and
02:35just reveal up to about frame -20.
02:38And if I select all of the objects here, using my Selection Set, you can see
02:44that I have keyframes here.
02:46So you can see I've got that first pose where he's looking off screen, his
02:52reaction, that anticipation, "It worked! Prepare to meet your doom!" Okay.
03:03Then I have a neutral pose, which I like to keep in the scene, just to have as reference.
03:08So now that we have these poses, let's go ahead and drag them into the timeline,
03:13so that we can start animating.
03:14So I am going to go ahead and make sure everything is selected, left-click and
03:18drag and drag everything but that keyframe at zero, and then just left-click and
03:23drag them out to frame 2--which will be 16 frames up--and then I am going to go ahead
03:29and select everything and push it back two frames.
03:34So now I have my neutral pose in the negative frames, and then my first pose is
03:38the first pose of that animation.
03:41So again, I am going to hold Ctrl+Alt and make my first frame 0, and if go into
03:46Time Configuration, you can see we have it from 0 to 110, which should cover
03:51everything--and we are going to be animating at 30 frames per second.
03:55So now we have this in place, we can start blocking out our animation to our dialog.
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Blocking poses to dialogue
00:00Once you have your poses blocked out, it's time to do the blocking pass of your animation.
00:07Now we've done this before in Chapter 3-- in pose to pose animation--but in this
00:12case we are actually going to be doing it to a soundtrack.
00:14Now this can actually be more helpful because you have the dialog as a timing reference.
00:20But regardless, let's go ahead and start blocking out this character.
00:24Now the first thing I want to do is select everything in the character, so I am
00:28going to use my Selection sets to do a Select All, and then I'm going to go into
00:32my Curve Editor. And let's go ahead and zoom in on these keys here.
00:37And as you can see, these keys are in-betweening. We've got curves between them.
00:43So let's go ahead and set them to stepped tangents.
00:48And that will go ahead and just make him hop from one pose to another.
00:53So now that we have this, we can start blocking out the animation.
00:58So first thing I want to do is just keep that first post here, and then let's go
01:03ahead--I am just going to push all these poses back a bit, maybe to frame 60, so
01:07that way I can just drag them forward rather than having them over the dialog
01:12that I am scrubbing.
01:13So let's listen to the dialog here. (Character speaking: Ha!)
01:16So that's "Ha!" So I want that first pose to be on "Ha!" So now--
01:25(Character speaking: Ha! It worked!) So it worked.
01:30We have got two poses here. So, "It worked!"
01:34So let's go ahead and select these two poses and drag them in.
01:41So I am going to go ahead and drag that first pose where it's at to frame 20.
01:48And then 26 I want to have "It worked!" Let's see.
01:53(Character speaking: Ha! It worked! Pre--) Prepare.
02:03So 46 or so is where "prepare" comes, so let's go ahead and drag that pose in.
02:08(Character speaking: It worked! Prepare to--) Okay, so somewhere around 66 or so.
02:20(Character speaking: Prepare to meet--) Meet your.
02:23(Character speaking: meet your doom--)
02:28"Meet your doom." And actually this one here at six that I had put at 66 needs
02:32to go back a lot further, because it's really the one that happens before the word doom.
02:37So now I have doom at 88, so let's go ahead and put it at 84, about four frames before,
02:45just to see how that works. (Character speaking: --your doom!)
02:50So now that I've got this, I should be able to play it in real-time, but if not,
02:54I can also just do a quick animation test.
02:57(Character speaking: Ha! It worked! Prepare to meet your doom!)
03:01So that "Prepare to meet your doom!" I think I need to push those back a little bit here.
03:06So I am going to take the word doom, which is that last pose, and let's push it
03:10back to 90, see how that works.
03:13(Character speaking: Ha! It worked! Prepare to meet your doom!)
03:20So that looks pretty good.
03:22So now that I have these in place, I should also start copying keys to create my moving holds.
03:30So, for example, before he says "Ha!" I want to hold that first pose.
03:36So I want to make sure that I still have everything selected here, and then I'm
03:41going to grab that first pose and just drag it back maybe about four frames.
03:47So now I've kind of held that pose
03:51And then when it comes in, it should in-between. (Character speaking: Ha! It worked!)
04:00And this other one, "It worked!" Again, it's something that I want to hold for
04:04a while. So I'm going to select that pose, hold down the Shift key and copy it back.
04:11(Character speaking: Prepare to meet your doom!)
04:16So now this "Prepare to meet your doom!"
04:20Again, I want to hold this pose--or kind of keep that pose in place--so I am going
04:24to select this pose and copy it somewhere maybe to about frame 80.
04:30So now that I have all this, I've got my initial poses plus the poses that need to be held.
04:36Now this isn't going to look any different on the Timeline because we still have
04:40stepped tangents, but if I select all of these, go back into my Curve Editor, you
04:48can see that once I have all these selected, I could turn them back to Auto
04:51Tangent and we should get a slight in-betweening, so let's see what we've got here.
04:57(Character speaking: Ha! It worked! Prepare to meet your doom!)
05:01Okay, so now that is a good first pass.
05:04So we did our blocking pass with Stepped Tangents just to make sure that we had good timing.
05:11Then we copied the held poses so that we had basically two poses on either
05:18side of the hold, and then we released the curves by setting them from Stepped to Auto.
05:25And now once we have this, we can go on to fine tuning and tweaking the
05:29animation some more.
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Animating moving holds
00:00Once you have your blocking pass done, you should start working on refining the animation.
00:06Now I usually start with the moving holds, but you can do the in-betweens the
00:12major poses if you want, it just really depends on how you like to work.
00:17So let's go ahead and just play what we have, and then we will go ahead and start
00:20going through the moving holds and making them work.
00:23(Character speaking: Ha! It worked! Prepare to meet your doom!)
00:31Okay, so we have got a couple of moving holds here, and I want to be able to
00:34scrub through this without listening to the soundtrack the whole time, so I am
00:38going to just open my Curve Editor, go under Sound, double-click on doom and
00:43make sure that's selected and click off Active.
00:47And that will turn off that sound for now, and we can always reactivate it
00:50when we want to hear it.
00:51So now I also have scrub through here, you can see he's kind of got this first
00:56pose here, he's got just a small hold, and then comes up and then this is a
01:04long moving hold as well as this one, and then at the end he has a moving hold as well.
01:11So let's just work through these and see what we've got here.
01:14So I am going to go ahead and just do a Select All so we can see what we have
01:17on the Timeline here.
01:19So basically, I have a moving hold from zero to four, so let's go to frame four
01:25and start making this a bit more of a moving hold.
01:29Now remember, he's looking at something.
01:31So let's go ahead and just kind of lean him forward a bit, drop the hips just a
01:37little bit--and this could be just very subtle--rotate him forward just a hair.
01:42Okay, because there's really not a lot of time here, so we don't want to move him that much.
01:48You just want to kind of see him just leaning forward, and then he comes up.
01:53So we are going to worry about this in-between later.
01:56But as he comes up, I actually do want to add in another moving hold.
02:01So I want to make sure I select all, and let's go ahead and just drag that
02:05forward maybe about six frames.
02:11So again, he's going to come up, and then I think what I want to do is
02:16over-accentuate the up and then have him settle.
02:19So actually, I am going to make this moving hold a little bit different.
02:23Instead of affecting the end pose, I am going to affect the beginning pose here.
02:27So I am just going to go ahead, push him up a little bit more, and rotate
02:32those arms down so it looks like he's coming up a little bit more strongly. And now let's see.
02:41And now it kind of comes down, and then he goes into that anticipation.
02:46So that gives a much stronger pose.
02:49But let's go ahead and do a little bit more here. I want to go ahead and rotate
02:53those wrists down a little bit. Let's get those in place.
02:57I just want to straighten him out as much as possible and then relax him into
03:02that, and then he does this anticipation, and he comes into this pose, and this is
03:08where we have a very long moving hold here.
03:12So again, let's just think about this. He's kind of coming in, and I feel like
03:17he's almost a little out of balance here.
03:20I feel like his weight is a little far forward. So I'm going to go ahead
03:24and just push him back a little bit, kind of just get him a little bit more over those feet.
03:33And then also maybe straighten him up just a bit here.
03:38Now remember, he's going into this kind of back arch because he's proud, but
03:42again he's going to relax that.
03:44That's a very tense pose.
03:45So typically, as you hold a pose you tend to relax a little bit more.
03:50And then we can even maybe relax the arms a little bit. I am going to grab that
03:54shoulder, just push that back just a little bit, grab this shoulder as well,
04:00maybe even this elbow, and that's good.
04:06So now it looks almost like he's breathing. So it goes, "Ha!"
04:10So that really gives a good emphasis to that "Ha! It worked.
04:19Prepare to meet your doom."
04:22Okay so at 80, again I want to relax him just a bit.
04:28Now remember, you usually kind of over-extend the pose, and then you relax the
04:33character a bit, so I am just going to drop his arm a little bit.
04:35But I want to keep that hand almost vertical.
04:39So the weight of the hand is kind of pushing the arm down, but we are still
04:43keeping the finger up as much as possible.
04:49Okay, so there we go. That's a little bit of a moving hold.
04:52We could probably do a little bit more with weight here.
04:55I am going to drop the hips just a hair, maybe move them over his foot, try and
05:02keep that leg straight.
05:06Okay, so "doom." And then again, as he has his arm out like that, that arm is
05:13really fairly heavy.
05:15So I don't have a final keyframe for this.
05:18But let's go to frame 110 here, Select All, and then just do a Set key there so
05:26that we have that pose.
05:28And then I'm going to drop the hand just a bit and, again, rotate that elbow and
05:38then rotate him forward a bit and drop his hips slightly.
05:45So again, he's just moving in that pose.
05:49Okay. And again, I could probably even do a little bit with the head.
05:51A lot of the head animation is going to be changing as he talks because we're
05:56going to be moving the head to match the jaw, so we don't have to worry too much
06:02about the character.
06:03And again, it just looks like he's got this kind of breathing going on here.
06:07Now I am thinking a little bit more with this hand here. I don't like it, so I
06:11am just going to copy the keyframe from 90 and maybe just rotate it, rather than drop it.
06:18Okay, so now let's just play without sound and see how it looks.
06:26Okay, so again it's just very subtle motion, and it just brings that character to life.
06:33Now you can go more subtle or less subtle, it just depends on how you want to
06:37animate and what your style is.
06:40And so I am kind of just showing you some techniques for creating moving holds.
06:44Now once you have those in place, you can start doing your in-betweens
06:48between your major poses.
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Creating weight
00:00Once you have your moving holds in place, it's time to worry about places where
00:04the character shifts his weight.
00:06In other words, the places between the moving holds.
00:10And this is where the character takes a step, shifts weight from one foot to
00:13the other, and so on.
00:14Let's take a look where we're at.
00:16We're going to play this once through.
00:18(Character speaking: Ha! It worked! Prepare to meet your doom!)
00:22So there's a number of places where the character is shifting his weight.
00:26Now before we do anything, I am going to go into my Curve Editor here, go
00:29into Sound. And let's go ahead and make sure Doom is selected and turn it off. Hit Close.
00:38So now I can just scrub this through. We can just look at the animation by
00:42itself without having to listen to the soundtrack.
00:45So there are a number of places where the character is really shifting his weight.
00:49Now right here he is basically just kind of coming up and his weight is
00:54still over the feet.
00:55So the next one, right here. This is really where the character is shifting his weight.
01:02So let's take a look at this.
01:03So what the character does is he squashes down, and then he comes up and sets his foot down.
01:11Now this is almost like pushing off on his left foot and basically
01:18pushing himself up.
01:19So this is almost like he's tossing himself, so we can actually do a little bit
01:23of weight shift here.
01:25So I am going to select the hips here, make sure that Auto Key is turned on, and
01:31let's go ahead and just push those hips down just a bit.
01:34I am going to go back into Local mode here and then as he comes up, I want to
01:40straighten this out. I want to straighten out that leg.
01:44It's almost like he is stretching. We're going to do a squash and a stretch.
01:49And then when he sets that foot down, I want to make it a little bit stronger.
01:55So I am going to go ahead and squash him here, but before I do that I am going
02:00to take this key at 26 and copy it to 30.
02:05So that way when I squash him at 26, he kind of squashes down and then comes
02:14back up into that pose, and I don't want to squash him down that much.
02:18But let's just go ahead and get that over here.
02:21So what we're doing here is we're squashing right here.
02:25In fact, we can squash him even more.
02:27I'm going to go into View mode here just so I can push him straight down, and
02:31then he pushes himself up and lands.
02:35So when he pushes himself up, we can even accentuate that a little bit more by
02:40maybe rotating that foot and flipping it up just a bit.
02:44So again, when he comes down here, maybe even push his weight a little bit to the side.
02:49There we go!
02:50So now that's a much better shift of weight.
02:53You can see he is basically gaining all this potential energy in his leg,
02:58pushing himself up, catching himself, and then bouncing a little bit.
03:02Now the next shift of weight here happens between 40 and 46.
03:09And again, what he is doing is he is shifting his weight.
03:12Right now his weight is on his right foot. He is shifting it to his left.
03:18So let's go halfway in between and do that weight shift.
03:22Now again, when the character shifts his weight, he has got to bend his knee so
03:26he has time to basically push himself up into that pose.
03:31So I am going to go ahead and bend his knee a bit and maybe even lean him
03:34forward just a bit in this pose.
03:37And then as this foot moves forward, it's going to basically lift up.
03:43He is actually taking a step.
03:46So I am going to go ahead and just rotate that foot out so we get a better
03:49sense of motion here.
03:56So I am going to go ahead and make sure that foot is lifted up at the heel and
04:01then I can just go ahead and just rotate that toe down just a bit.
04:07So as you can see, just even that gives a better pose.
04:11In fact, if we want, we can even squash him a little bit more, so I am going to
04:15go ahead and just rotate him down a little bit.
04:19So again, he goes down and then up.
04:22We can overshoot this a little bit.
04:24This is just weight transfer, so I am going to go ahead and select the key at 46
04:29and push it back a few frames to frame 50 or so, and then just go ahead and push
04:34him up just slightly, maybe just a hair.
04:39And that way he settles down into that pose.
04:45So now again, he has got a little bit more of a bounciness to him.
04:51So let's go ahead and play that first hop.
04:55So again, this is fairly quick but it's still a much better in-between.
05:00So the next one is where he kind of rises up and then comes down.
05:06So with this one I kind of want to hold him at the top here.
05:10So let's go ahead and just create a quick moving hold.
05:14I am going to select the keys at 84 and just copy them back two frames so we
05:19have a moving hold here so that he is kind of in this position for a while,
05:24and maybe just move him back a little bit and rotate him back.
05:29Again, I want to get as much stretch as possible there.
05:32But we're having a shift of weight.
05:36So I am going to go ahead and push him down, rotate him a little bit. Again, I
05:42want to squash him a little bit as he is coming up. And right here we can just
05:49straighten him out so that way he bends back into that pose and then comes into
05:54that large shift of weight there.
05:57So then as he comes forward, again, he is pushing with this foot--the left foot that's down.
06:04So he is going to be stretched out as much as possible, so I am going to go
06:08ahead and grab those hips and again just straighten out that leg.
06:16And then once he gets into that pose again, we want to give a little bit of a cushion.
06:21So I am going to go one, two, three frames forward and just set a keyframe here.
06:28And then for those hips, I am just going to go ahead and drop them just a bit,
06:32so that way he goes down and then comes back up.
06:35In fact, I can probably accentuate that a little bit.
06:37So now he comes down and then comes up into that pose and then relaxes in that moving hold.
06:45So now we should have some good shifts of weight, so let's go ahead and take a look at this.
06:54It looks good.
06:55Okay, let's go ahead and play it against the soundtrack just to check.
06:58Make sure it sounds good.
06:59So I am going to go ahead and go into my Track view, into Sound, double-click on
07:04Doom. And let's make it active. Go ahead and play.
07:10(Character speaking: Ha! It worked! Prepare to meet your doom!)
07:14And there we go!
07:15Okay, so that is our next step which is getting our weight shift in place.
07:21Now once we have this, we're starting to wind up this animation in terms of
07:25animation of the body.
07:27And let's go ahead and finish that up and add some secondary motion in the next lesson.
Collapse this transcript
Adding secondary motion
00:00Now we have the character's weight shifting properly, and now let's go ahead and
00:05start moving out from the torso of the character to the extremities and get some
00:09secondary motion of the character.
00:12Again, smooth out the animation, and we're just going over this animation step by
00:16step and just refining it.
00:19So let's see where we're at, play it.
00:22(Character speaking: Ha! It worked! Prepare to meet your doom!)
00:26And that looks pretty good.
00:28So let's go ahead and turn off the sound so we can scrub this fairly quickly.
00:33So I'm going to go ahead and select Doom.wav and just make that inactive, Close.
00:39And let's go ahead and play this once more. Okay.
00:44Now let's start doing secondary action, which is basically as the character
00:49moves, things are going to drag behind.
00:52Now this first pose, we might be able to do some secondary motion.
00:55But I think really this broad motion here is going to demand it, so let's go
01:01ahead and start working on that.
01:02I'm going to start with this left arm here, and as that character moves back,
01:07we want to drag the joints.
01:10So turn on Auto Key here. And let's go ahead and start dragging those joints,
01:16so that way you can see that the joints have flexibility.
01:19Again, I'm looking for a nice curve here, so then--so as he kind of cocks his
01:26body back, that's going to drag behind.
01:31And then as he moves forward again it will drag behind.
01:34But in this case, that elbow will be a little bit more stiff, and the hand
01:40will drag behind here.
01:42As he comes in, you can see how it comes into that pose.
01:47Now for this arm we can also make this arm come in a little bit later, because
01:51right now we've got if we do a Select All here, you see that almost everything
01:57in that arm basically just kind of stops right when it comes into that pose.
02:02So let's go ahead and select this left arm. I have a selection set here for the
02:06arm. And let's just drag that final pose there at 26, let's go ahead and drag
02:12that back two frames, so that way it comes in just a little bit later.
02:16You can see it comes in after that body hits. This kind of follows along and
02:24drags behind, and this gives a nice sense of motion, and we can do the same for the other arm.
02:30So let's go through the right arm.
02:32So again, that first part is okay, and then as he comes into this pose, we can
02:38make him come into this pose a little bit later.
02:41So I'm going to select my right arm, and I'm going to select both of these keys.
02:46And let's just push those back two frames as well.
02:49So now it comes in late, and then this arm here seems like he is almost giving
02:54like a cha-cha here.
02:55So I don't want to do that. So I'm actually going to select this one at 28 and
03:00move it back to 26 here and just have that left arm come in.
03:05And then for this right arm here, we can also drop that elbow just a bit there.
03:10There we go.
03:14And then as this right arm comes up, you can see this hand will drag behind.
03:22So let's go ahead and select the wrist of this hand. So we want this to kind of
03:30pop up a little bit later.
03:32So again, we have this one at 46.
03:35Let me drop it back so that that hand comes up a little bit later.
03:39In fact, we can do the same with the elbow, and we could take that key for the
03:43elbow, push it back.
03:45So now basically his pose is delayed a few frames, and that just gives it a
03:52little bit more of a sense of secondary motion.
03:56Now here in the middle, we can also make that a little bit stronger by rotating
04:02this and giving it a little bit more of an arc, so you can kind of almost see it coming up.
04:08So now it's popping up a little bit more, and lets take a look at this left arm here.
04:15And then as that left arm comes out, that's actually pretty simple here.
04:19But let's go ahead and add a little bit of a curve to this.
04:22Again, what I'm doing here is just wanting to get a nice arc as these move in.
04:28And then we can also delay this a few frames, give it a little bit of drag.
04:34So this is the left wrist.
04:38And then as that character is in that pose, we should probably relax that arm a
04:42bit, just kind of drop it a bit, just so that it feels like he is relaxing.
04:49And now as he comes into this pose, we definitely need a little bit more
04:58secondary motion on this arm here.
05:00So this is a really big motion.
05:04I'm going to go ahead and select this arm, bend it at the elbow.
05:15And again, let's get that hand.
05:20And then as he throws that forward, this arm is going to completely stretch out.
05:28And again, I'm just trying to understand the physics of this character, how he
05:32is moving, and then it comes in fairly quickly here, so all of this left arm can
05:39come in a little bit late.
05:40So I'm going to select those keys at 90 and drop them back about two or three frames.
05:46Maybe that's a little bit too much. Let's drop it back to 92.
05:53And let's go ahead and just do it in-between there. There we go.
05:57Now that's kind of settling in.
06:04So again, what I'm doing is just secondary motion of that character.
06:08And now this hand on the right arm, this is going to be a pretty intense one here.
06:13So we want to go ahead and bend that arm, he is going to start with the shoulder.
06:21This is going to drag behind. This is going to drag behind.
06:25So as he comes in--and then this will also come in later. So I'm going to go
06:32ahead and select my right arm, and let's go ahead and push that final key
06:36back about two frames.
06:41So as you can see, it gives a little bit more.
06:44And if we want, we can even overshoot that.
06:47So I want to make sure that this is completely straight and then just relax it just a bit.
06:53So I'm going to rotate this shoulder down, rotate up the elbow, and then just
06:58turn out that hand just a bit.
07:01So now I should have some secondary motion for my character.
07:04Now I've done this fairly quickly. I can probably go over this one or two more
07:07passes just to really fine tune it, but let's just take a look at what we have.
07:12Now the character comes up. Okay.
07:23So as he comes down here, I feel like he still doesn't have as much secondary on this left arm.
07:31So I'm going to go ahead and select everything below the elbow. And let's go
07:36ahead and delete both of these keys here.
07:39And then let's do one in-between here that's a little bit stronger.
07:43So again, I'm just using my intuition, what I see as it plays. And okay, so now I
07:49actually have some keys here for that shoulder as well, which I adjusted.
07:52So let's go ahead and delete those.
08:00I am going to rotate up that shoulder a little bit more. There we go.
08:03Okay, so that looks a little bit better.
08:05Okay, so let's take a look at this.
08:11So again, this is just the acting of the character to the dialog without
08:16any facial animation.
08:17But let's just see how it plays.
08:19So again, I'm going to go ahead and go into my Track View, double-click on
08:24Doom.wav. And let's go ahead and make that active. And let's play and see what we've got.
08:30(Character speaking: Ha! It worked! Prepare to meet your doom!)
08:35So now we've actually gone through and posed the character to the soundtrack and
08:40actually animated a lot of that character, and we haven't even done lip sync, but
08:45the character does act to that dialog.
08:49So basically, he is minding to that dialog.
08:51So the next step after this is to actually animate the dialog.
Collapse this transcript
Animating dialogue
00:00Once you have your basic animation in place, you can start animating dialog.
00:06Now this is just one way to do it.
00:07I usually like to get the body posed first and then do the dialog.
00:13That way, I kind of know where the head is oriented, and I can better pose the
00:18facial animation and the mouth to the dialog.
00:23But some people like to do the facial animation first and then do the body.
00:28It works both ways, and this is just one way to do it.
00:31So let's go ahead and play through what we have.
00:34(Character speaking: Ha! It worked! Prepare to meet your doom!)
00:38Now if you notice, I've added in one additional thing, and that's this camera.
00:43Now what I've done is I've created a camera called FaceCam, and I've locked it to
00:47the character's head.
00:49Now wherever the character goes, that FaceCam will follow his head.
00:54So let's go ahead and make that our main camera.
00:57So I am going to go into Cameras > FaceCam, and now as you can see--
01:02(Character speaking: Ha! It worked! Prepare to meet your doom!)
01:07So because I've locked it to this head control, it will move with the head, which
01:13makes it very easy for me to animate the face.
01:16So let's go ahead and scrub through this animation and start blocking in the lip sync.
01:20So "Ha!" comes in right around 5.
01:24So if I want, I can select this Jaw slider here, and I can actually zoom in a
01:30little bit on this FaceCam so I can see this a little bit better, and then I
01:36want to make sure I turn on Auto Key.
01:38So let's go ahead and set some keyframes here for jaw.
01:43And in fact, let's go ahead here.
01:45This is going to be our neutral position, so go ahead and select everything in the Face.
01:48Now I also have a Face selection set here, so let's go ahead and do that and
01:53just go ahead and set keys for everything in the face here at 5.
01:58So now he is saying "Ha!" so I am going to go ahead and open his mouth and then close it.
02:07Now he is pretty happy.
02:09He has actually succeeded in something, so let's go ahead and also dial in
02:13a Smile control here.
02:15So now he has gone- (Character speaking: Ha!)
02:19So now he is going to say, "It worked."
02:22Well, I want to go ahead and zero out that smile. And let's go ahead and start
02:28making him say, "It worked."
02:30So again, I have my Jaw at 0, and let's go ahead and also select dialog.
02:36Make that 0 as well.
02:38(Character speaking: It--) So it.
02:43(Character speaking: It--It--) Okay, so that's "It" and then "worked!"
02:50We want to start getting this in towards the U sounds.
02:53So there we want oo, but I want to make sure jaw is kind of all the way down.
03:05(Character speaking: It worked--)
03:07Okay, so wehr, and then open up that jaw again.
03:13(Character speaking: It worked!)
03:15Okay, worked. So let's go ahead and get that to an E sound.
03:22(Character speaking: It worked!) So he is kind of happy.
03:25Now let's check this against my regular camera here.
03:28So let's see how it looks.
03:29(Character speaking: Ha! It worked!) That looks good!
03:34(Character speaking: Ha! It worked!)
03:36Okay, so as you can see, it's just a matter of going through and assigning the phonemes here.
03:43So let's go through a little bit more here. So we want to get to a P sound.
03:47So here he's kind of smiling, so let's go ahead and just set another keyframe
03:52for this, maybe kind of start to close that jaw just a bit. And now we need
03:57to get to a P sound.
04:00So right there at 44, we need to get the mouth into a P sound.
04:05So I want to go ahead and make sure that jaw is completely closed, so I am going
04:08to grab my neutral frame here, grab this and kind of tighten up those lips.
04:16(Character speaking: --worked! Pre-) Pre--
04:23(Character speaking: Pre-)
04:24Pre--let's go ahead and kind of put this down to about halfway and just drop
04:36the jaw a little bit.
04:39(Character speaking: Pre--Pre--Pre--) There we go!
04:48(Character speaking: Pre--Pre--Pre--)
04:50If we select both of these, we should have a P somewhere right around here.
04:56(Character speaking: Prepare--)
04:58And then ehr, A, and then I want to go ahead and zero out that dialog slider there.
05:04Prepare.
05:08(Character speaking: Prepare--)
05:10And again, I've got that P here, so I am selecting dialog and Jaw, and I want
05:17this to go into almost like an oo sound for prepare.
05:25(Character speaking: Prepare--) So ehr.
05:32So as you can see, we've got the dialog pretty much animated.
05:37So now I've gone ahead and finished out the lip sync. So let's go ahead and play this.
05:42(Character speaking: Ha! It worked! Prepare to meet your doom!)
05:46Okay, now that's just the face.
05:48So let's go ahead and see this on the body itself. And let's go ahead and play this.
05:54(Character speaking: Ha! It worked! Prepare to meet your doom!)
06:02So now we've got a pretty good first pass for the lip sync as well.
06:06So we're almost into the home stretch.
06:09We still need to work a little bit with the character's head and probably
06:13finesse the animation just a bit.
06:16But just remember, when you animate dialog--particularly after you've
06:20animated the character--it's always a good idea to create a camera locked to
06:25the character's head.
06:27And then just go head through, animate the lip sync, make sure it matches the
06:32body in terms of where the mouth positions are, and then you can go through
06:37and do your final pass.
Collapse this transcript
Adjusting head motion
00:00At this point, we've animated the body as well as a lip sync, but we still have
00:06a few layers to go.
00:07Let's go ahead and play what we have.
00:09(Character speaking: Ha! It worked! Prepare to meet your doom!)
00:13We can still animate the character's head a bit.
00:15We want to get some secondary motion on the head and just make sure the
00:20character is in place, and we also should probably add in a few blinks.
00:25So first thing we want to do is let's just go ahead and turn off the dialog for
00:29now so we can just get that secondary motion on the head.
00:31So I am going to go into my Track View and just double-click on Doom and make
00:37that inactive, and now let's work on the head.
00:42So, as that character comes up, one of the things I want to do
00:47is dip that character's head.
00:48So I want to turn on Auto Key, and then just rotate that head down.
00:55So as he comes up into that, "Ha!" actually I'm going to delay that head a bit.
01:01So I'm going to select the keyframe at 8, push it back to 10.
01:08Maybe even rotate it up just a little bit more a tid, because again his mouth is open.
01:14You want his throat to be open as well.
01:18You can see that gives a much better pop. And now as he comes down here, again
01:25that head is going to drag just a bit.
01:27So I'm going to go ahead and just lift that head up, and then as he comes up--
01:33again, we've got secondary motion.
01:35So that head is going to drag and maybe even push the head back at 26 to 28.
01:46See how that smoothes it out, and when it goes into that "worked," that's where the
01:52mouth is really open.
01:54So we can also just push that head back a little bit, and then we can kind of
02:03tilt it forward a little bit as he smiles.
02:06So now, now I'm doing this without dialog because I just want to see the poses.
02:13I don't have that dialog scrubbing for one thing, because it's a little noisy,
02:18and then also it makes it a lot easier to see where the character is going.
02:24So now he's coming down again. And again that head is going to drag back a little bit.
02:29So we're going to have little bit secondary motion here. And then as he comes
02:35up, again, that head is going to tilt down before it comes up.
02:40So we're going to take this keyframe here at 46 and drop it back a little bit
02:45and then tilt down that head.
02:47So again, the head is dragging behind.
02:53And now we can do a little bit of dialog here.
02:56I want to make sure that the throat is open as the character is speaking, then
03:06again, just kind of drop it back.
03:07So as that throat opens, I want the head to kind of come back up.
03:15To 51 I want to keep it down a little bit.
03:23I'm going to put this at 56 here, but maybe not so much.
03:28Okay, so now he has a big broad motion again.
03:33His mouth is open here.
03:34So I'm going to go ahead and lift this head back.
03:38Then as he comes down here, I want that head to rotate forward.
03:44So I have a keyframe at 84.
03:45I'm going to move that to 83 and just kind of straighten out that head and then
03:53again push that back.
03:56So again, this is going to drag behind.
03:58So I had my main pose at 90.
04:00I want to drag this back to 92, and then if we want, we can also just kind of
04:07adjust his head a little bit. And then at the end here, I'm going to delete this
04:13key and, again, just kind of follow through on that initial motion that we had.
04:19So now that should work.
04:21I'm going to play this without sound so we can see it.
04:30Okay, so that looks good.
04:30Let's go ahead and turn on the Sound and just play the whole thing.
04:37So I'm going to go ahead and make that active again. And let's just go ahead and play this.
04:41Now you don't have to keep turning it on and off in terms of active or inactive.
04:45You can certainly just turn down the volume on your computer as well.
04:49So that's another way to do this.
04:51Let's go ahead and play this.
04:51(Character speaking: Ha! It worked! Prepare to meet your doom!)
04:59Okay, so that looks really good.
05:01We should probably add in just a few more blinks to finalize out the animation.
05:07So let's go ahead and do that in the next lesson.
Collapse this transcript
Adding blinks
00:00Now the last thing I want to do is add in some blinks for the character--and as
00:04well as work with eye motion. And so let's just scrub through this.
00:08I've turned off the Sound here.
00:11So where do we want blinks?
00:13Well, right there where he kind of comes up would be the great place for a blink.
00:19Again, right there as he comes up into that. And then again,
00:25I like having blinks when he kind of does this a little shift here.
00:29So each shift should have a bit of a blink on it.
00:33So let's go ahead and put in one blink and then start animating there.
00:37I am actually going to go into my FaceCam here
00:40so I can see this a little bit better. And let's go ahead and select these here.
00:44So I've got some keyframes here at frame 5.
00:47So let's just start with those and do a quick blink.
00:50So I'm going to do a 6-frame blink.
00:53So I'm going to go to frame 11, move this down, grab the bottom ones, and move them up.
01:00Let's make sure we're also in Auto Key here, and then 11+6 is 17.
01:09So basically what I'm doing here is I'm just blocking in the blink.
01:12I don't know if the timing is exactly right, but let's just block it in, and then
01:17when I go back out to my main view I can see if the timing is right.
01:21So there is a quick blink.
01:23So now that I've animated one blink, I can just copy it.
01:26So now I've got that blink in place.
01:28Let's go back to our main camera here, and let's see if this works.
01:32Obviously, this blink is late.
01:35So I'm going to go ahead and select these.
01:37I'm going to select that bottom and the top lids, and really I want him to start
01:42blinking almost immediately, say at frame 2.
01:45So I want to go ahead to frame 2--1, 2, 3, 4, 5, 6, move that to, say, frame 8, and
01:55then move this one--say, let's open it a little bit more quickly at frame 12, and
01:59also now that I have these selected.
02:01I'm just going to type in another Selection Set.
02:04I'm going to call this Lids and make it much easier to select.
02:07So now--actually I'm going to make this a very quick blink.
02:11I want to move this. I want to do 4 down, 4 up.
02:15Because I want him to open as he's coming up, and then as he comes down, I want
02:22to start closing the eyes.
02:23So 16, I want to create a keyframe for that. And then by 22 I want his eyes to be closed.
02:33So again, I'm remembering which one is my open and close key here.
02:38So now he comes up, and maybe keep him even closed for a little bit, and then
02:44open them up here by frame 30.
02:50So he closes over the course of 6 frames here at 22, keeps them closed 'til 24, and
02:59then opens him as his head comes back.
03:02That gives a much better emphasis to it.
03:06Then again, we've got a nice--a nice motion here that we can cover with a blink.
03:12So I'm going to copy that keyframe at frame 29, and then copy that closed
03:20keyframe and then open it back up.
03:26And again, I'm just kind of roughly moving these here, just so it looks
03:31good with the animation.
03:35So right there we can probably use another blink somewhere in there, just to keep him alive.
03:39So I can select all of these and just do that.
03:45So again, I'm just holding down the Shift key to copy those frames.
03:51Okay, now right there we probably could have another blink.
03:55So again, I'm just going to select all of these.
03:57I want to make sure that he's blinked there.
04:00Probably want to hold him closed a little bit more.
04:02So we're going to select this last one here, and then copy that middle one so
04:07that he opens as he comes down.
04:10So he goes up, and then as he comes down he opens his eyes.
04:18So I'm going to actually push that up to 92. So there we go.
04:25So now let's take a look at this silent. Okay, looks good.
04:35So let's go ahead in Tour Graph Editor here, or Track View, and turn on Doom.wav
04:41and make that active, and let's play the final animation.
04:45So now that we have our head motion, our blinks, and everything in, we're pretty
04:50close to having this animation finalized.
04:53We can certainly go through a few more passes and really fine tune it, but it
04:57looks like we're pretty close.
04:59We're almost all the way there.
05:00(Character speaking: Ha! It worked! Prepare to meet your doom!)
05:04So that looks pretty good.
05:06If you've noticed, the process is fairly straightforward.
05:10First thing we need to do is listen to the track, understand what poses
05:14we're going to use, put those poses into 3ds Max, create our blocking pass,
05:20release the curves and then start doing things such as moving holds, weight
05:24shifts, secondary motion.
05:27Then do the lip sync and the dialog, head motion, blinks, and then we're done.
05:32So a number of different steps, but in each one we're just adding one more
05:36layer of animation, and that's really how this works.
05:40We just continually refine this until we like it and it works.
Collapse this transcript
Conclusion
Goodbye
00:00So that's it for Character Animation Fundamentals in 3ds Max.
00:05I hope this gave you a good overview of the character animation process in 3ds Max.
00:12So use these techniques on your own characters and create some really cool animation.
00:18Until next time, this is George Maestri for lynda.com.
Collapse this transcript


Suggested courses to watch next:

3ds Max 2011 Essential Training (10h 4m)
Aaron F. Ross

Modeling a Character in 3ds Max (4h 31m)
Ryan Kittleson


2D Character Animation (5h 50m)
George Maestri


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