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Okay, we have done a little bit of work here and we have come up with a starting walk-cycle. Walking in animation is very difficult because everything is moving, so there is a whole art to it. And we can see the walk-cycle here. In this Window over here I have View Properties. I have the View locked to the root bone of Captain Knowledge, and so we can go ahead and turn the Mesh On, and when we run the animation by pressing Shift+Alt+A, the animation runs in every window.
I get kind of little nauseous sometimes when I'm watching this, when it's focused on the root bone. But there is a little bobbing motion going on. I want to show you that to just don't walk in a straight line for fun; you can film yourself doing all sorts of strange walks. Lots of subtleties in the walk-cycle, just a little bit of rotation of the hips. As he comes forward I've rotated the root bone backwards to reflect that he has this mass up here, this muscles chest. And so as he steps out of that mass has inertia and wants to hold back.
So you rotate it back as he strikes and then as he comes forward we have the next key cycle, it says 21, which is the crossover point. Now as his left foot comes forward, notice that his left foot is accelerating. It's not exactly half way because the foot actually kind of accelerates from being the pusher to then starting out in front, which is the next keyframed pose here. Where the hips have rotated over to the other side and rotated in top view as well.
You can go ahead in top view you can see that I have rotated the root bone here so that the whole hips are swiveling as he is reaching forward with his left foot. Also I'd like to point out that I have his chest bone here doing just a slight little bobble, as he comes down, the chest bone goes up to reflect that the body mass wants to stay where it was. I remove the IKs from the hands. I really didn't need them and I could just swing the arm bones, the ArmHi and the ArmLo, I could just swing them back and forth, counter to whatever strike it is, so when your left foot goes forward your left arm goes back.
Also instead of Empty I went ahead and edited the Mesh and I added these two disconnected bones call ik_Foot.L and ik_Foot.R. As bones to the armature but they are not connected to anything and then targeted the foot bone just to use that bone as the target. And so this way by rotating this bone I can control the angle of the foot and then of course by moving the bone, I control the location of the foot. I use those toe bones that we put in there to simulate the deformation that occurs in the foot as you lift off.
So you can bend your toes a little bit, his boots aren't that stiff. I should also point out that the root bone moves forward one-and-a-half units every ten frames, and so over the course of the walk-cycle which is started here by the Walk Marker. So from Frame 11 to Frame 51, the root bone moves forward by 6 units, and that's called our Stride Length. And that becomes important a little later on. But feel free to play with this rig, play with the angles, you can make him creep, you can make him march, you can him strut.
There's all sorts of different kinds of walk-cycles. So go ahead and create a whole bunch of different walk-cycles based on what's fun. And that's how you create a walk- cycle and make Captain Knowledge walk using Blender.
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