Viewers: in countries Watching now:
Watch as author George Maestri employs the basic principles of animation to bring to life simple 3D characters in Maya. Starting with an overview of the character rig, this course provides guidelines for arranging stock characters into strong poses and explains how to generate locomotion between poses in a modular fashion. The course includes step-by-step instructions on animating realistic gestures, walks, runs, facial expressions, and dialogue, and culminates with an animated scene built entirely from scratch.
Prerequisite courses: Maya 2011 Essential Training.
So at this point we have just the footsteps and the timing laid out. So let's just go ahead and play the walk that we have. Basically we have the feet sliding along, but the footsteps are in place so let's go ahead and turn this into a lower body walk. I am going to ahead and scroll back to one here. And let's go ahead and take a quick look at what's happening. So what I have got here is I have got a transfer of weight happening. Right now, the weight is on this foot, but we are going to transfer that weight over to the other foot here.
So basically the character's weight is going to be pressing down on this foot, the foot that has just planted down. So in visual sense basically what's going to happen is this foot is going to lift off the ground. Remember the foot is going to transfer its weight from the heel to the toe and then once the toe is airborne, all of the weight would be on this right foot. So let's go ahead and start animating this. Now first I want to do is I kind of want to lift the heel, so I am going to go ahead and grab this control here which is the heel control. At some point, I'm going to go ahead and rotate that up so we get that heel lift.
So in order to do that and make it look convincing, I need to go ahead and set a key for the foot itself, which is this control here. In fact, I will go ahead and delete that one here. So if you notice here, the translations are all zero. So what I want to do is set another key where everything is zero. So we are going to ahead and change everything back to zero and make sure I set a key. And what that does is it locks that foot at zero. But if you notice here we are getting a bit of a lift of that heel because the hips are moving forward.
So in order to lift that heel, I am going to select it, set a key at one and then move forward a little bit. In fact, I am going to move forward to frame 3 and then just go ahead and rotate that up. In fact, I know how high I want to rotate it. Let's go ahead and rotate it about 30. What that does is it gives us a really nice heel lift. So what happens here is the heel is lifting before anything else and that gives us a much more anatomically correct walk.
So then as this heel lifts, the weight of the character is going to be set down on this right foot. So I am going to go ahead and move forward a few more frames to frame 5 which is 4 frames into those 16 frame walk and I am going to go ahead and move this character down and a little bit forward. Now what happens is that's going to give you the feeling that he's kind of falling forward and that's really what he's doing. He is falling and then he's going to lift himself up as this foot passes underneath.
So as he falls forward, he is also going to rotate forward a little bit, so I am going to rotate him just a little bit in X, just to give him a little bit more forward momentum. And then as he steps up this body itself is going to lift. So I am going to go ahead and lift up the body and the foot itself will go ahead and move up under the body as well. So what I'm basically doing is I am getting this.
So you can see, he's falling forward and now that all the weight is on this right foot, he presses up and then at the middle section which is 8 frames in or at frame 9, this is the passing position. This is where this foot passes the other foot. So at this point, the heel lift needs to be eliminated. So I'm going to go to frame 9 and rotate that heel back to zero, but now once I have that, you'll notice that well that foot is a little bit too flat. So what I need to do is rotate that.
Now remember we've got a little bit of a dead weight here, so this is going to tend to hang forward. That's actually the more natural position. So I am going to go ahead and rotate that forward just a little bit and then move this into place. So it's pretty much halfway there. So now I've got that. So weight falls forward, character moves up, and now all we need to do is finish the step. In fact, this looks reasonably good, but I'm going to give it a little bit more flair here. So we can do that simply by rotating that foot forward.
So now, I have got that foot kind of flipping up before it sets down. So it comes in, naturally flips up, and then sets down. But if you notice here, this is coming in a little fast. So what I need to do here is also in addition to this is move this a little bit forward and down. So now we have got kind of more of a gentle set-down, so now this goes like that. Okay, now we have got one more little thing to fix on this and that's the toe.
So this toe also is going to flap just a little bit. So I am going to go back to frame 1 and just make sure I had set a keyframe for that, and then as it pulls up this first half of the walk is really just the heel lifting, so I am really not going to touch the toe at this point and then at frame 9, which is halfway in, I am going to set another keyframe, just to kind of lock it down. Now as this kind of comes up, what's going to happen is momentum is going to pull this down just a little bit and then right before it hits, it's going to flip up, so it's going to go ahead and flip up and then as it sets down its going to go back to 0.
So now let's take a look at this. So as it comes in, we are basically getting secondary or dragging motion for that toe and that gives it a much more natural look. So let's go ahead and take a look at this. So that's a really good first step. Now let's go ahead and take a look a little bit more at the body. There's merely one more thing that I want to correct on this walk. So as this comes up in the middle of this step here, at the passing position, we have got this giant leg pulling down, so I have got a force coming straight down here that's pulling those hip out of center.
So what I am going to do at this point is at the passing position I am going to rotate the hips a little bit towards the free leg and then what that does though is that kind of straightens out that leg. So I am just going to go ahead and push him down just a little bit so I get a slight bend in that planted foot. So now that I have this, I've got a really good first step. So now we have the first step.
Now the second step really is just the exact same thing on the opposite side. So we don't really have time to do that, but let's go ahead and just open a scene here and we've got a basic walk. Now we have got both legs going and it's really just the mirror image. So now once I have this basic walk, I've got a good foundation for the rest of the body. Now when you animate a walk, it's kind of good to get the hips and the feet moving first, because that's really where all the weight is going to happen and then worry about the upper body.
So as you can see this walk looks pretty good. Now if we wanted to, we could experiment with footsteps, with timing, with foot positions and really just have a lot of fun with just these three parts of the body, the hips and both of the feet. But at this point I think we are going to go ahead and move up the body and I'll finish off the walk.
Find answers to the most frequently asked questions about Character Animation Fundamentals with Maya .
Here are the FAQs that matched your search "" :
Sorry, there are no matches for your search "" —to search again, type in another word or phrase and click search.
Access exercise files from a button right under the course name.
Search within course videos and transcripts, and jump right to the results.
Remove icons showing you already watched videos if you want to start over.
Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.