New Feature: Playlist Center! Pick a topic and let our playlists guide the way.

Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

Setting the placement of the foot

From: Flash Professional CS5: Character Animation

Video: Setting the placement of the foot

So, the next thing we need to do with our walk cycle is to watch the feet. I am going to animate the shoes as we did in the previous animation in Chapter 5. This time we also have the additional issue of the placement of the feet. Because if you remember the last time you were moving across the screen so the feet were planted for us. In this instance, we have to worry about that ourselves and make it work without causing problems. So, let's have a look at this thing and there is our current animation so let's go in again.

Setting the placement of the foot

So, the next thing we need to do with our walk cycle is to watch the feet. I am going to animate the shoes as we did in the previous animation in Chapter 5. This time we also have the additional issue of the placement of the feet. Because if you remember the last time you were moving across the screen so the feet were planted for us. In this instance, we have to worry about that ourselves and make it work without causing problems. So, let's have a look at this thing and there is our current animation so let's go in again.

The process for here will be pretty much the same as it the last time. I am going to switch off the far foot so we can really concentrate on just one at a time. So we put it up on to the ground, foots begins to rotate. So, I want to remove the rotation, straighten the foot out. Let's bring it down so it lines up with our guideline. And the first frame should be the same as that.

So, I am going to grab this Alt+Option and drag and then make shape tween again and we are going to reset this to frame 1 in the Properties panel here. Okay, so now it's not doing that nice rotation any more. So it does seem to be opening air between the foot and the ankle on the bottom of the leg. So, we are going to end up changing the show. We are going to bend that foot to join here and we may need to alter this transition a little bit.

By this frame here, the foot will be actually off the ground, so I am not worried about this one. So, this is the critical point. Here is the contact pose. This is where we hit the ground for the first time. It begins to rotate and at this point we have to watch the position of the ankle. The key point is that of course the front of that foot and that move by the same increment. There are various ways of doing this. We can edit multiple frames and look at it in outline mode. So let's do that.

Just look at the foot level now. Sometimes this is hard to look at simply because there are so many layers overlapping as you can see. We also need to create some keyframes in here. I just find this impossible. It gives us a rough idea. I think we are okay. These things seem pretty well spaced. But there is a more manual way of doing this so let's do that. So, I am going to make a fresh layer and just select our Line tool and an overlay that's padlocked there beneath.

Go to the contact pose and just draw a line. Make that line a darker color so maybe you can see it better. Great! So back to that contact pose and then for each frame just go through frame at a time on that layer. For each position of the heel just put down a line. And as you can see we've had quirks creep in. Okay, these nicks represent the position of the heel and because these positions, the travel time of the foot is not even, this means that when we play this walk cycle next to a scrolling background it's going to slip relative to that background.

If we move the character across the screen, tweening him from left to right, the feet will slip in. It will be quite noticeable. It doesn't look like a lot but it will. So, let's correct that and there is a probably easy way of doing this. So, let's just select all this little tick marks, we go Window > Align, and make sure that Align to Stage is clicked off, and then we will distribute them around the horizontal center. Flash does a really nice job of giving us our ideal spacing guide.

This is what the foot placement should have been. So, now let's go frame by frame. So this is the contact position and then so we know that there are 3 in-betweens, 1, 2, 3 between each key. So, this is our contact position and let's pick a different color for that. Let's make that red. So solo this. So, these are our keys here. Okay, so this is the contact key.

Of course I need to on padlock that level. I am going to padlock the tick mark level now, so this foot should be, in a perfect world, it will be there and next one is a little bit over so it's there. This one to here and that's our last. So, now when we scrub through we have a completely perfect transition or travel time for every foot. Now, don't delete this level because we are going to use that for the other foot.

And the other thing that we have to do is correct the right leg, because having moved our foot, a lot of the leg frames will be slightly out. So, we can either correct them by changing the outer symbol or the inner tweening. I think the inner tweening will be the easiest of the two. Because we didn't move them drastically. So I am using the frameEdit extension to do this.

Okay, I am not going to bother with this because we are also going to modify the shoe to curve up. But the one thing I might do is just pull that leg in a little bit. Obviously, that's going to bend this way. The leg might bend a little too far out, possibly too far out here too, but I am going to leave that for now because it's our contact position. Okay, let's zoom out a bit. So, that's that. So let's repeat this process very quickly for the left foot and it's important that the left foot travels the same distance as the right, even if that might at a different size or distance. So let's hide that foot there and go to the contact position and have a look at this.

So, they are more or less in the same area so the same tick marks are going to be used. The only difference between of course that this foot is on the upper line whereas the other foot was on the lower line. So I am going to fine tune those positions and start and the stop. Of course, we want to remove the tilt and now we can use these tick marks as well to help. Okay, this will be also be a lift-off frame just after that key so I am going to push that up so we know we are off the ground at this point. So now we can get rid of the tick mark guide level.

Then the other thing we would also have to correct will be the position of the left leg and then right leg I think. Just make sure that we did it. Okay, so I am going to pull in this contact pose, repeat, copy that to here. Of course, change that name just to be consistent. Frame 33, a random number. Okay. So, now our feet are correctly placed for the-- let's just move. Little alterations here.

So, I think that's fine. So we can save out as this. It looks the same as the last one but there is an amazing difference in terms of the reusability and the stability of our walk. So, the next step would be to start curving the shoes and making them bend and flex like they're actually made of leather, not vectors. So let's do that and we'll save this out.

Show transcript

This video is part of

Image for Flash Professional CS5: Character Animation
Flash Professional CS5: Character Animation

83 video lessons · 21128 viewers

Dermot O' Connor
Author

 
Expand all | Collapse all
  1. 3m 25s
    1. Welcome
      1m 9s
    2. Using the exercise files
      39s
    3. Prerequisites
      1m 37s
  2. 34m 58s
    1. Creating Flash-friendly character design
      4m 57s
    2. Animation rendering: SWF or AVI
      2m 24s
    3. Understanding line tool drawbacks when animating
      7m 7s
    4. Using uniform project scales in Flash
      3m 40s
    5. Finding helpful extensions for Flash
      2m 46s
    6. Using commands and keyboard shortcuts
      9m 53s
    7. Setting up your workspaces
      4m 11s
  3. 1h 35m
    1. Understanding character rigging
      2m 0s
    2. Exploring underlying structure in character rigging
      4m 27s
    3. Vectorizing the character body
      6m 22s
    4. Outlining colors in an animated character
      6m 15s
    5. Vectorizing the hands
      6m 43s
    6. Vectorizing the head
      4m 47s
    7. Outlining the head
      8m 20s
    8. Adding finishing touches with hair
      2m 11s
    9. Colorizing the character head
      7m 28s
    10. Colorizing the body
      5m 33s
    11. Applying gradients
      6m 18s
    12. Symbolizing and pivoting the body parts
      10m 47s
    13. Pivoting the head
      4m 42s
    14. Rigging the mouth
      10m 49s
    15. Rigging the eye
      8m 33s
  4. 52m 22s
    1. Tween types: Shape vs. motion
      5m 41s
    2. Combining motion and shape tweening
      4m 31s
    3. Animating an eye blink using shape tweening
      10m 2s
    4. Rigging a mouth in Flash for dialogue and expressions
      5m 30s
    5. Creating a D mouth
      12m 29s
    6. Creating an F mouth
      6m 58s
    7. Getting the polished look
      7m 11s
  5. 1h 2m
    1. Overview of the head turn
      2m 13s
    2. Preparing the rig
      8m 15s
    3. Posing the rig
      7m 17s
    4. Animating the head movement
      11m 5s
    5. Animating the body movement
      12m 9s
    6. Animating the head turn
      11m 28s
    7. Adding finesse to the head turn
      9m 34s
  6. 2h 44m
    1. Introducing the walk
      1m 5s
    2. Creating a profile view
      8m 30s
    3. Creating the head in profile
      10m 10s
    4. Creating the hand
      6m 57s
    5. Creating hand symbols
      8m 32s
    6. Reviewing the walk
      3m 6s
    7. Prepping the walk
      8m 33s
    8. Setting up the contact poses
      6m 45s
    9. Creating secondary contact poses
      9m 38s
    10. Finishing up the contact poses
      6m 48s
    11. Creating the passing poses
      9m 39s
    12. Finishing the passing pose
      5m 56s
    13. Animating the recoil position
      10m 9s
    14. Animating the high point of the walk
      9m 24s
    15. Adding in-betweens
      8m 31s
    16. Rigging the shoes
      8m 27s
    17. Animating the shoes
      11m 58s
    18. Animating the character's head movements
      8m 29s
    19. Fine-tuning the animation
      9m 0s
    20. Nesting the hand symbols
      8m 39s
    21. Repositioning the walk
      4m 11s
  7. 1h 32m
    1. Introducing the walk in place
      1m 30s
    2. Setting up contact poses
      10m 4s
    3. Creating the passing poses
      7m 14s
    4. Creating the recoil positions
      8m 11s
    5. Animating the head's high point
      4m 9s
    6. Tweening the legs
      5m 11s
    7. Tweening the arms
      10m 27s
    8. Setting the placement of the foot
      9m 9s
    9. Animating the shoes
      7m 52s
    10. Animating the hair
      6m 9s
    11. Creating secondary hand actions
      8m 48s
    12. Animating the torso
      6m 27s
    13. Repositioning the walk
      7m 17s
  8. 54m 9s
    1. Understanding dialogue
      49s
    2. Using the A-F system of six set mouth shapes
      4m 23s
    3. Animating dialogue using the mouth rig
      14m 30s
    4. Integrating the dialogue with the head turn
      5m 35s
    5. Animating the jaw
      6m 59s
    6. Creating an angry dialogue mouth
      7m 43s
    7. Finishing the angry dialogue mouth
      6m 38s
    8. Integrating acting techniques
      1m 51s
    9. Tips on facial expressions
      5m 41s
  9. 36s
    1. Goodbye
      36s

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold

Are you sure you want to delete this note?

No

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.