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Character Animation Fundamentals with Maya
Maria ReƱdon

Character Animation Fundamentals with Maya

with George Maestri

 


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.
Topics include:
  • Using screen-drawing tools for Windows and Mac
  • Quickly posing characters with custom MEL scripts and layers
  • Understanding forces and their role in creating lifelike animation
  • Sequencing and timing pose-to-pose animation
  • Fine-tuning transitions
  • Animating a character's gait and run
  • Crafting realistic facial expressions
  • Syncing speech to animated dialogue

show more

author
George Maestri
subject
3D + Animation, Animation, Character Animation
software
Maya 2012, 2011
level
Intermediate
duration
6h 6m
released
May 20, 2011

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Introduction
Introduction
00:04Hi! I'm George Maestri, and welcome to Character Animation Fundamentals in Maya.
00:09Character animation is a very deep subject.
00:11In this course, we'll get you up to speed to animate characters in Maya.
00:16We'll start off with the basics of putting characters in motion and then explore
00:20pose to pose animation.
00:22In doing that, we'll also look at some of the principles of animation, such as
00:25creating weight, forces, overlap, follow through, and secondary motion.
00:31After that, we'll animate a basic character walk by breaking it down joint by joint.
00:36This basic walk will then be modified to add lots of character.
00:41Once you're familiar with walking, we'll take our character for a run and learn
00:45how to cycle that run.
00:47Facial animation is also an important task for any animator to master.
00:52We'll take a look at animating dialog, as well as head turns and
00:56facial expressions.
00:57Finally, we'll put all of this together and animate a scene complete with acting and dialog.
01:04So, without further ado, let's get started with Character Animation
01:08Fundamentals in Maya.
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Using the exercise files
00:00If you have a premium lynda.com subscription, you'll have access to the exercise files.
00:07If you want to follow along with me using the exact same files that I'm using,
00:11go ahead and download those now, and then just drag the folder to the Desktop.
00:16And that folder is called Exercise Files, and if you double-click on it, you'll
00:20see that we have one folder per chapter.
00:24So go ahead and download that now if you'd like to follow along.
00:29If you have downloaded the exercise files, then you'll also need to do one
00:34additional thing within Maya.
00:36At the start of every chapter, I want you to go ahead to File > Project and
00:42make sure you set your project to the proper chapter.
00:46Now all I have to do is go to my Desktop and in exercise files we can now find
00:52the chapter that we're working on.
00:53Right now, we're in the introductory chapter, which is Chapter 0, so go
00:58ahead and set that now.
01:00And please remember to do that at the start of each chapter, so that way
01:05the files match up.
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Character rig overview: Simple character
00:00Along with the exercise files, we've given you two basic rigs.
00:05Let me show you the first of those.
00:06We're going to go File > Open, and we should be in our Chapter 0/scenes
00:11directory because we've set our project.
00:14And we have two characters.
00:15One is called Full Character; one is called Simple Character.
00:19So let's go ahead and open up the Simple Character and we'll show you that one first.
00:24As you can see, it's a very, very basic character.
00:27And what I really wanted to do with this is just to give you a nice, light,
00:30easy-to-animate character that can be used just to get the hang of animation.
00:35If we go through this, we can see that we have basically a number of
00:41controls for the character.
00:43If you grab on any one of these curves, you can see that we can actually
00:49manipulate the character.
00:50So for example, if I grab this one here, this star shaped one, you can see here
00:54that this is called the HIPS, and it controls the hips.
00:58So if I hit W for Move, I can move the hips.
01:03Now we also have a number of other ones here.
01:05The one I want to show you first off are these knee controls and these can
01:10get a little bit tricky, but what they do is they can just control the
01:13direction of the knee.
01:15So the knee basically points at these objects.
01:21Now the feet are basically done with what's called Inverse Kinematics, which
01:27means that you can move the feet and the hips will stay in place.
01:35Going up the character, we have three spine controls.
01:39And typically, I select those by going into my Select tool or by hitting Q and
01:46then Shift+Selecting, I can Shift+ Select one, two, three of these, or I can
01:50select them individually.
01:51And you'll notice they're named SPINE_0, SPINE_1, and SPINE_2, for a total of three.
01:59And typically what I do is when I manipulate the character I will select all
02:04of them, so I will Shift+Select all of these and then these will typically only
02:09rotate, so you can rotate these to rotate the character's spine.
02:14And I'm going to go ahead and undo that.
02:16Moving further up, we can take a look at the arms.
02:19The arms are by default set to what's called Forward Kinematics, which means
02:24you're rotating the arms.
02:28So I can basically just rotate any one of these joints however I want.
02:34Now I didn't put any limits on these, so you have to be careful particularly
02:37with the elbow that you don't move it this way or this way.
02:43I typically tend to move it along the Y axis, but I left the other two axes open
02:49just in case you needed that room to animate.
02:52And then the hands are very simple.
02:53They're actually more like mittens and they also have controls for each of the joints.
02:59Now moving up a little bit further, we also have this switch.
03:05It has an F on it right now and that stands for Forward Kinematics.
03:10In other words, that will switch the character from the arm being Forward
03:14Kinematics, which is Rotations, to Inverse Kinematics, which is Position.
03:20So in order to switch between Forward and Inverse Kinematics, go ahead and
03:24select this arrow, hit the Move tool, and then move it from left to right to
03:30switch between F and I.
03:31F is Forward Kinematics. I is Inverse.
03:36So in Forward Kinematics, I'm rotating the arm.
03:39In Inverse Kinematics, I'm positioning the arm.
03:42Now notice how this changes a little bit.
03:45We go from having these basically these little spheres on each joint, to having
03:53a hand control and then a direction control and this is very much like the feet.
03:57So I have hand controls here and then this, very much like the knees, controls
04:06the angle of that elbow.
04:08So I can switch between those just by animating this.
04:13And finally we have head and neck controls.
04:16And again, those are rotational, so you can just rotate the character's head.
04:23Now one more control I want to show you is basically, the main node, which is
04:27called Character Root.
04:29And what this is is just the root of the character.
04:32It allows you to position the character anywhere in the scene.
04:37So all motions of the character are going to be relative to this node.
04:42If we take a look at this in the Outliner, you can see that under the CHARACTER ROOT
04:47we have all of the controls for the character.
04:50Now there are some additional directories. One is for the Skeleton of the
04:54character and the other one is for the Geometry.
04:56Now we're not going to touch those.
04:58All the controls we need to manipulate the character are under the
05:01CHARACTER ROOT node.
05:03Now if we go over to the Channel box, you'll see below it we also have the
05:08Layer Editor and this character is divided up into a number of layers.
05:13Now we may be turning these on and off during the course.
05:16The top ones are basically for Geometry. So I can turn off the Eyes, the Head,
05:22the Upper part of the body, and the Lower part of the body.
05:25So I can turn on and off any one of these pieces of geometry.
05:29These are set to R, which means that they'll render but you can't select them.
05:35So I can't select that Head.
05:37If I want to be able select it, I can turn that off and select it directly.
05:43But again, this is Geometry.
05:44We really want to control the head using these spline controls, so I'm going to
05:48go ahead and set that back to R.
05:56We also have controls for the Upper and Lower part of the character as well, so
06:01I can turn on and off different types of controls.
06:05And also the skeleton of the character is actually hidden.
06:09So that's a brief overview of this character rig.
06:12As we start animating, you'll start to get the hang of how to manipulate this
06:16rig and how to work the character.
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Character rig overview: Full character
00:00Now let's take a look at the full character rig.
00:03I'm going to open a scene called Full Char.ma, which is our full character.
00:10Now as you can see, this character is very close to the other character that we had.
00:15In fact, it's just a more complex version.
00:18As you can see, the character has full geometry.
00:22In other words, his geometry deforms.
00:24So for example, if I select the foot here, you can see that his geometry deforms.
00:31The character also has full hands.
00:34So instead of those mitten hands, we have a three-fingered hand.
00:39So for example, we could select the index fingers here and rotate them.
00:46So this gives you a lot more control over hand gestures and that sort of thing.
00:51Now the most important change to this character is in the facial controls.
00:56I've given him a full face with full control over that face.
01:02So if you want to move the head, it's still pretty much the same.
01:05So you just select this ring and you can rotate it and you notice this HEAD
01:11control rotates with the character.
01:14The controls themselves manipulate various portions of the face.
01:19So the lower part of face, in other words, the mouth is the lower part of the controls.
01:24The upper part is the eyes.
01:26So let's start with the Mouth controls.
01:28All of these controls are translations, so if you select this, all you have to
01:33do is hit W or select your Move tool in order to manipulate these.
01:38Now these all manipulate in X or Y or in a single dimension.
01:44So if I select the jaw control, which is labeled here as jaw, you can see how
01:49if I move this up or down it opens and closes his jaw.
01:53If I move it left and right, you can see how it actually biases that so you can
01:59get some left-right jaw motion.
02:01So if you wanted him to chew for example, you can do left-right type motion.
02:05I'm going to go ahead and undo that.
02:07Let's move over to the next one called Dial and that's short for Dialogue.
02:12And now these are most of the phoneme shapes that we used for lip sync.
02:16Now this will be used in combination with the jaw as well as some other controls.
02:21But let's take a look how this works.
02:23If you move this control to the right, you can see he goes into an 'oh' sound.
02:28If you move it to the right and all the way into the bottom, that 'oh'
02:32closes down to an 'ooh'.
02:33If you move it straight up, it kind of just neutralizes.
02:39Now the other side of this starts with the consonant sound or CH, kind of that smile.
02:46And then as you move down, those lips close and it kind of tightens up, so you
02:52can get like an M or B or P.
02:55So simply by moving this through two dimensions, you can get probably about 80%
03:02of the dialogue controls that you want.
03:05If you can see these move from -1 to +1 as we go along this.
03:12And now if we want to center this out, all we have to do is select both of these,
03:15type 0, and that centers it out.
03:18The next one is the Smile control, and this is pretty straightforward.
03:22If you move it straight up, he smiles;
03:25move it straight down, he frowns.
03:27And then we can control that.
03:29If you move it up to the left, he kind of gives a half grin on either side or a
03:34half frown on either side.
03:36And again, the center of this is 0. So if I select these two translations, I
03:41can set those to 0.
03:44Now along the bottom are two special phonemes.
03:47one is F, basically F or V, and that's where the lip is tucked underneath the
03:55top teeth, so for the F or the V sound.
03:59Now another cute little trick is if you move that in the opposite direction, he
04:03kind of gives a little pall, which could be useful.
04:06And again, the center of this is 0, so I'm just going to 0 that out.
04:09The Shhh sound is basically just kind of, well, it's this shape here.
04:15Now this is a pretty strong shape.
04:18You may not use this too much, but it's there in case you need it.
04:24Now the next ones are Sneer and Grrr, and they kind of do the opposite on the
04:30top and bottom lips.
04:31So the Sneer kind of controls the muscles around the nose that lift up the
04:37lips into a sneer, so you can do left sneer, right sneer, or you can go in the middle.
04:43And again, the center of that is 0.
04:47Grrr actually activates what are called the corrugators, which kind of give you
04:52that fear or kind of that concern, fear, anxiety type of emotion.
04:58And again, that biases to left and right.
05:01Now along the top we have the eye controls.
05:06Now the first one here is these big circles with what are basically the eyelids.
05:12So I can select one or both of these. So let's select one and you can see I can
05:17lower that eye, but it doesn't go all the way down.
05:21In order to do a full blink, you have to grab the one on the bottom and pull
05:26that up to give a full blink.
05:27Now if you want to, you can just grab both of these and pull them down and grab
05:33both of these and pull them up for a full blink.
05:36Or you can do any combination of these to give kind of some cockeyed look.
05:41So if you want him to kind of do one up, one down, that sort of thing, you have
05:45the control to do that.
05:47Now in the center of this is the pupil control.
05:50So I'm going to go ahead and Shift+ Select both of these and then move those.
05:55And as you can see, it just gives him left, right, up, down, and just gives him
06:00eye direction control.
06:01And again, you can do these separately if you want or you can select them
06:06and do them together.
06:09Now the one here is just called Eyes_ Wide and that kind of gives him that
06:13surprised look. So if you're going to just do a surprise type of action, you can do that there.
06:19And then the last one are the Brow controls and these are very similar to the
06:23dialogue and the smile control.
06:25In that, each corner is a different type of-- So if you want him to lift his
06:31brow, make a worry brow is here, an angry brow is here, and these actually work
06:40in opposite. So if you want to do both worry, you have to kind of select them
06:44separately and put them down, so that way you get anger or if you want to out
06:47them out to the side, then you can get worry, and so on.
06:51But again, all of these bias back to 0.
06:55So all I have to do is just type 0 to get them back to center.
07:00So those are the basic controls of the full character.
07:04Now we're not going to be using this character until a little bit later in the course.
07:07I am kind of saving him for when we actually do dialog and lip sync and facial animation.
07:14For the first part of the course, we're mostly going to be working with the simple rig.
07:18But if you want, you can use this rig instead of the other rig.
07:22The control names are all the same and really the only difference for those
07:26exercises are going to be the way that you pose the hands.
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Using other rigs
00:00If you want, you can use your own rigs with this course.
00:04I'm not doing anything that's out of the ordinary with the rigs and you should
00:08be able to apply it to just about any good character rig.
00:12Now you can get these from your production company, you can build them
00:15yourself, or if you want, you can also just do a quick Google search for Maya
00:21character rig, and that will come up with a whole bunch of different rigs that you can use.
00:27Now when you use a different type of rig, the controls will be different.
00:31So here are some ones that I've downloaded.
00:35Every single one is a little bit different, it has a little bit different
00:39controls, but if you want to use them, you're more than welcome and they will
00:45work with this course.
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Using screen drawing tools for Windows
00:00Now when I started animating way back in the 90's, screens were actually made out of glass.
00:06Usually you had a Trinitron tube, you had a 20-inch monitor or something like that.
00:11And one of the tricks that I learned way, way back was to draw on the screen.
00:17All I'd have to do was to reach for a dry erase marker and I could draw over my
00:23characters on the screen.
00:24Because the screen was made of glass, it was very easy.
00:28You just draw on the screen.
00:29When you're done, you just wipe it off with a cloth.
00:32In the past couple of years, flat screens have really taken over.
00:36Now a lot of those screens are made of plastic, which makes them not really that
00:41compatible with dry-erase markers.
00:44So I adapted my original technique to a more virtual technique which will
00:49actually help this course.
00:51For the PC, I use a program called LinktivityPresenter.
00:56Now what this does is it simply allows me to draw over Maya on the screen.
01:02Now this can come in very handy when you're trying to tweak a pose, get an
01:06animation path, do a number of different things, and you want it look good in 2D,
01:12but you're animating it or posing the character in 3D.
01:16This particular program has a number of different functions.
01:20I really only use three of them.
01:22One is a Pen tool, the other one is the Cursor tool, and then there is an Erase tool.
01:28Now if you select the Pen tool, you can select whatever color you want and then
01:34you can draw over the screen.
01:39So if you use a pen, you can actually get more accurate.
01:43I'm actually using a mouse right now.
01:45But you can actually draw over your character to get poses to draw a line of
01:49action, to draw motion paths.
01:52Really whatever you want to draw.
01:54And then once you've drawn over the screen, all you have to do is go to what's
01:59called Cursor mode, and then you can manipulate your character and the drawings
02:04will stay on the screen.
02:05So for example, I can move his arm or his head or move the character around and
02:11I could still have that drawing on the screen.
02:14So now I have a reference where his head was, to where it's going to be, and
02:18that gives me a little bit of an easier way to animate.
02:22Now you can do some of this with the ghosting feature in Maya, but sometimes I
02:26find this a lot more interactive and particularly good when posing characters.
02:31Now once you're done with all of this, all you have to do is just hit the Erase
02:35All button and it goes away.
02:38So again, just to reiterate, you can find Linktivity just by doing a Google
02:43search for LinktivityPresenter, and it's pretty much the first thing that comes up.
02:49Now this is one of many programs that can do this.
02:52When I recorded this, this is a free download. I can't guarantee that this
02:57will be free forever.
02:58Hopefully, it will be, but if not, there are other programs that will do similar
03:03things and they can come in very handy when animating in 3D.
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Using screen drawing tools for the Mac
00:00For those of you who are using OS X on the Macintosh platform, there is a screen
00:06draw tool that you can use as well.
00:08I did some searching on I found one called Magic Pen, which should work.
00:12And the way that you find it is basically just go on Google, type magic pen for
00:20the Mac, and you should find it.
00:22Now I found it on CNET, but you may find it in other places as well, and it's a free download.
00:29It's a free piece of software, so you should be good to go with that.
00:32So let me go ahead and close my browser here.
00:35Now once you install Magic Pen, it should show up either in the Applications
00:39folder and I've dragged it here to my dock. So you can just double-click on it.
00:44And when you do, what happens is this little icon comes up and once this icon
00:49is here, we have a number of options.
00:52One is we can choose our color and then we can actually just draw.
00:58So you can just draw on the screen here.
01:01Now we have some menu options here and the most important one is Clear Pad.
01:05This software actually does support what are called multiple pads, so you can
01:09actually draw in multiple layers.
01:12We're really not going to go that deep into it, so you can pretty much just draw and clear.
01:18That's basically all you need to do, so we can just draw something and clear it.
01:24If you're going to be using this in Maya, you will need to switch applications.
01:28So for example, if I'm in Maya right now, I can pretty much just use Maya the way it is.
01:34But if I want to draw over it to illustrate a pose or something like that,
01:39I will have to go down to my dock and open up Magic Pen, and then I can draw over Maya.
01:48Then once I go back into Maya, I can operate Maya as I want, and the drawing
01:55will still be over that.
01:56I can always go back into Magic Pen and then Clear and so on.
02:02So really what you're doing is you're switching between the applications.
02:06So this should work for most OS X users.
02:10So with that in mind, let's go ahead and get going with the course.
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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 to
00:04learn 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.
00:12Now the first thing that you need to be aware of is what's called 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 will have a line. The character will follow a line of action and
00:30this will lead the audience's eye to the character and it will be pleasing to the eye.
00:36It may draw attention to something. But a good line of action is really
00:40important for a good pose.
00:42Here's another character.
00:44You can see the line of action is downward.
00:46You see the character is a little bit sad. And then we can also have line of
00:51action that help with describing actions.
00:54So for example, this character is going to toss a ball.
00:57This isn't 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'll have a much
01:06stronger animation, so when he throws the ball that line of action actually will
01:12follow 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
01:23you can see it in the silhouette. This is because the audience's eyes tend to
01:29draw out the outline of the character first and then look at what's inside.
01:35Here is that exact same pose at a different angle. So all I did was I moved that
01:41camera a bit, and if you look at this it looks confusing, even compared to the
01:45silhouette, and if you look at this in silhouette you don't even really know
01:49what's going on 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 turned a little bit. This doesn't read.
02:12You don't really know what the character is doing here. Here you do.
02:16Last thing I want to talk about is weight and balance.
02:19Any pose that 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,
02:29like this, and this isn't really what I will call a balanced pose.
02:33It's very symmetrical.
02:35There'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 that the character's
02:56weight is balanced, so that he is 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.
03:07It's not going to be pleasing to the eyes.
03:09We are just going to say, wait, something is wrong here.
03:12So when you create poses, you want to make sure that the poses have good line of action,
03:16they 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 for animation.
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Creating custom MEL scripts to help pose characters
00:00Before we actually get into posing and keyframing our characters I'd like to
00:05actually set up some custom functions that will help me along with this
00:09particular character.
00:11Now we're working with the simple character, but this will work really with any
00:15type of character you want.
00:17Maya is really great in that it allows you to create custom functions.
00:21You're probably already using them and these are just the standard shelves, and
00:25these are just actually custom buttons that Maya provides, and we can actually
00:30create our own by using a little bit of MEL scripting.
00:34First of all, let's go into General Editors and go into what's called the Script
00:39Editor. And I'm going to go ahead and push this guy over so we can get
00:43everything here on the screen.
00:45This is a very tight screen here.
00:46What you can see is every time you do something in the character it shows up in this window.
00:52So for example if I select the root node of the character, it will say select HIPS.
00:57So what I can do is I can take all of these and make them into a button.
01:02So the first button that I want to create is one that selects all the parts of the character.
01:08So all I'm going to do is just go into Select mode, and that's hitting the Q
01:13button, and then I'm just going to go through and select all of the various
01:18parts of the character.
01:19You can see how as I select them they show up here in the window.
01:23So I just want to go through and select each of the spines and the arms on both
01:30sides, the neck, the head, and then I also want to get the thumbs and the hands.
01:40So I can just Shift+Select, rubber band select, all of these hands and all of
01:46these thumbs. Let's see if I can get this on the other side here.
01:50Now I'm not going to select the forward inverse kinematics at this point, so I
01:55don't really need to keyframe that.
01:57So now that I have all of these selected you can see I've got basically a list
02:03of what I've selected.
02:04This is where I'd deselected right before I started selecting everything and all
02:07of these are the selections of everything in the character.
02:12So all I have to do is click and drag and highlight all of those commands.
02:19Then all I have to do is hit this button here. It says Save Script to Shelf, so
02:24I click on that and then I can just give it a name.
02:28Well, let's just call it Select All, and when I do that it gives me this.
02:34Do you want save it as a Python or MEL script?
02:37I'm going to choose MEL script and there we go.
02:40Now we have a button that will select everything in the character.
02:44So if I deselect this, now I can select everything.
02:48Another nice little command that we can do is something that keyframes
02:53everything in the character.
02:55So all I have to do at this point is just hit the S key or if you go in
03:00Animation you just go Animation > Set Key.
03:03So I'm just going to ahead and set a key and watch what happens.
03:07It says it gives me a few little error messages, but this is the command that I want,
03:12setKeyframe, and it has keyframes for all of these things, and if you
03:19notice all of this is the names of everything that I had selected.
03:23So I'm going to do the same thing.
03:25I'm going to Save Script to Shelf, and then I'm just going to call this one Key All.
03:32So this creates a keyframe for all of the major components of the character and
03:38we're going to save that as a MEL Script.
03:40So now I have two scripts here and these can be very, very handy. One selects
03:46everything in the character, the other keyframes everything in the character.
03:51So for example if I go out here and say frame 12 and I hit Key All and select
03:56something, you'll see that now I have-- In fact let's go ahead and Select All a
04:00keyframe here where I started and at frame 12.
04:04Now this is very handy when you start creating stock poses or you want to lock
04:12in a character's pose.
04:14So we can refine this a little further.
04:16You can obviously create buttons for parts of the character.
04:19You can have one for the arms or one for the spine or the feet or whatever.
04:23We can also extend this in more complex characters to keyframe everything in
04:29the face for example.
04:31So create some custom shelves for your character and that will help you in the
04:36future when you're keyframing that character.
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Using layers to select characters
00:00There is another way to select objects within a character that doesn't involve
00:05creating custom shelves and custom buttons, and that's to simply use layers.
00:11So for example with this character we do have a custom button that allows us to
00:14select everything, but if we want we can also use our layers option.
00:20So we go into that by going into our Channel Box and then just pulling open our
00:25Layers palette, and then if I want I can select any part of character just by
00:31highlighting the layer and going Layer > Select Objects.
00:36So if I want to, I can select every object in the upper body or the lower body.
00:43If you create a rig that has really good layering, this can be a good
00:48alternative to using custom buttons.
00:51Now the one thing about this is that the layers are pretty fixed. With a custom
00:56shelf and a custom button you can select anything you want.
00:59With layers, you're pretty much restricted to what's in that specific layer.
01:04But if this is more comfortable for you, then go ahead and use this method.
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Learning the basics of posing characters
00:00Let's go ahead and start posing and keyframing our character.
00:04I am going to block out several poses, and really this is just about the process
00:09of creating the pose for a character.
00:12Typically when you start with a character you are going to get him in a neutral
00:15pose, something like this, and this really isn't a natural pose.
00:20So let's go ahead and make it a little more natural.
00:23Before I do that I'm actually going to lock this pose in.
00:28I kind of like this pose for one reason and that's because it's a neutral pose
00:33and I can always come back to this if I want to unwind the character.
00:38For the sake of this I am just going to go ahead and keyframe this at frame 1.
00:42So I want to just take everything in the character and just hit that Key All
00:46button that I created in my custom shelf.
00:49You should create one for your shelf as well.
00:52Now I have this pose locked in in frame 1.
00:55Now typically what we'll do is we'll take that neutral pose and we will move it
00:59before the start of the animation, so we'll move it to frame 0 or frame -1, so at
01:04least we have it, but it doesn't show up in the animation.
01:07For the sake of this we can leave it at frame 1.
01:10Let's go a few frames forward.
01:11Let's go to frame 3 and let's kind of relax this pose a little bit more.
01:15Now with a character like this the first thing we see is the arms and they're
01:21definitely not relaxed.
01:23So I am going to go ahead and select the shoulders and we are using forward
01:26kinematics here and I'm just going to rotate these down.
01:32So now that I have that in place, well, it's a little bit more relaxed.
01:37But it's by no means natural.
01:40I mean it looks like the guy is standing at attention and unless you're
01:43animating him in a military lineup, it's really not going to be a good pose.
01:48But I'm going to go ahead and save this anyways. So I am going to hit Key
01:51All just so we have it.
01:52So now I have a pose at frame 1 and a pose at frame 3.
01:58Now let's go ahead and make a much more naturalistic pose for this character.
02:03Let's go ahead and start playing with the weight.
02:06Now the first thing you want to do with a pose is understand where the weight of
02:12the character is and how the line of the character is going to be moving.
02:17Typically with a pose I start with the hips and the feet, because that's the
02:21center of weight distribution for the character.
02:23The weight of the character is being pulled down by gravity and what's
02:29supporting it, what's counteracting that, is the force of the legs
02:34supporting that weight.
02:36So this is the area where most of the weight distribution of the character is
02:41transferred to the ground, so we want to make sure that we get the hips and
02:44the feet done right.
02:46So I am going to start with the hips.
02:48Well, the first thing I want to do is I want to come and get him down a little bit.
02:51So let's go ahead and make this kind of a meek pose.
02:53Let's start with making him kind of a shy character.
02:56So I am going to move the hips down a little bit, get some bend in those knees,
03:01and then I'm going to actually rotate the hips back just a bit.
03:06And what this is doing is I'm trying to give him kind of a curved spine.
03:12So the first thing I want to do is rotate the hips back, so that way I can
03:16rotate all of these spine nodes forward.
03:19So I am selecting all of the spine and I am going to rotate that forward just a
03:24little bit and you can notice how once I start to get that, you can see how
03:29it's kind of a bit of a sad sack. Almost gives him a potbelly sort of look and
03:34even just doing that is much better than what we had here.
03:40So this is my pose and then just by shifting his weight a little bit, we get a
03:45much better line of action really.
03:48And so we can also play a little bit more with things like his feet.
03:52So I'm going to go ahead and turn his feet in maybe just a little bit, kind of
03:56make him a little pigeon-toed.
03:58And again I am just kind of playing with this character. Each character that you
04:02have will have a specific way of standing and a specific way of acting.
04:07So I can also play with the arms a little bit. Maybe his arms are a little bit
04:12out and turned in a little bit. And also once I've rotated that back, notice
04:19how this arm is kind of going at an angle and I really want it to be straight up and down.
04:24So I'm going to rotate this and kind of straighten it out.
04:30Straight arms like that, they are kind unnatural.
04:33So I am going to go to the elbow and give it more of a natural bend and what
04:38this will do is actually it will almost mirror the line of action that I'm
04:43starting to develop here, so I am kind of starting to get this kind of
04:46S-shape with the character.
04:48And so if the arms are kind of in that, then it just kind of supports that line of action.
04:54It gives it a much stronger pose.
04:58And if I want, again, he is kind of turning everything in. So maybe I can
05:02even turn the wrists.
05:04They are kind of a little square and again I've got very straight hands, so
05:09maybe give some curve to that and we can do the same on the other arm.
05:15Now I don't have to do the exact same thing on both sides, because symmetry we
05:21don't really want the character to be too symmetrical.
05:24So for this particular pose, you know he is kind of just standing there, but
05:31again, I don't want a ton of symmetry. Maybe I can even lean him a little bit to
05:36one side or the other, just to kind of give him a little bit of variation.
05:40And again I can play with the head and sometimes if he is kind of a sad
05:44character he may also be looking down, and again that will support this kind of
05:49S-shape that we're getting.
05:51So just by kind of understanding how gravity is pulling the character down and a
05:56little bit about the attitude of the character we've got a much stronger pose,
06:01even just for a default pose. So we went from this to this to this.
06:07So you can see how we've got kind of a nice character pose here, and in fact I
06:13am going to go ahead and key everything, just so we have it.
06:17And now I want to go-ahead and maybe do one more pose and let's kind of pose him
06:22in the opposite direction.
06:24So one of the things I am actually going to do is I am just going to copy some keyframes.
06:27I am going to select everything in the character and if you notice we've got
06:32three sets of keyframes, 1, 2, 3.
06:36But what I want to do is actually put him back to that neutral pose, or actually
06:41let's go back to this pose.
06:42So what I can do is I can right-click, copy, and that copies all the keyframes
06:47because I hit Select All, and then just paste.
06:51So now I have a neutral starting place to do another pose.
06:56So this time instead of rotating him back, let's go ahead and move him forward,
07:00make him a little bit more assertive.
07:02So I'm going to actually move his weight forward and maybe even rotate the hips
07:07forward, because I want him to be almost like a character.
07:10That's in your face.
07:12And so that means I want him to start kind of getting into your space a little bit.
07:17And then what I can do is then again play with the spine, because he is going to
07:21be a little bit more proud. He is going to have a little bit more spine here.
07:26Now one thing I notice is that these knees, again they are little straight here.
07:30So I like having a little bit of bend in the knee.
07:33It shows that there is tension there.
07:35If they are completely straight, it's not very natural. And also you want to
07:39make sure that the weight of the character is over the center of the feet.
07:44So once we do that, you can see how we're starting to get a little bit of a
07:49different pose because he's actually kind of moving forward. And again because
07:54he is being kind of more big and boastful you want to make him bigger, almost
07:59like how a bird or a butterfly will open its wings to scare off predators.
08:04People do the same thing.
08:06So I want to kind of make him give more space. Basically I want to make him take
08:12up more visual room because he is a tough character.
08:17And so maybe complete those into fists and then kind of put his arms out a
08:26little bit more here and again bend his arms.
08:31What I'm trying to do here is again I want to give him so that he is occupying
08:36more space and again just kind of rotate those and just by doing something
08:42like this, even maybe tilting that down a little bit. Because what I'm really
08:48trying to do is get him more aggressive. In fact I can even push him forward
08:57just a little bit more.
09:03So as I push him forward though, you notice how his head is turning back.
09:06I want to make sure that his head is looking forward.
09:12So there, so now we have a pose.
09:15We've gone from totally straight to kind of meek to a little bit more assertive,
09:22and all we really did was just change the pose of that character.
09:28Even just putting the feet out a little bit more will also give him a wider
09:32stance to make him appear stronger.
09:35So as you can see posing a character is really pretty simple. All you need to do
09:40is start with the hips, make sure that the character has a good strong base, and
09:45then understand the mood of the character and where you want the character to be,
09:51and then just pose him into place by moving the joints.
09:54And one of the things I like to do is when I have major poses like this, I like
09:58to keyframe everything just to make sure I've locked them in.
10:02So go ahead and pose your character and have fun.
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Creating stock poses
00:00When you work with the same character in many scenes, a lot of times that
00:04character will be adopting similar or the same poses across multiple scenes, so
00:10sometimes it's easier to create a library of poses that you can use as raw
00:16material to construct other poses.
00:18Now what I have done here is I have created a file called ManyPoses, and it has
00:23about 10 or 12 poses in here.
00:25I've got a real simple pose with his arms at his side, his hands on his hips,
00:30and kind of showing his palms on both hands, and then that slouchy pose,
00:36the proud pose that we did before, and then a couple of more specific poses.
00:41Now these can be any pose you want, they could be any number of different poses, but
00:46let me show you the technique that I use for mixing and matching poses to create new ones.
00:53If I select everything in the character, you'll notice that I have one major
00:57pose every two frames.
01:01When I animate a scene typically I'll start at frame 1 or somewhere in that range,
01:06but I want to be able to hang on to these poses to use in another scene.
01:11So one of the easiest ways to do this is to just slide these frames into the
01:16negative frame numbers.
01:18So right now this animation is starting at frame 1, but if I just type in -20
01:25into the start time of the animation, you can see how all of a sudden I've got
01:30some space here and if I click on the slider here and move it over, you'll see
01:35that I can actually keyframe into the negative frames.
01:39So what I can do is I can actually take these frames and just select them.
01:43I am Shift+Selecting them on the Timeline, and then I can just drag them back.
01:49By doing that, these poses are now in the negative frames.
01:55Now I have my default pose here at -18. One of the things I'd like to do is get
02:00that maybe to 0. So I am going to go ahead and just copy that.
02:04Now remember, I still have everything selected. And put it at frame 0.
02:10So now I have basically the character at 0 at frame 0, but I have all these other poses.
02:15So as I go into the animation, let's say I want to start him at a specific pose.
02:20Let's say I want to start him with this pose. So what I can do is Select All,
02:24find that keyframe, and since I have everything selected all I have to do is
02:29copy and paste that. So let's go ahead and start that at frame 1, which is going
02:35to be start of our animation.
02:36So now we start there and then I can go into any other type of pose.
02:41So let's say I want him to go into that pose there, the one at -4. So I can go
02:47ahead again and copy, and then I can just slide this wherever I want.
02:51Let's go ahead here maybe to frame 6, go paste.
02:55So now he is going from frame-to-frame.
02:59Obviously, we'll need to in-between them.
03:00We'll get into that later.
03:02But you can see how now I'm taking my poses from my kind of stored poses here
03:08and using them as raw material.
03:11So if I want him to stand straight up or if I want him straighten out his spine,
03:15all I have to do is select those spine nodes and find a place where its spine is
03:20straight. Copy and Paste.
03:25So now what I'm doing is I am combining poses, so I am taking the spine from a
03:31different pose and putting it on this other one.
03:34Let's say I want his hands on his hips. All I have to do is select the hand
03:39along with the fingers, and then find one of those poses where his hands are on
03:43his hips right there.
03:44There's one right there, frame 14, so I just copy that, come back out here, and
03:50now when I paste, all I am pasting is that arm and now I've got his hand on his hip.
03:56Rather than try and unwind this pose and undo this pose and put it into
04:01another one, all I have to do is copy and paste.
04:04So this method makes posing much more modular.
04:08So if you create a nice library of stock poses and gestures, store them in the
04:14negative keyframe. You'll have a lot of raw material to pose your characters
04:19with later and posing will go a lot more quickly.
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2. Animating Characters in Motion
Understanding forces and character motion
00:00One of the most important things you need to understand when animating a
00:03character is the concept of force.
00:06Forces act upon a character and then the character responds to those forces.
00:11Forces can fall into two basic categories.
00:14One is external forces, those forces which are outside the character.
00:19These can be gravity, wind, another character pushing your character around, and so on.
00:25The other type of force acting upon a character are internal forces, in other
00:29words the forces that the character creates himself.
00:32The muscles acting against gravity to keep the character standing up, for example.
00:37So I have a simple scene here that we can use to illustrate forces, in other
00:42words, use to illustrate external versus internal force, and this scene is
00:47called MovingPlatform and it's basically just the character moving on a
00:52platform. In other words, it's basically just the platform moving.
00:56So the first thing we want to do is attach the character to the platform, and
01:00then we'll go ahead and animate all of the External Forces on the character and
01:05then have the character come to life and resist those forces.
01:11So the first thing we want to do is just very simple and that's attach the
01:14character to the platform.
01:16The easiest way to do that is to go into the Outliner. So I am going to go
01:20Window > Outliner, and we've got just a couple of objects in the scene.
01:24Now the platform is basically just a cube, and it's called pCube1.
01:28And you can see that it's got a couple of keyframes.
01:31It's got a keyframe at frame 1, frame 25, and at frame 48.
01:37So in order to get the character onto this platform, I need to do a hierarchy.
01:42So the easiest way to do that is to select the Character Root, which
01:46is that node which allows me to move the character around, middle click in the
01:51Outliner, and drag over the cube.
01:54So now you can see I've created a hierarchy.
01:56I've got the cube and then the character is beneath that.
02:00And now when I press Play, the cube is controlling the character.
02:06Okay, so now that we have this set up, let's go ahead in the next lesson and
02:10start working with the forces.
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Understanding drag
00:00At this point we have the character on the platform and moving.
00:04Obviously, there's nothing happening other than the platform and the character moving.
00:09Now the character is going to be affected by the motion of the platform. He is
00:15also going to be affected by gravity so let's go ahead and work on those forces.
00:21So the first thing we have is we have two forces.
00:24We have gravity, which is pulling this character down,
00:28and then we have the actual motion of the platform which is actually moving
00:33him right at the feet.
00:35Now when we have this forward motion we have what's called drag, which is
00:41basically the main mass of the character, is right up here.
00:46That will not want to move.
00:48Go back to the laws of motion. Abody at rest will want to stay at rest.
00:53So that part of him will want to hang back.
00:57It doesn't want to move forward.
00:59So as this moves forward, from an animation perspective it will appear as though
01:05a force is pushing him in the chest.
01:08When in reality it really is just the body itself wants to stay where it's at.
01:12So we can animate this by doing some keyframing.
01:15The first thing I want to do is go ahead and just drop those arms to his side.
01:20Just want to give him a little bit more of a relaxed pose.
01:22We will play with the arms and the rest of the body a little bit later, but
01:26I just want to start with the center of mass of the character which is
01:30centered around the hips.
01:31Now when we pose characters we typically pose starting with the hips and when
01:36we are working with these sorts of force problems we also a lot of times will
01:41start with the hips.
01:42So I am going to go ahead and set a keyframe here at frame 1.
01:45Now I am going to move forward a little bit, maybe a couple frames, maybe
01:50three or four frames.
01:51Let's go to frame 5 and let's give the impression that that body wants to
01:56stay in place, so I am going to go ahead and rotate it back a little bit and move it back.
02:01So right there I want to basically drag him back.
02:06And you can see even right now it feels like he's got a little bit of
02:12force acting upon him.
02:13It's starting to understand the flexibility of this character.
02:18But he is not going to stay back the whole time because this is moving at a
02:21pretty constant rate, so again he will tend to straighten up.
02:27So I am going to go back to frame 1 and copy that keyframe and then we're going
02:32to go to forward say about 10 frames or so, to frame 15, and I am just going to
02:37paste that keyframe.
02:39So now he goes backwards and now he kind of straightens up.
02:44And then at frame 25, where he starts to move back, I want to straighten him up again.
02:50And then we can do with the opposite.
02:52We can go another couple of frames in, say about five frames again, and this
02:57time his body wants to keep going in that direction. So I am going to move him
03:02forward and then also rotate that a bit and make sure that his heels are not
03:08off the ground there.
03:10And again at frame 40, I want to go ahead and copy this and just straighten him
03:19up again and then go back to the very beginning and let's make sure that we've
03:23got a keyframe there.
03:24So now what we've got is he's going backwards and forwards.
03:29So you can see that even right now we've got a much better sense of motion for the character.
03:36We've got a sense of force acting upon his body.
03:39Now one thing I'm noticing here is that we have a little bit of a bounce in the animation.
03:45Sometimes you have to be real careful in looking at these and you can kind of
03:48catch it, but notice how that as he comes past here he actually overshoots this
03:54a little bit. So right here he feels like he is a little bit far-forward and
03:59then he comes back a little bit.
04:00It looks almost like he is kind of more of a spring.
04:03He has kind of got this kind of back and forth motion.
04:07Now this may actually be a problem that we can diagnose in the Graph Editor.
04:12So I am going to go into Window > Animation Editors > Graph Editor,and let's
04:17take a look at this.
04:18So I am going to go ahead and select his hips and let's take a look at the
04:21rotation curves for the hips.
04:24Specifically I'm rotating him along the X axis, so I am rotating him back and forth.
04:30So if I select the Rotate X curve immediately, let me go ahead and
04:35frame this by hitting F. Now what we have is he starts at 0, he goes down a
04:40little bit, he comes back up and the next keyframe is at 0, as is this frame and this frame.
04:49But what I've got is I've got this curve it is kind of overshooting right
04:53here and then it undershoots, and that's what's giving me that kind of wobble in his motion.
04:59In fact, let me go ahead and highlight this and you can see how the wobble and
05:03the curve kind of match up.
05:07Now that we can see what the problem is it's very easy to fix it.
05:11One way would be to just to select these curves and unwind them, but the easier way
05:15is to select all the keys that are 0 and then all we have to do is hit what
05:21are called Plateau tangents.
05:23What that does is that make sure that all of those are 0. So particularly here
05:28where it goes from a 0 to a 0, you want to make sure that these two sections are flat.
05:33Now once we've done that, you can play it back and now we have a very smooth motion.
05:39So this really is just the motion of the platform affecting the character.
05:43This is one of several forces that we are going to deal with.
05:46So let's go ahead and refine this a little more in the next lesson.
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Working with secondary motion
00:00At this point we have just the main mass of the character animating.
00:05We've got the platform moving forward and then the torso of the character
00:09reacting to that motion.
00:12But the character is made of many joints.
00:14The spine has several joints, the arms also, and the head, all have joints that
00:21will be affected by these forces, so the character himself will move in stages.
00:27In other words, the feet move forward first and then the hips start moving
00:32forward a little bit later, then the shoulders, and then once the shoulders
00:38start moving forward, the hands will start moving forward, because everything
00:42wants to stay in place.
00:44So in other words, this force will start at the feet, then go to the hips, then
00:48the shoulders, then the arm and the hand.
00:52So each of these will drag behind what it's connected to by a few frames because
00:58it takes a while to get everything going.
01:01Now in animation terms this is typically called secondary motion, but it also
01:06can be known as drag as well.
01:08So let's go ahead and start doing a little bit more realistic animation.
01:12First thing I want to do is go ahead and just select the three joints of the
01:16spine, set a keyframe for those, and then as it moves forward I want to rotate
01:21that spine back just a little bit.
01:24Again, just to understand that the character has flexibility in his spine.
01:30And then as he comes forward here he's going to straighten up. So again we could
01:35actually animate those to 0.
01:36I can just type that in here.
01:38That should straighten him up.
01:40So now he gets a little bit of bend in his spine and the same this way.
01:45Now remember, the spine bends a little bit more forward than it does back so we
01:49can give him a little bit more extension this way.
01:53And then again, he's going to straighten up, but let's just go to frame 40 and
01:57straighten him up and I'm going to type 0 for his rotation.
02:02So now I've got a little bit more rotation here.
02:09Now one of the things I forgot to do is I forgot to animate it to 0 at frame 25.
02:13I want him to kind of stay vertical until he moves forward again.
02:19So now once I have this, you can see it's a little bit more flexible.
02:24But again this force which is transmitting down the spine gets to the shoulders
02:28a little bit later and the hands will also drag behind.
02:32So let's go ahead and just animate one arm.
02:34I am going to select the left shoulder, and then as that character bends back,
02:39you can see he kind of bends back around frame 5, but let's go a little bit
02:43further out and then rotate the arms back, and again they're kind of be dragging
02:48behind, so about frame 8 I want those to drag behind.
02:52And you can see how it's kind of going behind and then again I want that to
02:58kind of settle out somewhere for the beginning here, say somewhere around maybe frame 20.
03:02I am going to rotate those back to 0.
03:06And again, set a keyframe at 25, and then again we're going to go in say about
03:127 or 8 frames. So 25+7 is around frame 32. Rotate that forward, go back a little
03:23bit say around frame 42-43, bring that back to 0, and then go ahead and set a
03:30keyframe for that as well at 48.
03:32So now you can see how again we're getting a lot more flexibility with this character.
03:40The force of being pulled along that platform is now being transmitted through
03:46almost the entire body.
03:47So let's go ahead and do the right shoulder as well.
03:49I am going to go ahead and set a keyframe at 1, 8.
03:53We're going to go ahead and move that arm back, kind of 0 it out around frame
03:5920, another keyframe at frame 25, frame 32, he is forward, 42, it goes to 0, and
04:12then at 48 I am just going to set a keyframe again just to get that locked in.
04:16You can see now we've got a lot more flexibility. He's starting to look more realistic.
04:21But again, these are just external forces.
04:24These are just the forces acting upon the character.
04:27Now I've got one more to worry about here and that's the head, and again the
04:32head is going to drag behind as well. So again, I am going to do this around
04:35frame 8, just rotate his head just a little bit back, straighten him out, and
04:41again 0 is neutral. 0 him out at 20, 25.
04:44I am going to pretty much do what I did with the arms.
04:4832, bend him forward just a little bit. 42, 0 him out and then another keyframe at 48.
04:58So I've got this pretty much on the same timing as the arms.
05:02So now once I have all of this, you can see how flexible he is.
05:07Now the thing is is that well, at this point all he is is a rag doll.
05:13There's no motion that he is providing to counteract any of these forces.
05:20So this is just the effect of external forces on our character.
05:25So in the next lesson let's go ahead and start giving him a little bit more
05:29control over his body and a little bit more character.
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Bringing the character to life
00:00Now we've animated all of the external forces acting upon the character.
00:05And as you can see, he definitely looks like he's in motion, but there's
00:09really no intention from the character himself. He is kind of being pushed
00:13around like a rag doll.
00:15So let's first of all analyze this scene a little bit.
00:18What is the character's intention?
00:20Well, my thought was that the character doesn't want to be pushed around.
00:24He wants to stay stable.
00:27So the first thing we want to do is try and get him to force himself to instead
00:31of being pushed back so far, to try and resist that.
00:35So we can do that by starting with some hip motion.
00:38So I am going to go ahead and again select the hips.
00:41Now in order for him to actually push against the force, he needs some leverage.
00:47And with his feet straight like this or with his knees straight like this, he's
00:52not going to be able to get the leverage he needs to act against the force
00:57that's dragging him back.
00:58So at frame 5 I want to move him down and forward a little bit and what that's
01:05going to do is give the impression that he is consciously dropping his weight to
01:11get a little bit more leverage.
01:13So now he's got that and now I can rotate him forward at frame 8 to try and get
01:19him into that position.
01:22So now it gives a little bit more sense of motion.
01:27Let's try that again.
01:29That feels like it has a lot more intention than the one that's pushing him back.
01:34So we can do the same thing on the other side.
01:36So as he moves back, again, he needs to get leverage so that he can act upon it,
01:42which means he's going to drop his hips, and then a few frames past that he
01:48is going to try and rotate himself up a little bit, so he has a little bit more sense of balance.
01:59So even with that it gives a little bit more of a sense of motion.
02:05But we can also give a little bit more intention, say for example when he's moving back.
02:11So when he's going back this way, I know that if I'm being pulled back I want to
02:16see where I am going.
02:18I don't want to just be pulled back and not look over my shoulder to see where I'm going.
02:23So at this point I am also going to start rotating his hip. So I am going to
02:27back at frame 30, rotate his hips, and then at frame 33 rotate them a little bit
02:33more, maybe even lift him up a little bit.
02:36So again, I want him to be looking over his shoulders. And now even at frame 40
02:41I am going to kind of turn the hips a little bit.
02:44Now again, I'm just playing with the hips.
02:47We will move up the spine to kind of rotate his shoulders as we go.
02:51Again, I just want to work with the hips a little bit. So let's see what that looks like.
02:55That gives him a little bit more intention.
02:59So let's go ahead and keep playing with this.
03:01I am going to select the spine and then we're going to do is some more rotation.
03:06So as he rotates forward, I actually want to kind of rotate his shoulders a
03:15little bit so then as he comes up I want him to straighten up. In fact, I am
03:19just going to snag a straight spine from frame 1. So I am going to go ahead
03:22and copy and paste that spine at say around frame 33 or 34 and then rotate him a little bit.
03:30I'm not worrying about the arms at this point. And then I want him to again
03:39be straightened up.
03:40So let's take a look at what this looks like.
03:42So now he is getting a bit of a sense of, okay, I am looking over my shoulder.
03:48Well, let's go ahead and actually make him look over his shoulder.
03:52So as he comes back I want to rotate that head and kind of cock it, and again I
03:57want to try and get a nice line of action here, so what I'm looking here at this
04:02kind of almost like an S-shape here. And that will kind of give me a little bit
04:06stronger sense of motion here.
04:08So then as he looks over his shoulder, again I want to straighten out that head.
04:12Now I don't have anything happening with the arms.
04:16Again, we have to also give action to the arms, but let's go ahead and play with
04:19that in the next lesson.
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Refining the animation
00:00At this point we have about half the animation done.
00:03We've animated the body and the head of the character resisting that motion of the platform.
00:09So let's see where we are at.
00:12You can see that as the platform moves forward, he kind of bends into it and
00:16then as it moves backwards he looks over his shoulder, very simple.
00:20But you can also notice that the arms are still swinging like pendulums.
00:24They are very limp.
00:25They have absolutely no motor control.
00:27So let's go ahead and add the control of the character.
00:30Now before we do anything we need to pause and consider what the acting point is
00:36at this part of the story.
00:38So at this part of the story, I think the character simply wants to balance himself.
00:43So as this moves forward, he's going to put his all arms out to the side a
00:48little bit, almost like a tightrope walker who's trying to keep his balance.
00:52So this will be our first pose and then as he moves back, we can use the arms to
00:57accentuate that looking over the shoulder.
01:00So let's go ahead through the first half of this.
01:03We are going to working with the left arm, so I am going to select the left
01:06shoulder, zoom in a little bit here, and then Shift+Select the left elbow and the left wrist.
01:14I want to make sure that I have a keyframe for all of those at Frame 1, so we
01:18are going to start keyframing.
01:19So as we start rotating these joints, the keyframes will naturally come up.
01:25So as he moves forward like this, again, this arm is back like a pendulum.
01:31We wanted out like he's trying to keep his balance.
01:35So let's just go ahead and pose that in.
01:37I am going to start with the shoulder and just work my way down the arms. I am
01:40going to go ahead and move his shoulder out from the body and then I'm going to
01:46bend the elbow a little bit.
01:48Now this is actually pretty important, because when the elbow is stiff that
01:52means that the only force acting upon it is the force of drag. When he bends it,
02:00that's the indication to the audience that he is under control, okay. So that
02:04gives a really good symbol that the character is controlling his arm.
02:08And then we can also play with the wrist a little bit.
02:11We can actually maybe rotate it around to get a nice little kind of arc there.
02:15So now we've got a much stronger pose. So let's go ahead and take a look at that.
02:23So that first part of it, it looks like he is under control.
02:26Now contrast this to the other arm which we haven't dealt with yet and you can
02:31see that at that point this arm still looks pretty limp.
02:35So let's go ahead and affect this.
02:37I am going to go ahead and select my shoulder, my elbow, and my wrist on the right arm.
02:43S to set a key and let's go forward to Frame 8 and we will go ahead and pose him again.
02:49So I'm going to rotate that shoulder out and then bend this elbow a little bit
02:58and then maybe even bend this wrist a little bit.
03:00So again, I am getting kind of a sense that he is catching his balance.
03:04So you can kind of see that in this pose a little bit.
03:07So again, I'm just trying to get a good solid pose.
03:11Now I am not going to worry so much about the hands or the fingers at this point.
03:14Let's just go ahead and just work with the main joints of the arm.
03:18So now at this point he is getting a good sense of balance. Things aren't
03:22working because we never keyframe the elbow and the rest of the arms throughout
03:26the rest of the animation.
03:27So we need to kind of do that.
03:29So I am going to go ahead and select the shoulder.
03:31And you can see what's happening here is that that arm is wanting to go kind of
03:36back to its normal position, but I don't really want that. In fact, I'm going to
03:40go ahead and just select both shoulders and we are just going to keyframe them
03:45forward from this point forward, so I am going to select both shoulders and then
03:49there's keyframes from 20 on.
03:52So I am going to delete everything, but frame 48, which is my loop point, and I
03:57want to make sure I keep that.
03:58So I am going to go ahead and delete those keyframes.
04:00So now he comes out and then I can determine at Frame 25, which is where he
04:06starts moving back, where those joints are going to be.
04:10So first thing I want to do is just kind of rotate it down. He is going to relax
04:13just a little bit, so I am going to rotate that left shoulder down, maybe a
04:18little bit forward, and then also relax that elbow just a bit.
04:26Same on the other side.
04:27Let's go ahead and just relax that a little bit and bring that down and relax
04:33that elbow just a hair as well as this wrist. There we go.
04:39So now he's kind of going wow!
04:43And then he is kind of relaxing just a little bit and then we get
04:47this backwards motion.
04:48So right there as he is looking over his shoulder we have a really good
04:53opportunity for a strong pose.
04:55So I'm going to move that arm out and back. He is looking over his shoulder.
05:01Kind of like that. And then do the same on the right shoulder, just kind of move
05:07it out a little bit.
05:08You know, again, he is looking over his shoulder. And also his spine is turning,
05:15so this arm is going to want to stay a little bit in front of him, okay. So now
05:22he's doing this and it should actually give him much stronger pose.
05:28Yeah, so, now that looks like he's really looking over shoulder. The shoulders and
05:34the arms really help with that animation.
05:38So now here at Frame 48 we need to kind of unwind that, so we can cycle it.
05:44So what I want to do is just go ahead and hold that arm motion in a little bit
05:49longer, so maybe until about Frame 40, and then kind of relax it just a little bit,
05:55move that down and again relax that elbow just a bit, and then I want to cycle it.
06:07So I want to copy the keyframes from Frame 1 to Frame 48.
06:12So to do that I need to select all the arms, so this actually is one reason why
06:17I might want to create a button on my timeline, just to select the arms. Not too
06:21hard to select them at this point, so I am not going to go ahead and do that,
06:24and then just do paste, so now we are back at the arms.
06:28So now we have a reasonably good cycle.
06:30Let's go ahead and play what we have.
06:37So we can tweak this a little bit more, but as you can see, we have added the
06:42character into this equation.
06:44When we started, he was just being pushed around like a rag doll.
06:48Now his motor control is resisting those forces and it gives him a little bit of
06:53a sense of character.
06:55Let's go ahead and play this one more time.
06:57So you can see that he's got motion that he is creating.
07:04That really is the key to character animation. What sort of motion is the
07:07character creating, in other words, what sort of animation does the character create?
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3. Creating Pose to Pose Animation
Keyframing initial poses
00:00Now let's go ahead and start the process of creating pose to pose animation.
00:05The first thing I do when creating this sort of animation is I try to line up
00:10all the major poses that I think the character will hit, and sometimes this
00:15will actually make me have to create new poses. It makes me cycle poses, that sort of thing.
00:21So let's go through some of the process here.
00:24In this case I've already created a couple of poses just to speed things along.
00:28If we take a look at this character, he has poses every two frames and this
00:34is just so I can see them a little bit easier and copy and paste them a little bit more quickly.
00:39Now I have a pose at Frame 1, which is him standing back and just kind of
00:44crossing his arms across his chest, and then he reacts and waves.
00:50So I have two poses for the wave.
00:52When I start going through this, I need to start kind of mentally thinking the
00:58animation through and I want to get the major poses lined up or sequenced.
01:03I'm going to worry about the exact timing a little bit later.
01:07So in this case I really would like him to wave more than once.
01:11At this point I've just got this, I have got one at 3 and one at 5.
01:16Well, I actually want more. So let's have him wave three times.
01:21So one of the things we can do is we can select everything in the character,
01:25make sure you have all the nodes selected, then just right-click over the
01:29timeline, copy, and then you can just paste poses.
01:34This is one reason why I have created these malscripts that allow me to select
01:40everything in the character and these were discussed earlier in the lessons.
01:44I can do the same thing here at Frame 5, which is copy and paste it again, say at Frame 9.
01:53Now if I want, I can copy and paste multiple keyframes just by holding down the
01:58Shift key and dragging over the frames that I want to copy.
02:02So in this case I want to copy Frame 7 through 9, copy, and then maybe paste them at Frame 11.
02:10So now I have got the character going from here to here and then you can
02:14even almost, as we scroll through it, you can kind of actually see the wave that we have.
02:20The one thing that I would like to do also is I think I need to add in
02:25an additional pose.
02:27If he's going to go from here to here, notice how he's shifting his weight and
02:33typically when a character shifts his weight, he drops his hips and he
02:38compresses a little bit and I want to give this animation a little bit more of
02:41a dynamic quality.
02:43So I want to create an in-between pose.
02:45A pose between this one at Frame 1 and this one at Frame 3.
02:50Well, the first thing I want to do is I need to create some room.
02:53So I'm going to select all my keyframes and I'm going to Shift+Drag all the way
02:58down to Frame 3 and just move those back two frames.
03:02So that way I have a little bit of a space to put in another pose.
03:07I don't really have time to go through all the mechanics of actually posing this
03:11character and we've done that for another chapter.
03:14So actually I have a pose that I have already created and it's going to
03:17hiding here at Frame 46.
03:20So I'm just going to go and cut that out and then right-click again and
03:25paste that to Frame 3.
03:28So now I've got one additional pose. So instead of going from here to here, I'm
03:35going from here to here to here.
03:39Just even by scrubbing this through a few frames you can see how that's got a
03:43lot more dynamic quality to it.
03:46So what I have done in this frame, I've dropped the hips, so I have
03:50actually dropped his weight.
03:51You can see his weight going down and then he rises back up into this position.
03:57This is basically squash and stretch. So he is squashing and then he's
04:02stretching and this gives a lot more dynamic quality to the animation.
04:07So to sum up, what we've done is we've sequenced the poses that we want our
04:12character to take and the next step is to actually time out those poses so that
04:17they read well as a rough animation.
Collapse this transcript
Creating the blocking pass
00:00Once we have the basic poses in sequence, we can start to timeout the animation.
00:06So let's going ahead and do that. Now let's refresh.
00:09I've got a couple poses here. He goes from folder arms, squashes, comes up and waves.
00:18Now if we were to play this in real time, it would actually go by really quick.
00:22I am going to go and click my Preferences here. Make sure I have this set to
00:27Realtime. We are animating at 24 frames per second.
00:31And let's just go ahead and play this.
00:33When I play it in realtime you can see obviously everything is two frames apart,
00:40so it's going to be very, very fast.
00:42So let's go ahead and start spreading out these keys and start building the animation.
00:48Now the first thing I want is I want to make sure that he's holding at the
00:53beginning of the sequence.
00:55I am going to hold him for a little bit less than a second.
00:57Maybe about 20 frames or so.
01:00Now in order to do that, I need to copy another keyframe.
01:04So let's go ahead and select our character and first thing I want to do is start
01:09to move these keyframes back. So I am going to Shift+Select everything up to
01:15but not including that first keyframe.
01:18So down to Frame 3, and then I am going to grab here and just push those back.
01:22In fact, I am going to push back to about 24, which will give me enough
01:27room to put in that hold.
01:29So I am going to go ahead do that first frame at Frame 1, copy it, and paste that at Frame 20.
01:40If I scrub this, you may get some weird sort of in between like this, and if you do,
01:46let's go ahead over to our Graph Editor, which we will be playing with, and
01:51let's take a look at what we have here.
01:54Now if the Graph Editor comes in a little bit too tight, all you have to do is
02:01hit the F key for Frame and that will go ahead and frame it.
02:05If you notice here, it's automatically in betweening all of these joints right
02:10there. You can see it's kind of got just a weird little in-between there.
02:13Now what I would like to do when I start to work with these keyframes, as
02:18I select them all. I want to make sure that all my nodes in my character is selected.
02:22Then you select all the keyframes of all those nodes.
02:26And then I start off with Step tngents, and what that does is it makes him
02:32jump from pose to pose.
02:34Let me show you how this works.
02:35I am just going to make this a little bit smaller so that you can see how
02:38this works against this.
02:39So as he scrolls through, he is going to jump 1, 2, 3, so he is basically just
02:47jumping from pose to pose, which actually can be very handy, because then you
02:51can kind of see where everything goes and you can get basically the rough timing in,
02:57and once we get that, then we can release the curves.
03:00The next thing I want to do is to make him go from here to the squash and then back up.
03:08So again, I am going to select all of my parts of my character and then I'm
03:13going to give myself some timing here.
03:16As he comes down and comes up, I am wondering if it works best four frames
03:21down and four frames up or six frames down and six frames up. This is one of
03:25the places where you can start to play around with the timing and just get what feels right.
03:30I am going to start with four frames in between each of these major keyframes.
03:35And then I'm going to go ahead and push that first wave back by maybe about six frames or so.
03:41That's what my instinct is telling me.
03:42I am going to go ahead and close this window here.
03:45Let's just play this and see what it looks like.
03:50Obviously, the wave is too fast, but really what we are looking at is that
03:53squash and that kind of coming up, and I am wondering if that's enough.
03:58I think maybe I want to give a little bit more space to that.
04:02So I am going to go ahead and select him again and let's just go ahead and push
04:06back the second key here by about two frames, because what's happening here is
04:13this is actually closer to this and he has to move a lot further to get up.
04:18So I think I am going to squash him pretty quickly so it's four frames to this pose,
04:22but six frames here.
04:25And what this does is it gives him a little more time to move up.
04:30So let's see how that plays.
04:31Yeah, that feels a little bit better.
04:36Now a lot of times when you're doing this, you are stepping from pose to pose.
04:40So this is again just rough timing.
04:42As we get further into the animation, we may have to adjust these poses again.
04:47Now the next thing I need to do is to time the wave.
04:52For this I'm thinking maybe couple of waves per seconds, so about four waves per
04:57second, which means every six frames at 24 frames per second.
05:02So in order to do that, I actually have more poses than timeline, so I need to
05:07extend my timeline a little bit.
05:09So let's go ahead and bring this out to 60.
05:10It gives me a little bit more space. And then I am going to zoom in here so we
05:14can just work on this last half here.
05:17So from here to here I have got six frames, so from this pose to this pose.
05:23So all I really need to do is to basically space out the rest of these poses.
05:28So this one, I need to go 1, 2, 3, 4, 36 to 42.
05:33That's 6 frames.
05:34So remember, these are two frames apart, so in order to make them 6 frames
05:38apart I just have to slide them by 4.
05:42So again what I'm doing here is I am just Shift+Selecting the keyframes on
05:49the timeline and then I am grabbing this little glyph here and I am just
05:52moving it over, so 48 to 54. That's another 6.
05:56And then we should be able to end this at 60, so I can just select that and go to 60.
06:02Now I am just going to go ahead grab here, drag my timeline so I have
06:08everything on the screen, and let's go ahead and do a quick play through.
06:17So that's pretty good.
06:20I think that's good rough timing.
06:22Now there's one more thing that we can do.
06:23We've done our blocking pass, and this is something you may want to show to
06:28a client or give to a director just so that they understand where you're going with it.
06:33But the next step is to do what I call releasing the curves, in other words
06:37going from step curves back to interpolated curves and that will give even a
06:43better idea as to how that animates.
06:46So again I am going to select my character, and this time we need to go into our
06:51Graph Editor and I am going to frame this, hit F to frame it, select all of my
06:59keyframes. Let me expand this a little bit. Here we go.
07:05What I want to see is this one here is Plateau tangents, and that's what I want
07:09to hit, and what this will do is if he is holding, such as this first section,
07:14it will go ahead and just make all the tangents flat.
07:17So you don't get that crazy in-between that we had before.
07:21So let's go ahead and play this.
07:25So this is a pretty good first pass.
07:28So from here we need to do a number of different things. One is he is holding,
07:33so we need to kind of do what's called the moving hold, and then we need to
07:36finesse the rest of this to make it a lot more realistic.
Collapse this transcript
Moving holds
00:00So now we have the rough animation blocked out.
00:03We've got our basic timing.
00:05We've got our major poses.
00:06The next step is to go through it a section at a time and make the
00:10animation more complete.
00:12So let's play what we have right now.
00:17So we've got this character standing with his arms crossed, and then he waves.
00:23Now the first thing I notice is at the very beginning of the scene, if you look
00:28at this, he's really, he kind of dies. He is not really alive at this point.
00:33That's because when people stand still they don't exactly stand still.
00:38They move a little bit.
00:40Gravity is pulling them down.
00:42They're shifting their weight.
00:43There's always a little bit of motion when somebody is supposedly standing still.
00:49So we can create what's called a moving hold to bring more life into this
00:54character as he is standing still.
00:57Now there are times where you want a character to stand rock-solid, perhaps for
01:01comic effect, but typically if you have a character holding a pose for more than
01:06a few frames, you want to make that into a moving hold.
01:10So let's go ahead and do that.
01:11First thing I want to do is just zoom in on my timeline.
01:14We have basically this dead spot is from Frame 1 to Frame 20, so I am going to
01:20go ahead and zoom in so I'm little bit tighter on this timeline.
01:24So we can see how we are working a little bit better.
01:27So I am going to go ahead and select all my keys on my character and let's
01:30take a look at him.
01:32So we've got a keyframe here at 20 and then he starts to move down.
01:36The first thing we need to do is understand what's going on in this character's mind.
01:41What is he doing?
01:42Right now, his pose is one o -- when your arms are crossed you afe kind of not
01:47wanting to participate.
01:49Let's go ahead and kind of move him back. He's not really wanting to
01:52participate so let's kind of make this move a little bit away from the
01:57audience just to kind of give that sort of feel.
02:00So the first thing I want to do is start to work with the hips.
02:04So I've got basically the hips are in the exact same place here and here.
02:09But let's go ahead and move them.
02:12So I am going to hit W to go into my Move tool.
02:15And I am just going to go ahead and move him back just a hair.
02:19So I am just going from here to here.
02:21Now let's go ahead and play this back.
02:24That actually brings a little bit more life to the scene, but it's still
02:27not quite realistic.
02:29Let's go ahead and move up the body.
02:32We've just done the hips and the legs.
02:34Let's do the rest of the body.
02:36So we can do that just by playing with the spine a little bit.
02:39I am going to go ahead and Shift- select just these 2 spine joints here.
02:45And now I am going to go ahead and just rotate him back just a little bit, maybe
02:49back and a little bit over.
02:54So as you can see he is kind of moving back a little bit and then-- which is
02:58actually good, because it kind of compliments that big forward motion as he goes
03:03into that little squash before he comes up for the wave.
03:06So let's go ahead and play this and just see how this feels.
03:10Okay, I think we can add a little bit more.
03:14I am going to go ahead and select the head a little bit and let's go ahead and move that.
03:19Again, I am going to move in that same direction and let's see how that works.
03:25That's better.
03:27So now we've got this basic pose.
03:30Now if we want, we could also go ahead and add a little bit more into this, just
03:36to give him a little bit more life.
03:37This probably would be sufficient, but let's kind of play with this just a little bit more.
03:42Now one of the things that you think I want to do is let's go ahead and just
03:45make him a little bit more impatient. So I am going to select his left toe and
03:50we are going to tap his toe.
03:51So I am going to just give myself a few frames in, so let's go into Frame 2.
03:56And I'm just going to set another keyframe, which basically just sets everything at 0.
04:00So I am going to go move forward about 4 frames, and then just move his toe up
04:05like he's tapping it.
04:07And then at Frame 10, which is another 4 frames in, I'm just going to go ahead
04:11and bring that back down to 0.
04:14Let's go ahead and see how that feels.
04:16That looks good, but I think it will have more emphasis if we did it one more time,
04:20if I add one more tap on his foot.
04:22So again, I am going to go ahead and select that toe.
04:24And so he taps here and let's go ahead and start another tap at Frame 12.
04:33Frame 16 let's rotate that up just a little bit.
04:37And then Frame 20, it's actually going to come back down naturally.
04:41So let's see how that works.
04:42Okay, I think I need to bring this one up at 16 just a little bit more, so let's see.
04:48At Frame 6 I have this at 15.
04:51Okay, so let's go ahead and have this at negative 15 like we have on the other
04:57frame and make this a little bit more even.
05:01So now what we have here is we have a moving hold, so his hips and his spine are
05:06just readjusting slightly to give him the illusion of life.
05:11And then in addition to that we added one more little thing, which was tapping
05:14his toe, just to give a little bit more character, a little bit more life, to the scene.
05:19So as you can see, a moving hold brings your character to life.
05:23Let's go ahead and move on to the rest of the scene.
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Animating weight shift
00:00We have the basic moving hold in place.
00:03The next step is to animate the transition, the shifting of weight from the
00:08character from one foot to the other.
00:11Let's take a look at where we are in our animation.
00:14So we've got this moving hold and then he does a transition to that wave.
00:19So we are going to work on this transition.
00:22So the first thing I want to do is let's just take a look at what the hips are
00:25doing in this transition.
00:27So I am going to go over to my Layer Editor and then I am going to hit this V,
00:31which turns off the visibility of the upper body of the head and the eyes.
00:35And let's just take a look at what the hips are doing.
00:39So the first thing we need to understand is how the character is
00:42transferring weight.
00:43I am going to go ahead and zoom in a little bit here on the timeline so we can
00:47see what we're doing.
00:48Let's just take a look at these hips.
00:51At frame 20, the hips are in that standard pose and what's happening here is
00:57that the weight of the character is going down the right foot.
01:03So that right leg is supporting the character.
01:09What happens is he shifts weight, so over the course of 10 frames to frame 30
01:16he shifts his weight so that now the weight of the body is being transmitted to
01:21the ground through the left foot.
01:24In order to do that, we have to have this transitional pose.
01:28I am going to go ahead and turn off these upper controls, so we can see this even
01:32a little better here.
01:34So what happens is when the character shifts his weight, the hips drop. Now why is that?
01:43Well, gravity.
01:44What's happening here is that he's taken the weight off of this foot and he
01:49hasn't put it exactly on to this foot either.
01:53So what's happening is that the hips are unsupported, so gravity is
01:58pulling those down.
02:00And when he moves up into that position, then what's happening is he's pushing
02:07up to counteract the force of gravity and now we have another reasonably stable pose.
02:14So, the point of this is that as he moves from pose to pose, he's typically
02:20shifting his weight from 1 foot to the other and as the character shifts his weight,
02:25the hips will typically drop and so this is the major point here, is as
02:30a character moves from pose to pose the hips typically drop and this is because
02:36when you go from pose to pose, you're shifting the character's weight from 1 foot to the other.
02:41When you block out your poses, one of the things you need to understand is how
02:44the character is shifting his weight.
02:46You kind of want to have him go from 1 foot to the other as he goes from pose to pose.
02:51So that way you have a good weight transfer.
02:55Now there's also one other thing in this little animation here.
02:59And that is the right foot.
03:01If you notice here, the right foot is actually moving as he shifts his weight.
03:09So one of the things we can do with this is actually add in a little bit more
03:13animation to make it look like he's taking a step.
03:16So we can do this by going here to this first pose here at frame 24 and doing a
03:24little bit of a move so we're going to lift his foot at the heel.
03:27So I am going to lift his foot up, and then I am going to rotate that foot just a bit.
03:33So basically what's happening is he's lifting it at the heel and then let's
03:37move halfway between 24 and 30 which will be 27, and then let's just rotate
03:43that foot up a little bit.
03:45And then at 30, it's going to naturally set down.
03:49So let's take a look at this again.
03:51So now we've got a little bit of a step, so let's take a look at this.
03:59So this is just the hips.
04:00This is just the transfer of weight.
04:02We still have a lot of work to do on the upper body.
04:06So let's go ahead and take a look at where we're at right now.
04:09So you can see that that foot change is pretty good, but we still have some work
04:14to do with this upper body.
04:15So let's go ahead and finish this up in the next lesson.
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Animating pose to pose transitions
00:00Once we have the weight of the character moving from 1 foot to the other, we
00:04still need to work on the rest of the body.
00:07At this point we have the computer in betweening these poses and the computer in-between
00:13isn't quite exactly what we want.
00:15So let's go ahead and fine-tune and tweak these in-betweens to make this a
00:20really strong transition.
00:23So let's go through this a frame at a time.
00:25It starts at frame 20 and at frame 22 already
00:29I am noticing a little bit of problem. Right here there is some interpenetration
00:33between the hand and the forearm here and as he goes into this other pose, I am
00:40noticing this is kind of a weak transition here.
00:43So we need to cover work on this arm as well.
00:46So let's go through this a step at a time.
00:48The first thing I am going to do is let's just focus on this outside arm, the
00:52right arm because that's the one that's going to move first.
00:55It's kind of blocking this left hand from moving.
00:58So let's go ahead and just animate that first and then we'll go through the other arm.
01:03So thing I am noticing is that we have a little bit of this
01:06interpenetration here.
01:08So the easiest way to get rid of that is to just grab the elbow on the right arm
01:13and just rotate that a little bit out of the way.
01:17In fact, let's just rotate that down quite a bit.
01:20Now the other thing is that as this arm rotates down the hand is going to drag,
01:27because what we have here is we have this force is moving the forearm in this
01:33direction, but the hand also has a joint and it kind of wants to stay put.
01:37This is again what we call drag.
01:39Now what's going to happen here is that this wrist is going to bend back and
01:45actually we can use this to our advantage because what we can do is we can
01:49actually make a nice arc.
01:52As we go through these sorts of transitions here, we want to make sure that we
01:57have kind of nice poses here. His arm is kind of moving in the nice arc and this
02:03gives the audience of visual representation of where it's moving.
02:08So if I see an arm in that position, I know that the force is coming from here
02:12and that it's moving generally in that direction.
02:17So let's go ahead and continue this.
02:19We are going to move this arm out again at Frame 24.
02:25This arc that we created here is kind of broken at this pose.
02:29So let's go ahead and put that back in. So I am going to rotate that arm out
02:34just a little bit more, and again I am going to rotate this hand and again I
02:40want to try and create a nice arc here.
02:42So now you can see how that's coming out and now as this comes in, let's go
02:48ahead and continue this arc a little bit and kind of bring it back and then just
02:53kind of straiten it out.
02:54So really what we're getting here is we are getting almost kind of a whip action.
03:00So almost looks like we've got kind of a whip action happening here and here
03:06we can kind of just tweak this a little bit, and make sure that this hand is in a decent position.
03:12So now the right arm is definitely moving a lot better.
03:18So let's go ahead and focus a little more on the left arm.
03:21So let's take a look at this.
03:22So as this arm is moving, we have a very similar situation.
03:28I am going to have another drag that's happening on this wrist.
03:31So as we go to say Frame 24, I'm going to move that in and now the arm is coming
03:40up and right here we have an kind of an awkward pose.
03:44This is really where silhouetting can help you with animation.
03:48If I were to silhouette this, you can kind of see this shape here. It really is
03:54kind of an awkward shape.
03:55We can make that a lot smoother and a lot more elegant just by reposing this a little bit.
04:01So I am going to go ahead and move this arm out a little bit and then just
04:06drag that wrist back.
04:07So by doing just that little thing, what happens is we get a nice arch.
04:14Again we're getting this kind of whip action and in fact we are getting it here in both arms.
04:18This is a very strong silhouette and this will actually tell the audience
04:23how this is moving.
04:24So as he brings that arm out you can see what direction it's moving in.
04:31It's a much stronger sense of that motion.
04:34Now we have got one more little thing to tweak here.
04:37We have got one more major joint that we haven't really touched and that's the head.
04:43So let's take a look at what we can do with this.
04:45So the first thing is he's moving forward. As he moves forward, again he
04:52moves forward from the hips so the head is going to be the last thing that moves forward.
04:57One of things I want to do is maybe just start repositioning these keyframes.
05:02So I positioned this as kind of my master pose, but I don't have to keep this
05:08pose exactly the way that I have.
05:11So one of things I can do is to just move that keyframe over just a little bit.
05:17So now as he comes in, his head is going to rotate down a little bit later.
05:23In fact I can rotate that down a little bit more and then as he comes up into this
05:29pose, the head will be the last thing because again it starts at the hips, moves
05:34through the spine, and the head will be the last thing that moves into position.
05:38So I am going to grab the keyframe for the head at frame 30 and move it back
05:44two frames to frame 32.
05:45Now what this does is it gives me a little bit of overlap. Everything in his
05:52body is not all moving at once.
05:54It kind of gives you a much more fluid effect.
05:57So let's go ahead and take a look at this.
05:59I have got this up to about frame 36, so let's just take a look at where we are at now.
06:03So you can see that that pose is looking pretty good.
06:10One of things I'm noticing is that I'm getting a little bit of a flop here on this arm.
06:16So as he comes in, he kind of just freezes there.
06:21So one of things I can do is just move some of these keyframes back.
06:26So I am going to go ahead and select all the keyframes in the arm and
06:29Shift+Select and select the right arm's shoulder, elbow, and wrist and just go
06:36ahead and move those back as well.
06:42So now at this point we are actually into the part of the animation where
06:46the character starts to wave and we are going to go ahead and do that in the next lesson.
06:52So for this lesson, let's just go ahead and recap what we have done.
06:56We've gone through the automatic in-betweening that Maya has done for these poses
07:02and we've fine tuned it so that it's stronger.
07:05A lot of this involves making sure that parts of character don't overlap, that
07:10we have strong silhouettes, and that when the character's body parts move,
07:15particularly the arms, that they move with drag and that they give kind of a whip
07:20action to that motion.
07:22And then also we've added in a little bit of delay in the joints such as the
07:28head to give the sense that the body is not moving all at the same time.
07:33So keep these things in mind as you start to tweak your pose to pose animation.
07:40And they can make it a lot stronger and make your transitions a lot more effective.
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Animating a wave
00:00So let's go ahead and animate the last part of this animation, which is
00:03the character waving.
00:06A wave is a really good example of secondary motion.
00:09It's a good example of drag and so you are going to learn a lot of these
00:12principles as we animate this.
00:15So let's go ahead and play what we have.
00:17So you can see the beginning. It looks pretty fluid and then when it gets to that
00:22wave, well the arm is pretty stiff.
00:25So starting at about frame 30, the last half of this animation that arm looks
00:30like it's just stuck in place.
00:33And the reason is is because well, the arm is actually composed of three joints.
00:38It has the shoulder, the elbow, and the wrist and each one of these will be
00:45affected by the motion of the other.
00:47So in this case, the shoulder is the thing that's driving the motion of
00:51everything else and typically in arm motion, that's the case.
00:55So as this character moves down, you can see that what's happening is that the
01:03shoulder is pulling that arm in that direction. It's rotating.
01:08Now we have two other joints here.
01:10We have the elbow and the wrist and now they want to stay where they are.
01:17This is Newton's law of motion.
01:19An object at rest wants to stay at rest.
01:22So let's take a look at this animation here and actually let's go ahead and make
01:26sure that we have frame 28 open here and you can see what's happening is that
01:30the wrist is kind of coming over the top and then going into that wave.
01:36So what we need to do is make sure that we have that as part of the motion.
01:42Because what's happening is that it's being pulled up and so at this point it's
01:47still going to be rotated a little bit forward.
01:51This is because of drag.
01:53So I am going to go ahead and rotate that a little bit forward.
01:55I am not going to worry too much about fingers.
01:58I am going to curl those over just a little bit and then as he comes over into
02:06that I am going to go ahead and straighten those up, but as he goes into this
02:12wave what's happening is again the shoulder is pulling everything down, but
02:17these things want to stay up.
02:19So I am going to go three frames into this first part of the cycle.
02:24Now remember the shoulder starts moving at 30.
02:27It's down at 36, back up 6 frames later at 42.
02:32So every 6 frames, we have a change of direction.
02:35So as that change of direction happens the elbow and the wrist are going to drag behind.
02:43So I can animate this, by going about halfway through that cycle.
02:47So at frame 33 or 3 frames in, I am going to go ahead and bend the elbow.
02:54I am going to go ahead and straighten out that wrist a little bit so we have
02:57that fully to the camera, but I'm going to bend it.
03:01What I have done here is have created a pretty strong silhouette.
03:05I've also created a nice arc.
03:09So you can see I have got a really strong arch there and again that's going to
03:13convey information to the audience about where this joint is moving.
03:17So as we come over the top it's going to start coming down.
03:24At the next point, which is three frames later, frame 36, this is where the
03:30shoulder starts moving in the opposite direction.
03:32It starts moving everything up.
03:35But one of the things we have is we still are going to have this elbow and the
03:40wrist dragging behind the motion of the shoulder.
03:45So I am going to ahead and grab the elbow, move it back, and again just kind arc
03:51that wrist back and again we wanted just kind of get a nice arc here.
03:55So it now goes that way and when the shoulder starts moving back, again we
04:01have the same situation.
04:03The shoulder is moving, the bicep and everything this way, but these are still
04:09moving in the opposite direction. So they want to stay where they are.
04:13They want to keep going in the direction that they're going.
04:16So we can again do the same thing.
04:20We can move them in the opposite direction.
04:22In this case I am not going to go 3 frames up.
04:25I am just going to go 2 frames up because this actually will walk out a
04:29little bit more quickly, going in the up direction, and then I'm going to
04:35rotate that wrist as well.
04:36So what I've done is I have rotated the elbow until it's straight.
04:40Now remember the elbow only goes so far before you're going to break it.
04:45You could probably animate it a little bit past straight, but if you go to too
04:50much past, its going to look a little odd, and then I'm going to tilt that
04:54wrist a little bit over.
04:55But now we have got it coming like that and that looks pretty good.
05:00But again we have that same situation when we come up to the next cycle, which is at frame 42.
05:07This is going to be moving back, the elbow, it's still going to be a little bit
05:12locked, and this wrist is still going to be dragging behind.
05:16So we have got a kind of straightened out here, so now comes over the top and
05:21now it comes up and now it's where it's going to bend down.
05:25So it's straight at 42 and now it's going to drag behind.
05:31But at this point we actually have the pose that we want, because this pose
05:36here at 45 is going to be exactly the same as the pose we had at 33, so we can
05:43actually copy that.
05:45So I am going to go ahead and Shift+ Select the elbow and the wrist of the
05:50left-hand, go to frame 33, copy, paste at frame 45.
05:57Now the reason it's at 45 is that it reframes in from that start of the cycle.
06:02And again, we can do the same for the rest of the animation.
06:06In fact we can actually start to cycle the whole thing.
06:10So I could actually Copy what I had at 36 and paste it at 48 and we can actually
06:16do this cycle over again. In fact I could do the whole thing just by
06:20Shift+Dragging 36 through 45, copy, go to 48 and paste.
06:31So what I've done is I have just copied the rest of those and we should have
06:35a pretty good wave. So there we go!
06:41Another thing I am noticing is that the right arm isn't really moving naturally.
06:46Let's take a look at this arm here, the right arm.
06:49You can see it's really not hanging naturally.
06:51This is supposed to be a relaxed arm, so let's go ahead and just do a few little
06:55keyframes, just to kind of get it to relax here.
06:59So as he comes up into this pose, we can start to relax and so and in fact one
07:05of things I want to do is maybe Shift+ Select all of these joints, make sure I
07:11have the wrist, the shoulder, and the elbow selected, and I am actually going to
07:17go ahead and delete the keyframe that I had at frame 32.
07:23What this does is it gives the computer more time to in-between into this pose
07:28here at frame 36, which will actually give it a much more gentle transition, so
07:33what I've done is I've just kind of deleted a few keyframes to give a much more
07:39gentle transition into this pose.
07:42Now at frame 42, if you look at this, it feels kind of like it's going like this.
07:48So let's go ahead and just kind of soften that up a little and I can do that
07:53just by rotating that wrist and just letting that wrist hang a little bit more
07:58naturally, and again we can do that again at frame 48 and again I want to kind
08:08of let that arm hang just a little bit, a little bit more, and again I am
08:19getting this kind of break in the wrist so I am just going to kind of straighten
08:23that out juts a little bit.
08:24On both of these frames, 54 and at 60.
08:30So that should clean it up a little bit.
08:31Let's just take a quick look at it.
08:33So let's take a look at the whole animation.
08:38Now we could go over this with a fine-tooth comb and really make sure that
08:43everything is in place.
08:44But by now you kind of get the idea of what the process is for animating a pose to pose animation.
08:51So let's take a look at where we are at and see what this looks like.
08:56Seems pretty good. So let's go ahead and recap what the process is for
09:02animating pose to pose animation.
09:04First thing you need to do is you need to create your poses. Don't worry so much
09:08about timing; just get the poses in the order that you want.
09:12Next step is to block out those poses to make sure that the timing is right.
09:19Then after that you release the curves, and then you go through and you start
09:23tweaking the animation a section at a time.
09:27And with animation, it really is what we call an iterative process.
09:31You go over it once, then you go over it again, and then you go over it again,
09:35and then every time you take a pass at it, it gets a little bit cleaner, a
09:39little bit better, a little bit more lively.
09:42So if you want, go ahead and take another pass and just clean up any rough
09:46spots you see, but the basic process of pose to pose animation should be clear
09:51to you by now.
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4. Animating Walks
Analyzing a walk
00:00In this chapter we're going to animate a simple walk cycle.
00:04Now before we actually get into animating this walk, let's go ahead and
00:08analyze a simple walk and show you what makes a character walk, what makes a successful walk.
00:16So I have this file open here and if we want, we can simply play it and you can
00:20see it's just a very generic walk.
00:24So let's go over to our Perspective view and I'm going to actually show you a few things.
00:28Now let's take a look at what a walk is. Well the walk starts-- it depends on
00:36what frame you want to start with, but typically how a walk happens is a
00:40character shifts his weight from foot to foot. So he puts his weight on his left foot,
00:46then shifts his weight to his right foot, and each time he does that,
00:54he pulls himself forward.
00:55So he drops his foot down, pulls himself forward, and so on.
00:58Now in doing this a number of anatomical things have to happen.
01:04Well, first of all, when he puts his foot out here, he has to put it in front of
01:12the body, which means that the hips have to rotate to meet that.
01:17So let's take a look at this, so this hip is actually forward and the other hip
01:23is actually back. But in order to maintain his balance, this shoulder has to
01:28rotate in the opposite direction.
01:31So this is one of the key things in a walk is that when the left foot is
01:36forward, the left shoulder will be back.
01:41So let's take a look at that again and let's just watch the shoulders.
01:45So what happens is as this foot moves back, the shoulder moves forward.
01:51So what we have is a twisting motion of the spine.
01:54Now when he moves his foot forward, one of the things he does is he also puts
02:00himself out of balance.
02:03So right here, he's actually falling forward just a little bit.
02:09So his weight is actually going to fall forward just a little bit and what
02:13happens is he's going to catch his weight with this foot.
02:19So when we do that what happens is-- let's take a look at this.
02:25So when he catches his weight with his foot, he starts with a straight leg and
02:29now that will need bends because what we're doing is we're shifting weight.
02:34We're shifting weight from this foot, the left foot, to the right foot, and the
02:39same thing happens on the other side.
02:41So he puts his foot down, puts his weight on the foot which causes the knee to bend,
02:46and then he straightens that up as he lift himself up, allows that foot
02:51to come through, catches the ground, cushions, extends, and then takes another step.
03:01Now if we want, we can actually take a look at this a couple of other ways.
03:06So I've got all of these geometries on layers, so I'm going to go ahead and
03:11turn off the upper body.
03:15So we can see how the legs move.
03:18So if you just see this, you can see how the hips are rotating left and right.
03:26So as this character moves forward, these hips rotate this way and then when
03:35he steps the other way the hips rotate in the opposite direction, in that direction.
03:45So let's go ahead and turn on the rest of the body.
03:47Now another thing you want to take a look at is there's also a forward and back
03:56motion of the spine, so as he catches his weight here, the spine is going to
04:05arch forward just a little bit.
04:07What that does is because he's catching his weight on that foot, so as soon as
04:12he catches the weight on the foot, the body kind of leans forward, then it
04:16straightens up, then it catches again, and then it leans forward again.
04:23Now one more thing I want to show you is the walk from the front.
04:30Let's take a look at how the spine works.
04:33So when he puts his weight on one foot here, we've got all of the weight of the
04:42character coming down onto that foot.
04:46And what this does is this creates a large weight on this side here which
04:53rotates the spine here, because we've got this giant weight, which is basically
04:58of character's foot, pulling this down.
05:01And so in order to compensate for this, the spine has to arch from the
05:06front this way, okay.
05:09So that is in the middle of the walk cycle, which we call the passing position,
05:14where the foot passes the opposite leg.
05:18So when he does that we're going to have a little bit of a spine twist that way.
05:22So those are some of the basics of a walk, just some general guidelines, and
05:27we'll be going over these again as we animate the walk.
05:31So I just wanted to show you a few key pointers to a walk, how the hips, the spine,
05:37and the shoulders move to make a character walk successfully.
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Setting up a character for a basic walk
00:00Now that we understand the mechanics of a walk, let's go ahead and animate
00:04a simple walk cycle.
00:07Now I'm going to animate this walk in sections.
00:10I'm going to concentrate on the lower part of the character, more specifically
00:15the hips and the feet.
00:17Now once I get this firm foundation, I'll go ahead and move up to the upper
00:23part of the character.
00:25Now to make this as clear as possible, let's go ahead and turn off that upper
00:29part of the character.
00:30I'm going to go ahead and turn off the head as well as the upper geometry and
00:35the controls for the upper part of the character.
00:38And now all I have left is this lower part of the character.
00:42Now before we actually animate the walk we need to make a decision as to how
00:48fast the character will walk.
00:51For this exercise, I've decided we're going to animate at 16 frames per step.
00:56Now that means a total of 32 frames for two steps or one cycle.
01:02So as you can see, we're starting at frame one, which means we need to go
01:0632 frames past 1 to 33, so we're going to animate from 1 to 33 for a total of 32 frames.
01:15Now once we have that set up, we can go ahead and start animating the walk.
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Animating a walk: The feet
00:00Now that we have all preliminaries in place, let's go ahead and start blocking
00:03out the footsteps of the walk.
00:05All we want to do at this point is just get the spacing and timing of the feet right.
00:11Now we're going to start with the extended position.
00:14This is where the feet are furthest apart.
00:16Now you can start with any one of the four positions you want, but I find the
00:20extended position is probably the best way for the beginner to start animating a walk.
00:26So I'm going to go ahead and select one of the feet.
00:28In this case I'm selecting the right foot and I'm going to move it forward.
00:33Now how far forward depends on the character of the walk.
00:37We can move it forward just a little bit for small tiny steps.
00:41We can move it forward quite a bit for big broad steps, but I'm just going to go
00:46somewhere in the middle.
00:47Somewhere around here, so where this foot is just ahead of the opposite foot.
00:51So I'm going to go ahead and move it forward about 16 units.
00:56Now when we do this, notice how that foot here is pointing towards the goal, but
01:02it's not really own the ground.
01:04This is because the hips still haven't put in place.
01:07So what I need to do is take the hips and move them forward and just kind of get
01:13them pretty much right in the middle of the two feet.
01:18Now, when I do this notice how these are kind of becoming knock-kneed,
01:22and that's because I've got these two targets in the way.
01:25So let me go ahead and select these two knee direction targets and move those forward.
01:34These two objects are what the knees point at, so if you move these in any
01:38direction you can see how the knees actually point at these objects.
01:42So we just want to make sure that those are in front of the character.
01:45Now once we have those kind of moved out of the way, we can do the final
01:50position of the hips.
01:52Now what I want to do is I want to get those hips kind of halfway between the feet.
01:57Well, I know if I moved 1 foot forward to 16 then halfway would be half of 16 or 8.
02:03So I am going to move that forward eight units and then I'm going to go ahead
02:09and move that up, but before I do that, remember that the hips are actually
02:14rotating side-to-side, so they're kind of twisting around the vertical axis.
02:20So as that right foot moves forward, the right hip will also rotate forward so
02:28we need to incorporate that into our walk as well.
02:30So I'm going to rotate this forward about 15 degrees and now that I have those in place,
02:36the final step is to just move these hips up or down to kind of get a
02:42good first position.
02:43Now if I move it too high up, you'll notice that these knees kind of lock and
02:47we don't want that.
02:48So I'm going to go ahead and just move those so that the knees are slightly bent
02:52and we have a nice extension.
02:54So now that we have those in place let's go ahead and make sure we've set
02:58keyframes for the hips and both of the feet.
03:02Now we have that first pose blocked out.
03:06Now we can go ahead and move the time slider forward out to frame 17, so
03:12remember this is a 16-frame cycle.
03:14So our next extended position will happen at frame 17, which is 16 ahead of 1.
03:21So let's go ahead and select that left foot and move it forward.
03:24We're going to move it forward, well, 16 to make it even, plus another 16 for 32.
03:32Now this will go ahead and put the foot exactly in the same place, except on the opposite side.
03:37So now that we have this in place, let's go ahead and select the other foot.
03:42Make sure we have a keyframe set for that.
03:45So again we're going to move the hips forward another 16 units for a total of 24.
03:51Now if you notice, the hips are actually kind of rotated in the wrong direction.
03:58This is one of the legs are overextended.
04:01So if I want remember again that the hips rotate along the vertical axis, left-right.
04:06So I want to make sure that I rotate these hips forward about 15 units, or
04:11actually -15 units, and get those in place.
04:16So once I do that, let's make sure I have all of my keyframes set and then we
04:21can see I've got my first footstep blocked out.
04:25Now this isn't really the full foot step.
04:27It's just getting the placement.
04:29So let's go ahead and do this one more time for the right foot to finish off the cycle.
04:36So again I'm going to go all the way to the end of my timescale, at frame 33.
04:41And we're going to go ahead and move that right foot forward again.
04:44Now it's at 16. 16+16+16 puts it to about 48.
04:50Let's go ahead and type in 48, and again the hips are needed to move forward
04:55as well, another 16.
04:57So let's go ahead and move those forward. So 24+16 is 40 and we also need to
05:06untwist it and rotate the hips in the other direction. So again we're going to
05:11go to 15 on this side.
05:13So once I have that in place, let's make sure we set all of our keyframes and we
05:18should have the timing and spacing of the feet blocked down.
05:22Now let's go ahead and just scrub through this.
05:24You can see now this is the basic timing of the footsteps, so let's go ahead and
05:30do a quick run-through and you can see that that works pretty well.
05:37Now obviously, we've got to kind of finish this off by animating the feet lifting
05:41and all that, but we'll do that in the next lesson.
05:44So now that we have the timing and spacing of the feet blocked out, we can go
05:47ahead and finish off the hips and feet portion of the walk, and we're going to
05:52go ahead and do that in the next lesson.
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Animating a walk: The lower body
00:00So at this point we have just the footsteps and the timing laid out.
00:04So let's just go ahead and play the walk that we have.
00:09Basically we have the feet sliding along, but the footsteps are in place so
00:12let's go ahead and turn this into a lower body walk.
00:16I am going to ahead and scroll back to one here.
00:19And let's go ahead and take a quick look at what's happening.
00:23So what I have got here is I have got a transfer of weight happening.
00:27Right now, the weight is on this foot, but we are going to transfer that weight
00:33over to the other foot here.
00:37So basically the character's weight is going to be pressing down on this foot,
00:42the foot that has just planted down.
00:45So in visual sense basically what's going to happen is this foot is going to
00:50lift off the ground.
00:51Remember the foot is going to transfer its weight from the heel to the toe and
00:57then once the toe is airborne, all of the weight would be on this right foot.
01:02So let's go ahead and start animating this.
01:05Now first I want to do is I kind of want to lift the heel, so I am going to go
01:10ahead and grab this control here which is the heel control. At some point, I'm
01:15going to go ahead and rotate that up so we get that heel lift.
01:19So in order to do that and make it look convincing, I need to go ahead and set a
01:24key for the foot itself, which is this control here.
01:30In fact, I will go ahead and delete that one here.
01:33So if you notice here, the translations are all zero. So what I want to do is
01:37set another key where everything is zero. So we are going to ahead and change
01:41everything back to zero and make sure I set a key. And what that does is it locks
01:48that foot at zero. But if you notice here we are getting a bit of a lift of that
01:53heel because the hips are moving forward.
01:55So in order to lift that heel, I am going to select it, set a key at one and
02:01then move forward a little bit.
02:03In fact, I am going to move forward to frame 3 and then just go ahead and rotate that up.
02:09In fact, I know how high I want to rotate it.
02:13Let's go ahead and rotate it about 30.
02:14What that does is it gives us a really nice heel lift.
02:17So what happens here is the heel is lifting before anything else and that gives
02:23us a much more anatomically correct walk.
02:28So then as this heel lifts, the weight of the character is going to be set
02:33down on this right foot.
02:36So I am going to go ahead and move forward a few more frames to frame 5 which is
02:404 frames into those 16 frame walk and I am going to go ahead and move this
02:45character down and a little bit forward.
02:51Now what happens is that's going to give you the feeling that he's kind of
02:54falling forward and that's really what he's doing. He is falling and then he's
02:59going to lift himself up as this foot passes underneath.
03:03So as he falls forward, he is also going to rotate forward a little bit, so I
03:08am going to rotate him just a little bit in X, just to give him a little bit
03:12more forward momentum.
03:14And then as he steps up this body itself is going to lift.
03:19So I am going to go ahead and lift up the body and the foot itself will go ahead
03:27and move up under the body as well.
03:31So what I'm basically doing is I am getting this.
03:33So you can see, he's falling forward and now that all the weight is on this
03:41right foot, he presses up and then at the middle section which is 8 frames in or
03:47at frame 9, this is the passing position.
03:50This is where this foot passes the other foot.
03:54So at this point, the heel lift needs to be eliminated.
03:59So I'm going to go to frame 9 and rotate that heel back to zero, but now once I
04:06have that, you'll notice that well that foot is a little bit too flat. So what I
04:09need to do is rotate that.
04:11Now remember we've got a little bit of a dead weight here, so this is going to
04:16tend to hang forward.
04:18That's actually the more natural position.
04:21So I am going to go ahead and rotate that forward just a little bit and then
04:25move this into place. So it's pretty much halfway there.
04:30So now I've got that. So weight falls forward, character moves up, and now all we
04:40need to do is finish the step.
04:41In fact, this looks reasonably good, but I'm going to give it a little bit more
04:46flair here. So we can do that simply by rotating that foot forward.
04:52So now, I have got that foot kind of flipping up before it sets down.
04:56So it comes in, naturally flips up, and then sets down.
05:02But if you notice here, this is coming in a little fast.
05:06So what I need to do here is also in addition to this is move this a little
05:11bit forward and down.
05:13So now we have got kind of more of a gentle set-down, so now this goes like that.
05:18Okay, now we have got one more little thing to fix on this and that's the toe.
05:25So this toe also is going to flap just a little bit.
05:29So I am going to go back to frame 1 and just make sure I had set a keyframe
05:33for that, and then as it pulls up this first half of the walk is really just
05:40the heel lifting, so I am really not going to touch the toe at this point and
05:44then at frame 9, which is halfway in, I am going to set another keyframe, just
05:49to kind of lock it down.
05:51Now as this kind of comes up, what's going to happen is momentum is going to
05:56pull this down just a little bit and then right before it hits, it's going to
06:03flip up, so it's going to go ahead and flip up and then as it sets down its
06:09going to go back to 0.
06:11So now let's take a look at this.
06:13So as it comes in, we are basically getting secondary or dragging motion for
06:20that toe and that gives it a much more natural look.
06:24So let's go ahead and take a look at this.
06:28So that's a really good first step.
06:31Now let's go ahead and take a look a little bit more at the body.
06:35There's merely one more thing that I want to correct on this walk.
06:39So as this comes up in the middle of this step here, at the passing position,
06:46we have got this giant leg pulling down, so I have got a force coming straight down
06:51here that's pulling those hip out of center.
06:55So what I am going to do at this point is at the passing position I am going to
07:00rotate the hips a little bit towards the free leg and then what that does
07:06though is that kind of straightens out that leg. So I am just going to go ahead
07:09and push him down just a little bit so I get a slight bend in that planted foot.
07:15So now that I have this, I've got a really good first step.
07:23So now we have the first step.
07:25Now the second step really is just the exact same thing on the opposite side.
07:30So we don't really have time to do that, but let's go ahead and just open a
07:34scene here and we've got a basic walk.
07:38Now we have got both legs going and it's really just the mirror image.
07:43So now once I have this basic walk, I've got a good foundation for the rest of the body.
07:51Now when you animate a walk, it's kind of good to get the hips and the feet
07:55moving first, because that's really where all the weight is going to happen and
07:59then worry about the upper body.
08:02So as you can see this walk looks pretty good.
08:05Now if we wanted to, we could experiment with footsteps, with timing, with foot
08:09positions and really just have a lot of fun with just these three parts of the
08:14body, the hips and both of the feet.
08:16But at this point I think we are going to go ahead and move up the body and I'll
08:20finish off the walk.
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Animating a walk: Making the cycle symmetrical
00:00Now that we have the lower part of a character walking, we can move on to the upper body.
00:06But before we do that I'm actually going to do a little trick that will get the
00:09character to be walking in place and this will actually help us down the road
00:14when we're tweaking the character to make sure that he is symmetrical.
00:19So if you notice, this character has this big circle here and this is called the
00:23character root and what this does is really just allows us to place the
00:27character wherever we want.
00:29So if I want him over here or wherever, we can actually move him in two position.
00:35Now we can also animate this master node in order to get him to walk in place.
00:42So as he walks forward, we are going to take this and move it backward.
00:48So we are actually going to kind of create a treadmill effect. So what I'm going
00:52to do is I'm going to go frame 1, make sure all of my translate values are zero
00:58for character root, and just set a keyframe.
01:01He is going to start walking forward, but we want to pull him back to zero.
01:07So we know that the character is taking 16 frames per step and he has taken two steps.
01:13So all we need to do is move him back and an equivalent amount.
01:17So 16 times 2 is 32.
01:19So we move him back 32 or -32 units and we make sure we set a keyframe for that
01:27so now he walks in place.
01:31Now the reason to do this is to get that symmetry between the right and left side.
01:37Another reason is if you do want to actually cycle him, you can do that.
01:42Now one reason to do this is to actually check the symmetry of your character's walk.
01:49So let's go ahead and actually go into another viewport.
01:52I'm going to go into the right viewport here and we can check our symmetry.
01:58So I am going to go ahead and scrub this.
02:00Let's go to the recoil position where the character moves down and recoils into the walk.
02:06Now what I can do is I can actually take my screen drawing tool and I can check my angle.
02:14So all have to do is draw that angle of each leg.
02:20Now I know that four frames into the first half of the walk, those are
02:26the angles of the legs.
02:27Now if I scroll forward, the middle of the walk is 17 plus 4 is 21.
02:34So if you notice here, I've got a little bit of a discrepancy.
02:38So the walk isn't exactly symmetrical.
02:42So what I can do is I can take the hips, move them into place.
02:46I can also take the heel and move that up so that the angles are actually equal.
02:52So now I've got a lot more symmetry in the walk.
02:58So I'm going to go ahead and erase this.
03:00Now as you can see this can really be helpful for checking symmetry of your character.
03:06Now let's go ahead and move on to the upper body.
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Animating a walk: Working with the spine
00:00Now let's go ahead and start animating the upper part of the character.
00:03We are going to start with the spine and then later we're going to go ahead and
00:07work on the arms and the head.
00:10But for this one we will just focus on the spine.
00:13So let's go ahead and turn on the upper part of the character.
00:17I'm going to turn on the upper controls and these are just layers, so I am going
00:20to turn on the Controls Upper layers as well as the Upper Geometry layer.
00:25So now let's go ahead and just scrub through what we have.
00:28So I'm going to go ahead and just play.
00:31As you can see, that spine is totally stiff. That's really not bending or flexing
00:36at all so let's go ahead and correct that by doing a series of rotations.
00:41So I'm going to scroll to frame 1 and in frame 1
00:47we have the passing position, so we have the right hip forward the left hip back.
00:54Remember the shoulders of the character counter rotate to match the hips.
00:58So I'm going to go ahead and select 1, 2, 3 spine controls here and the first
01:06thing I am going to do is rotate that spine so that it basically is opposite
01:12of what the hips are.
01:13So I'm going to go ahead and rotate this in Y so that when the right leg is
01:20forward the left shoulder is forward, and in fact I'm going to rotate this about
01:25negative 9 degrees per spine to get this kind of rotation.
01:31You can see this is one of the reasons why I turned off the head, so I could
01:35see this angle here, and this is really what I'm kind of looking a,t is how does
01:40that match to the legs.
01:44So once I have this then all I need to do is go ahead and match that.
01:48Let's go ahead and set a keyframe and then scroll forward to frame 17, which is
01:55the next extended position.
01:56Then instead of negative 9 we are just going to rotate each one of these 9, and
02:02again set a keyframe.
02:03So now you can see that his shoulders are pretty much-- now he's kind of
02:08tending to face forward more and again we can do the exact opposite at the very
02:14last frame and go to negative 9.
02:18So just by doing that you can see when I play you get a little bit more
02:24flexibility to the spine and that actually gives him a little bit more life.
02:30So now we're going to go ahead and focus on how he looks from the side.
02:35We are going to focus on basically the x-rotation which does the forward/back motion.
02:44So what we've got here is we have got some forces happening.
02:47So as he goes forward, he is falling.
02:52So when he falls forward, he's going to also bend forward a little bit.
02:56We can exaggerate like this, but really we want to do it just enough so that it
03:01looks natural, somewhere around? I'm figuring between 2 1/2 and 3 degrees or so.
03:07So now he bends forward and then as he comes up and falls forward we're going to
03:17arch his spine just a little bit.
03:19So I'm going to go here to about frame 11 and just arch his back just a little bit.
03:28So now I've got that.
03:31Let's go ahead and repeat this on the opposite side.
03:33So I am going to the next passing position, which is at 21, and again I'm going to
03:38rotate him forward, somewhere between 2 and a half and three, and let's just go
03:462.75 and then let's go ahead and go a little bit past that extended position
03:55there and rotate him back.
04:01So from the side you can see we're getting this sense of weight, so when he falls
04:06forward we're getting a little bit more of an arch to the spine. We kind of
04:09get the sense that he is falling forward and then when he stands up, I want
04:15him to be pretty straight.
04:16So we are going almost from a compressed to an exaggerated, extended position here.
04:22So now there is one more thing that we need to take into consideration and
04:27that's the spine bend from the front.
04:30Now when he is in the extended position here, his spine is pretty much going to be vertical.
04:38So when we get to the passing position the hips are going to be pulled down by
04:45gravity and it's going to pull them out of center.
04:48So basically, everything is pulled to the right.
04:53So what we can do is we can actually rotate the shoulders a little bit in the
04:58opposite direction to counteract for that.
05:06So now we've got, it goes like that, and then we can do the same thing at the
05:11next passing position and just rotate them slightly in the opposite direction.
05:16So now when we play that, we get a pretty good cycle, but notice there is a
05:25little bit of pop at the end of that and that's because I need to rotate those out.
05:29So I need to go ahead and zero out X and Z for all of those.
05:34So now once we have that, we can take a look at the spine. So let's go and take a
05:40look at the cycle here.
05:41You can see we have a lot more flexibility in the spine.
05:49So now that we have the spine in place, we have the guides also in place to work
05:55on the arms as well as the rest of the body.
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Animating a walk: Arm motion
00:00So now that I have the spine animated, I want to go ahead and animate the arms.
00:05We are working our way up the body.
00:08So in order to do that, we need to kind of get those arms into place first of all.
00:12So first thing I am going to do is just go ahead and select the shoulders and
00:16I'm going to go ahead and rotate each shoulder down, somewhere around, in this
00:21particular case around 80 degrees.
00:23So what I'm doing here is I am just kind of positioning the shoulder so that
00:27they kind of just hang naturally.
00:29Now once I do that, you can see I have a quick playback and those arms, they are
00:36in a natural position, but they're certainly not moving in a natural way.
00:40So we can correct that by putting in some poses.
00:45So the first thing I am going to do is just focus on this left arm.
00:48So let's go ahead and just get the motion for that and then we can worry about
00:52the right arm later.
00:54So at Frame 1 we have the extended position.
00:58That means that the left foot is back, which means that the left shoulder and
01:04the left arm are going to be forward.
01:07So I'm going to go ahead and rotate that shoulder forward.
01:11I am going to go ahead and move that elbow forward as well.
01:16I want kind of a natural bend here, and then also I want to make sure that we
01:22get that hand and the elbow in front of the body just a little bit. In fact,
01:28I am going to go ahead and take this wrist and bend it just a little bit as well.
01:33I want to make sure that I set keyframes for the elbow and the wrist and just
01:38select the joints of the hand and go ahead and just rotate those into kind of
01:46just a natural position.
01:48So that's my first position of the walk, and again I want to kind of just get
01:55that hand in a nice place here.
01:57So make sure I set keyframes for the wrist and the elbow and then let's go
02:02ahead to the other side, which is opposite extended position. In this case it's at Frame 17.
02:09And now I am going to go ahead and rotate everything into place.
02:12So first thing I am going to do is rotate that shoulder back and then rotate
02:18the elbow back as well.
02:19Now I don't want to rotate this elbow so that it's straight.
02:23I want to make sure that I have a little bit of a bend to it.
02:25In this case I want to make sure that that hand and the elbow is almost beyond
02:31the back of the body.
02:32Now this is just kind of a nice visual cue.
02:35When you have the hand here, you don't really have much of a silhouette.
02:39If you push it out, you are going to get a much better silhouette.
02:41So I am kind of just wanting to get a little bit of space there so that we have
02:47some sort of silhouette.
02:48I don't want that elbow to bend too much.
02:50I want to make sure I have a little of a bend there.
02:53So now I should have keyframes for everything there and now I've got this
02:58first half of the walk.
03:00But again he takes another step and he moves forward, which means that I have
03:05to duplicate the pose of Frame 1 at the end, at Frame 33.
03:10So all I have to do for that,
03:12I have to select the shoulder, the elbow and the wrist, just go to that first frame,
03:18copy those keyframes, and paste them.
03:23So now I should have a little bit more flexibility in the character.
03:28Now this doesn't look too bad, but the elbow definitely looks frozen.
03:36So what we can do is give some secondary motion there.
03:40And what's happening is that the shoulder is rotating back.
03:46Now the hand is a pretty big mass and it wants to stay in position.
03:51So to counteract this backward rotation, we're going to actually rotate the
03:58elbow in the opposite direction and hopefully that will kind of give us the
04:02impression that we have a little bit more weight in the hand.
04:06So I am going to go ahead and select this elbow and we are going to go in
04:13to this recall position, somewhere Frame 5, and I'm going to rotate the elbow forward.
04:21Now again, what I'm doing is I am increasing this angle and what this does is it
04:28gives a little bit of drag to that hand.
04:31Now one thing I want to make sure about is that the hand actually does move a little bit.
04:38If I rotate this too much, the angle of this hand or actually the position of
04:45this hand is not going to change enough to give me a sense that it's moving.
04:52So if I rotate this elbow too much, this hand will actually appear like
04:57it's moving backwards.
04:58I want to make sure that I get that hand constantly moving in a direction, so
05:04the hand is moving just a little bit more slowly at first. Then it's straightens out
05:11and now we've got almost the opposite situation.
05:17So from this second extended position, as that arm moves forward, again we are
05:24going to get a little bit of drag.
05:26So I've got this shoulder moving forward. The hand kind of wants to stay where it was,
05:34which means that the elbow needs to rotate in the opposite direction as well.
05:42So what we can do is just as we goes into the second recall position,
05:47I am just going to go ahead and rotate that elbow out just a little bit,
05:51straighten it out.
05:52Now this should give us a pretty decent motion.
05:57So that gives us a little bit more flexibility with the elbow and the hand.
06:04Now if I want, I can go through one more time and actually play with the wrist.
06:10So as it passes the body, I want to make sure that that wrist doesn't kind of
06:15cut through or the hand doesn't cut through. Okay, it looks good and then if I
06:19want I could also do a little bit more secondary motion with this wrist, so as
06:24it comes through, I can kind of curve this a little bit, just to kind of give
06:30a little bit more of kind of a curve here, and then I will need to make sure I
06:37straighten that out, and then as it moves forward I can kind of drag that back just a little bit.
06:43Again, you don't want to break that wrist, because wrist really doesn't
06:46move that far back. And there we go.
06:48Let's go ahead and play that again.
06:52And that looks pretty good.
06:54So all we have to do now is do the exact same thing on the opposite side for the other arm.
07:01Now I don't want to bore you with animating that second arm, because it's really
07:05is just the same procedure, just mirrored on the opposite side.
07:10So let's go ahead and just take a look at that.
07:12I have gone ahead and animated the right arm and it's pretty much the same.
07:16So now we've got both sides of the character animating and we've got most of
07:22the walk done, except for the head.
07:25So let's go ahead and move on to that.
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Animating a walk: The head
00:00So now let's take a quick look where we're at.
00:03I've got this character pretty much animating. He looks pretty good.
00:08Well, we've got one more thing to do and that's the head.
00:11So let's go ahead and scroll back to Frame 1 and I'm going to go ahead and turn
00:14on the head as well as the character's eyes.
00:19Now the control that I'm going to use is one called Head and basically it's
00:23going to be rotation.
00:24Let's go ahead and play this to see how it's working.
00:30As you can see, his head is kind of bobbing a little bit, kind of like a pigeon.
00:35It's very stiff from the shoulders up.
00:38So again, we need to create some sort of secondary motion for the head to give
00:42it a little bit more life.
00:46So right here at the front if you notice, he's kind of looking off to the side.
00:51He's kind of just moving with the shoulders.
00:55So when the shoulders are facing to the right, his eyes are facing to the right
01:00and to the left, and so on.
01:01So go ahead and select the head control and then use the Rotate tool to
01:08actually adjust the head.
01:10So what we want to do is kind of just get him into a position where he is kind
01:13of looking where he is going.
01:15Now we could animate the head to, you know, he is looking at something else, but in this
01:21case let's just go ahead and animate him looking forward.
01:24So I'm going to go ahead and just rotate the head so that the eyes look like
01:27they're looking forward.
01:28I'm going to go ahead and set a keyframe.
01:31I'm going to go halfway in to Frame 17 and balance that out, so now we've got
01:39him kind of pretty much looking forward.
01:43I'm going to go ahead and copy the keys on Frame 1 and paste them at Frame 33.
01:51So now we've got this.
01:52Now that looks pretty good, but from the side you still got that kind of
01:57stiffness, that pigeon head that you can really notice from the side here.
02:03So right here you can see that he didn't have much flexibility, but when that
02:08body mass goes down, his head is kind of wanting to stay where it is at, so
02:15that neck is going to bend back a little bit and he's still going to be looking forward.
02:19So that gets a little bit more flexibility.
02:23Then as he goes up, it's going to go back in the opposite direction and we can
02:31do the same on the other side.
02:33So when he is down at this point, I'm going to go ahead and move the head up
02:43and then do the opposite on the other side.
02:46Again, just trying to straighten it out a little bit.
02:51So this will give us a little bit more flexibility in the character.
02:54So let's take a look at those eyes. So those are fine, but right here we get a
02:58little bit of a bounce, so if you notice those eyes going down and then they
03:05are going back up again.
03:07So what I want to do is make sure that right there that he doesn't rotate too far forward.
03:15So I am going to kind of lift this head up a little bit.
03:20So this way and again I've got that a little bit more exaggerated version
03:28of that problem here.
03:29So I want to make sure that his head is not to tipping too much. And that kind
03:35of smoothes it out just a little bit. It looks pretty good.
03:40So those are some of the basics of how to animate a simple walk.
03:46Now this is really just a very generic kind of boring walk, but it gives you the
03:51mechanics of how to animate a walk, as well as how to get the character moving.
03:57Now we're going to go ahead and look at some more exaggerated walks, but
04:01they are all kind of based on the principles that we've learned in the past few lessons.
04:06So go ahead and practice animating a walk like this and then we'll go ahead and
04:11move on to stuff that's a little bit more exaggerated.
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5. Adding Character to a Walk
The importance of the passing position
00:00In the last chapter, we animated a very basic walk;
00:04in fact, this is a walk that we animated.
00:08And as you can see, it has all the mechanics you need to create a walk, but not
00:12a whole lot of character;
00:13it's kind of just a dull, boring walk.
00:16So in this chapter, we're going to give this walk some more life.
00:19One of the first ways that we can do this is just by affecting specific poses of
00:25the walk, and what I'm going to focus on right now is the passing position.
00:30So let's start by creating a different passing position, so in this particular
00:35walk its 16 frames per cycle,
00:38so the passing position is right here around frame 9.
00:42So I'm just going to scrub forward to Frame 9, and let's just go ahead and create
00:49a new passing position.
00:50I'm just going to go ahead and move--let's start with the hips.
00:53I'm going to go ahead and move those hips forward a little bit and maybe
00:57rotate the character.
00:58So let's say I'm going rotate him really far back.
01:03So when I do that, it already gives you kind of a different feel to that walk.
01:09Now if I want to, I can take this a little bit further, and let's say I can take
01:14that foot and maybe I'm going to rotate it and move it way up, so he's kind of
01:19almost kicking up like this.
01:22And again, it kind of gives you almost like a silly walk kind of thing, but it's
01:27actually, gives it a lot more character.
01:30So just by changing that one position-- this is all we did, was change the
01:35passing position--and by doing that, we've actually created a much different
01:42walks than what we had before.
01:43So this is the second step of that walk, which is pretty boring, but the first
01:48step has a little bit more character to it.
01:50So let's go ahead and do that same thing on the other side.
01:52So I'm going to move these hips forward just a little bit and then rotate him
02:00back, almost like he's leaning back. And then let's go ahead and push that foot
02:06down, rotate it down, and then just move that up like this.
02:10So now I've got--in fact, I can probably rotate that a little bit more to a match it up.
02:17Let's see what we have got.
02:21So now I have a basic walk, and I can start to play with it a little bit more.
02:27So let's go ahead and take this foot, and let's maybe rotate it out a little bit.
02:32And because he is so out of balance, let's go ahead and move him off to the side
02:37and then maybe rotate his body a little bit off as well.
02:43And as he comes over there, we're going to have to move these arms out just a
02:47little bit to give him a little bit more clearance, like that.
02:51So that gives a little bit more flair. But also let's go ahead and play with
02:56the set-down of the foot. Right now he kind of puts his foot right there.
03:04We could actually have a lot more fun with that as well.
03:07So what we can do is we can maybe rotate that foot up right before he sets down,
03:16and maybe give him a little bit more of a sense of a slam down for that foot.
03:21I'm going to actually take that frame from 15 and move it back to 14.
03:26So now I've got this sort of action, and that works pretty well. And now that
03:33I've got this going, maybe what we can do is play a little bit with that cushion
03:39position, where he kind of moves down.
03:41So right at this point, he's moving down a little bit in terms of his weight.
03:46Let's go ahead and exaggerate that.
03:48I am going to push him way down and rotate him forward.
03:50Okay, so all I'm doing now is affecting another position of the walk.
03:56So we have a standard position. Then he squashes down, comes up, and settles.
04:02So let's do that again. He is going to rotate really far down, move down like
04:07this. So he is going to rotate forward, he comes up, and then right before he
04:15sets down, I want to put that foot, again, pretty far up, so it slams down a little bit harder.
04:24So now, let's play it.
04:28So really, all we did was we changed the passing position and this cushion
04:33position, and we've completely changed the character of this walk.
04:38Let's play this through one more time.
04:41So what this shows you is that just by taking this simple walk, you can push the
04:47poses a little bit further and get much more character out of your walk.
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Working with foot placement
00:00Another way to affect the character of the walk is to adjust the foot placement.
00:06So, in this walk, which is our standard 16-frame walk,
00:10if I make the character's feet touch down in different places relative to the
00:15hips, it will affect the way that the walk works mechanically.
00:20So let's go ahead and do a basic catwalk-- in other words, the type of walk that
00:25models do on the runway.
00:28So what they typically do is they walk with their feet right in front of each other.
00:33So in this case I'm going to use this centerline here on the grid, and I am going
00:39to use that as kind of my guide. And I'm just going to rough this in;
00:42I am not going to be exactly right on, but I am going to try and keep it
00:46as close as possible.
00:48So on this first step, I am going to select the left and right foot and just
00:53move them in, so that we have the feet right in front and behind each other.
00:59Then I'm going to keep this right foot selected. And one of things I am
01:05getting here is I am getting this kind of a little bit of a jump here
01:08because I have this keyframe here,
01:09so I am going right-click over this and delete this keyframe at frame 2, for the right foot.
01:16So what happens now is with the feet in front of each other, if you notice, his
01:23foot is almost passing through the other foot,
01:26so in order for this to actually mechanically get around, it has to move
01:31out just a little bit.
01:34So it has to move on the outside of the other foot. So instead of moving
01:39straightforward, it has to swing around.
01:43So what that does is that creates an imbalance.
01:47If you notice here, the character is slightly out of balance,
01:51so what we want to do is rebalance the character.
01:55So what I have to do is I have to push that weight to the right, so that it
02:00stays centered over both of the feet.
02:03So, as you can see, those hips move to the right before centering again.
02:10Now let's go ahead and do this second step the same way.
02:14So I am going to, again, grab the right foot and center it, grab that left foot
02:21and center it behind it. Then I am going to move one frame forward where I have
02:25a keyframe already set for this and delete that keyframe.
02:29And now as that foot comes forward, again, I'm going to move it out to the side.
02:36In fact I am going to delete this keyframe as well.
02:43And when I do that, it puts the character out of balance.
02:48So in this case, I have to move a character in the opposite direction.
02:51I have to move him a little bit to his left to compensate.
02:59And then--in fact, I am going to go ahead and extend this to 33 here, and
03:05then when I get to that last frame, again, I want to put those feet right in
03:09front of each other, and what this does is it creates a classic catwalk.
03:15So it goes 1, 2, and notice how his hips are just naturally swaying, and this is
03:20why models on the runway walk this way, so that their hips move and the clothes
03:28that they are wearing also move.
03:30Now, just by changing this character's foot position, we've again changed the
03:36character of the walk.
03:38So what I'm showing you here are just different types of techniques to affect
03:44the character of your walk. Again, the mechanics are basically the same, just
03:48the foot place is different.
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Adding character to a walk: Contact position
00:00I've showed you a couple of strategies for affecting the character of a walk.
00:05Another way to affect the character of the walk is to be very specific about the poses.
00:11And so by doing that, you have a little bit more control over the whole walk.
00:17So, let's do a pose-by-pose walk as well.
00:21Now, I'm going to start with a walk that's a little bit faster than the one
00:24we've been working with.
00:25This is a 12-frame walk. In fact, let's go ahead and play this. And as you can
00:32see, it's also a little bit longer steps.
00:36So he takes slightly longer steps and he's taking slightly faster steps, because
00:42it's only 12 frames per step rather than 16.
00:46So what we are going to do is take this walk and exaggerate it a bit, by going
00:51through the walk a pose at a time.
00:54So I'm going to start at the beginning of the walk.
00:56Let's just start at the contact position.
01:00As you can see, this character is pretty much straight up and down.
01:04Let's give him a little bit more determination about where he's walking.
01:09So I'm going to push him forward a bit and kind of push him into that walk.
01:15Now, I am going to start doing this by going into my side view, so I have kind of
01:19an orthographic view of my character, and I am going to start with the hips.
01:23So I am going to select the hips, and then I'm going to rotate them
01:27forward, quite a bit, maybe about 12 degrees or so, and then, push that character forward.
01:33I want to get him really into that walk, almost to the point where I am kind of
01:38pulling up his heel.
01:39So once I get that, then I can lift the heel to make it match those hips.
01:49I can even rotate those hips a little bit further forward.
01:53Now, when I rotate the hips forward, he kind of feels out of balance, so let's go
01:57ahead and straighten him out.
01:58I am going to hit the Q key just to do select. So I am going to select one, and
02:02then Shift+Select, two, three.
02:06So I have selected all three spine joints, and then I'm going to hit Rotate, so
02:12he's reasonably vertical.
02:13Now I am going to exaggerate this a little bit more by giving him more
02:17determined arm swing as well.
02:19So I am going to go ahead and snag the left shoulder and push that back.
02:24His arms are really going to swing on this, and let me see if I can get the right shoulder.
02:27Yes, let's snag the right shoulder.
02:29Now, typically, I would have to jump out or maybe grab it in another viewport,
02:33but it seems like I got it here. And then I am going to push that arm forward as
02:38well. And again, I'm just playing with the standard walk.
02:41So now, I've got a really strong first pose.
02:46So this is basically what I started with, and then I pushed that pose to give me
02:50a much stronger sense of action.
02:53Now, if we take a look at this, you can see that I've got a really strong line of action.
02:59I've kind of got this line going all the way down, and this makes for a much
03:04stronger visual, a much stronger silhouette.
03:08So I'm going to go to the opposite frame, to frame 13, and I want to make sure I
03:11duplicate that pose.
03:13So let's go ahead and use our little Drawing tool here.
03:15I'm going to just sketch out that torso.
03:20I want to make sure I get the position of the hips as well, as the bend of the spine.
03:25I want to make sure I get my arms in approximately at the same position on
03:30both sides, and then I want to make sure I get that leg, and I always like to
03:37mark out the back of that heel and make sure that I get the angle about right.
03:41And I can always just mark this out as well.
03:44So now once I have that, I am going to go ahead and move this off here.
03:47Then all I have to do is match that on the other side, and you can see how much
03:51difference I've created just by pushing this one pose.
03:54So let's go ahead and start by pushing the hips to where we want it to be.
03:58I am going to rotate those hips forward, and I'm going to rotate it so his
04:04chest is actually in front of that line, because I am going to rotate the
04:07spine back to meet that line.
04:09So I am going to go ahead and select one, Shift+Select, two, three spine joints, and
04:15then hit Rotate, and then I am going to arch that back.
04:19And again, see how easily that matches what I had before.
04:23Then I am going to go down to this heel and make sure I lift that up, and then
04:28let's go ahead and get the arms.
04:29I am going to go ahead and move this arm up and out just a little bit, and then
04:33let me see if I can get this right shoulder.
04:35Let's go ahead into Wireframe mode.
04:38I might be able to get it in Wireframe. There it is, okay.
04:41So I have got that right shoulder, and I am going to go ahead and move that
04:44back, so that the hand is about the same position. And I've got it pretty much approximate there,
04:49so I am going to go ahead and erase my guidelines.
04:51So now, I have a pretty good starting position.
04:56So you can see here, even with just those two poses changed, I've already got a
05:02stronger walk. But we can go even further with this,
05:06so let's go ahead and add some more poses in the next lesson.
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Adding character to a walk: Passing position
00:00Let's go a little bit further with our exaggerated walk.
00:03Now at this point, I've just exaggerated that first pose, which is the contact position.
00:09So I have done that at frames 1 and 13, and then I've kind of mirrored that on frame 25.
00:15So this is what we have so far.
00:17It looks good, but we can even go a lot further.
00:20Now, the next pose we're going to work with is the passing position.
00:24Again, we're going to go through this pretty much how we go through the walk,
00:27which is, we're going to block out the contact positions, then the passing
00:31positions, and then the ones in between those.
00:34So in this case, this is a 12-frame-per-step walk, which means I'm going to go
00:40halfway through the first step to frame 7, which is 1+6, or half of 12, and we're
00:46going got take a look at this passing position.
00:48There's really no line of action to this particular pose, so let's give it
00:53some more strength.
00:55So I am going to start with the hips, which is usually where we start, and I'm
01:00going to move him up.
01:02And in this case, this walk is almost always happening ahead of the feet, so I
01:07want to move those hips ahead of the feet a little bit.
01:11And I am pushing this up almost far enough, so where that heel lifts off the ground.
01:16So I really want to bring him up high.
01:19I want to exaggerate that passing position by popping him up, so I am also going
01:24to go ahead and rotate that heel, just so that that leg bends naturally;
01:29otherwise, it's going to kind of go backwards there.
01:31So I just want to give a little, slight forward bend to that leg.
01:34And now let's see what we've got.
01:36Yeah, he's got a nice pose.
01:38Look at that. He's got a nice strong walk.
01:40We can make that even stronger by doing something with this foot.
01:44Again, what we want is we want nice strong line of action that's almost vertical here,
01:50and this foot is really interfering with that.
01:54So what we can do is we can take this foot and rotate it so that it's almost
02:01the same angle as that leg and then move it up right around the knee so
02:07that it's almost the same angle as that leg, which accentuates that
02:12verticalness of this walk.
02:15So when we do that, see how it gives a much more pop.
02:18It just pops him up, and then he comes down.
02:22I am not going to worry so much about the in-betweens at this point.
02:26Let's just go ahead and mirror this on the other side.
02:29So let's go ahead and repeat the steps.
02:31And I'm not going to try and get this exact, but let's just go ahead through
02:34this, to the point where that heel lifts off the ground.
02:38Then I'm going to rotate the heel, so that the leg follows a natural bend.
02:45Again, what I am looking for here is this nice natural bend.
02:48And then I'm going to take this foot and rotate it so that it almost matches
02:54the angle of the leg, and then position that so that that ankle is right around
02:58the same place as the knee.
03:00So once I have done that, the walk will be stronger, so let's take a look at this.
03:04Yeah, he is popping up a little bit more.
03:08So now, by adding one more strong pose, we've given the walk even a little
03:14bit more exaggeration.
03:16So let's go ahead and go through the next pose in the next lesson.
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Adding character to a walk: Finalizing
00:00At this point, we've got one extreme contact position and another extreme passing position.
00:08So by making these two poses extreme, we've actually made this walk all lot more extreme.
00:15But we can do a little bit more.
00:18Another pose we can play with is a cushion position, where the character puts
00:23his weight on his foot. So we've got that.
00:26It's going to be three frames in-- remember, we have a 12-frame cycle, so half
00:32will be six frames in, a fourth is three frames. So we're going to go from frame
00:361, 1, 2, 3 to frame 4, and now we are going to get a much stronger cushion
00:43position, and that's where the character's weight comes down on his foot.
00:47So the first thing we are going to do is we are going to take the hips of the
00:50character and move them down, pretty far.
00:54And just by doing that, you'll see that he kind of cushions in and then pops up.
01:01So by bringing him down further this way, he pops up further when he goes to
01:07that passing position.
01:09So let's contrast this.
01:11Let's take one more look at it. He goes down and then up.
01:14So the other side is the old way, which is really not much, and it's really
01:20not that exaggerated.
01:21So just by moving him down, we give a lot more spring to that step.
01:26But we can push this even a little bit further.
01:30One of the things I'm noticing here is that this heel is kind of lifting off
01:34the ground, so the first thing I want to do is select that left heel and make sure
01:38it's at 0, so he's got a really nice flat foot on the ground, and then as he
01:43pops up, it lifts up.
01:44I want that really flat on the ground.
01:47And then I am just going to go ahead and take those hips and rotate them
01:51forward again, trying to get a squash.
01:54So as he moves forward, if I get more of a squash going this way, if this
02:00head comes down further, it means it comes further up when he stretches up into
02:06that passing position.
02:07Again, I am doing squash and stretch here,
02:09so squash, stretch.
02:12But let's also play with the spine, because really want to do is we want to
02:16squash that spine as well.
02:18So I am going to select his spine.
02:20I am going to Shift+Select one, two, three spine joints, and then rotate those forward as well.
02:29So now his spine is flexing forward, and then as he pops up, we get a lot more spring.
02:36Now we can play with this pose even more by working with his foot.
02:41Now we want to get this character as compact as possible.
02:45When this foot is out here, it doesn't make him as compact as if it's in here.
02:51So I am going to move this foot in a little bit.
02:54Now, one thing I'm noticing here is that this heel is still lifted off of that
02:58foot, so like I did with the other side, I am going to make that 0, and then
03:03rotate that foot around and make sure it's off the ground and kind of tuck
03:09it in a little bit.
03:11So now you can see he's much more compact at this point, and then he pops up. Much better!
03:21So, on the other side, well, we don't have much on the other side.
03:25We've kind of got this and then the other side is pretty much the same.
03:29So let's go ahead and do this exact same thing on the other side.
03:32Now, I am going to do this in my side viewport, so that way I get a much cleaner duplicate.
03:38So, what I am going to do is I am going to go ahead and bring in my Screen
03:41Drawing tool, and I want to make sure that I get that position of the body
03:46pretty close, as well as the position of that foot, and let's make sure the
03:53keens are also in that same position.
03:55Now I haven't touched the arms at all, so I am not going to worry about those.
03:59And now let's go ahead from frame 4 to the next cushion position.
04:03So it's 13+3, which will be 16.
04:06So let's go ahead and move his hips down, rotate them forward.
04:13Now, I'm going to get the spine into place, so I am going to Shift+Select each
04:17spine. So I go into Select mode to select the spine and then back into
04:22Rotate mode to rotate them, and let me readjust this a little bit.
04:27I am going to select that heel, zero it out, so I can play with the foot, and then
04:33rotate that foot and try and put it into position here. Pretty close.
04:43So, and again, those hips to move back just a little bit. So I am going to go
04:47ahead and erase that.
04:48Let's move that off here.
04:50So now, pretty cool!
04:55Okay, so that looks pretty good.
04:57So let's take a look at this.
04:58Let's just play this in perspective, so we can see what it looks like.
05:03Okay, so we've got a few more things that we can tweak.
05:06I am just going to go through some of these very quickly, and then we'll see the final result.
05:10One is the head.
05:12As he comes down, he still kind of needs to be looking where he's going,
05:17so I am going to push that head back a little bit, so he is kind of still
05:22looking forward, and that will give it a little bit more of a natural look.
05:26It will give his head a little bit more flexibility as well as his neck, and that
05:31will kind of make him work a lot better.
05:35And I seem to have no gotten that, so I am going to go ahead and copy this
05:39pose and paste it at 25.
05:43So now I have a decent cycle, so let's take a look at that.
05:50Okay, so some final tweaks.
05:52We can add some drag and some secondary motion to the arms,
05:56but I am not going to go through that.
05:57Let's just go ahead and take a look at the final product.
06:00So I am going to go ahead and open the scene called Exaggerated_Walk_Final, and
06:05this is my final version.
06:06So you can see I've put a little a bit more drag on the hands and kind of
06:11tweaked it just a little bit more.
06:14But this is the exact same walk that we did.
06:17We started with a basic 12-frame walk, and then we exaggerated every single pose.
06:23Once we did that, we have now a much stronger and more exaggerated character walk.
06:31So by really modifying the poses, you can give your walks a lot more character.
06:36Now this doesn't have to be this exaggerated type of walk.
06:40You can do these for a sad walk.
06:43You can do it for a proud walk.
06:46You can do it for a John Wayne or a Charlie Chaplin walk.
06:49But what we're doing here is basically just going a pose at a time through the
06:54walk and adding in the character's personality and poses, and that will make
07:01your walks a lot better.
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6. Animating Runs
A run in four poses
00:00In this chapter, we're going to animate a run.
00:04Now, before we actually get in to keyframing that run, let's go ahead and do a
00:07quick analysis of what makes a run a little bit different than a walk.
00:12Now, a run is actually similar to a walk in that the character is shifting his
00:16weight from foot to foot and those feet are pulling the character forward.
00:21So let's go ahead and play this run.
00:23We can see it very quickly here.
00:24So this is playing.
00:28It's a fairly fast run.
00:30Let's go ahead and see this a little bit closer. I am going to bring up this
00:32Perspective window here.
00:37So, that's actually a pretty fast run, and that's actually the first difference
00:40between a walk and a run.
00:42Typically, a run happens faster.
00:45Whereas a walk may take a half a second per step, a run may only take a
00:50quarter of a second.
00:51Also, another thing about the run is that the character moves further with each step.
00:57That's because the character is actually taking a leap.
01:00He's jumping from footstep to footstep.
01:04So here in the run, on our first frame we have this character set to take off in a leap.
01:10So he actually leaps in the air, both feet are airborne here, and then
01:16he catches himself on his foot. And very much like the walk, the
01:21character's cushions-- In other words his weight--gets absorbed.
01:26So the weight goes down, and the character's knees bend to absorb the shock.
01:32Then the character pushes off again into another leap and grabs himself, and
01:40the cycle continues.
01:42Now, another thing I want to show you about a run is that it's very similar to a
01:47walk in the motion of the shoulders and the spine.
01:51So for example, when this left foot is forward, the left hip is forward, and then
01:59the left shoulder is back.
02:02So that's the same sort of motion. We have that same twisting of the spine in a
02:07run that we would have in a walk as well.
02:09A run is definitely more exaggerated.
02:14Now, these arms will go further back.
02:16They'll swing further forward, swing further back.
02:20The character can and will pump his arms to help with the motion.
02:26So generally, the run is basically faster, longer steps, and more exaggerated.
02:33So let's go ahead and go through the process of animating a run, so you can
02:38get the hang of it.
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Animating a run: The first pose
00:00So now, let's go ahead and animate a simple run.
00:04Now, we are going to animate this very similar to how we animated the walk.
00:08We are going to start with the hips and the feet and do one pass, and then
00:12we're going to do the upper body on the second pass.
00:17Now, I'm working with my simple character rig, and before we get started, we need
00:22to do a little bit of housekeeping here.
00:24The first thing I need to do is I need to set my timeline to the proper length.
00:29Now for this run, I've decided to do 8 frames per step for a total of 16
00:35frames for the cycle.
00:37In other words, two steps are going to be 16 frames at 8 each.
00:42So we're starting this at frame one.
00:45So in order to allow for 16 frames, we need to go 1 plus 16 for total of 17
00:52frames, and I am going to type that number right in here.
00:55Now I have my timeline to the proper length of 16 frames.
01:02Now, the other thing I need to do is go ahead and select both of these knee
01:05locators and make sure that I pull those forward, so that way the knees are
01:11always pointing forward.
01:13Otherwise, the knees will kind of flop around, and we don't want that to happen.
01:16So now let's get started on this first pose.
01:19Now the first pose I am going to do is actually the passing position, which is
01:25actually kind of the opposite for how we did the walk.
01:28In the walk, we usually start with the contact position; in the run we are going
01:33to start with the passing position-- that'll make it a little bit easier.
01:36So I'm going to start by selecting the left foot, and I want to make sure
01:41that all the translations are at 0, and I am going to go ahead and hit S to set a keyframe.
01:47Then I am going to move up to the hips.
01:50I'm going to go ahead and grab those and move those forward.
01:54Now, what I'm trying to do here is I'm trying to get a good extension to that leg.
02:00In fact, what I'm doing is I am pulling this so far forward that the heels of
02:04the character actually are lifting off the ground.
02:07I actually want that, because I want a really good extension of the legs,
02:12so I am going to pull it so it's about like this.
02:15Then I am going to do one more thing, which is rotate the body forward.
02:19He really has to lean into the run in order to make it look realistic.
02:25So somewhere around between 16 and 17, I am actually going to put this at
02:3016 rotation in X and just make sure that I've got a pretty good extension there.
02:37Now because I've lifted the heels up off the ground, I want to actually make
02:42that a little bit more realistic,
02:43so I am going to grab this little circle around the ankle, which is my heel
02:48lifter, and I am going to lift that heel up just so it kind of unbends that knee.
02:54So if this was down, that knee is totally straight, which we don't want. We want
02:59the knee to be slightly bent, which is somewhere around 14 or 15 degrees.
03:04I am going to go ahead and put that at 14,
03:07make sure I set a keyframe for that, and then all I have to do is do the other
03:14foot, which is the right foot.
03:16Now, this foot is getting ready to leap.
03:20So basically, we are at the start of a leap.
03:23What that means is that this leg is going to be up and forward, but also, that
03:30foot is going to be rotated down a bit.
03:32So I am going to go ahead and rotate that foot somewhere around there, and then
03:36I am going to use my position to position that leg as far up as I can without it
03:43being anatomically incorrect.
03:45So let's push that leg as far up as we can and make sure it still looks realistic,
03:50so something like that.
03:53So now once we have this in the proper place, I am going to go ahead and hit S
03:58again to set a keyframe.
04:01Now, before I move on to the next pose, I want to lock in all of my elements here,
04:05so I am going to go ahead and select the right heel, make sure I set a keyframe
04:08for that, the right toe, and the left toe.
04:13So what I've got now is I've got keyframes for everything on the right and left
04:17foot, as well as the hips.
04:20I want to make sure I set a keyframe for those as well.
04:23So now once I have all of these keyframes set, I can move on to the next pose.
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Animating a run: The second pose
00:00So now that we have the first pose in place for our run, let's go ahead and move
00:05on to our second pose, which will be a contact position--and this is where the
00:10right foot swings forward and contacts the ground.
00:15So we're going to start by moving the time slider to frame 5.
00:20It's eight frames per step,
00:22so we're going to go halfway through that first step, which is four frames forward to frame 5.
00:28The next thing we need to do is to move the foot forward.
00:31So I am going to go ahead and grab this right foot, and the first thing I need to
00:37do is to kind of unwind it and first of all, unrotate it.
00:41So I am going to select Rotate X and type in 0, and that puts the foot exactly flat.
00:48Then I'm going to move, hit W for move, and we are going to set that foot on the ground.
00:55If you notice here, these are going towards 0. In fact, if we just type 0 in
01:00for Translate X and Translate Y, we'll have it exactly on the ground.
01:06Now, we need to move this foot forward.
01:10Now, how far forward is going to determine your stride length, or how far the
01:15character moves with each step.
01:18So, for this particular walk, I am going to move it forward pretty far.
01:23This is actually going to be a reasonably long strike length.
01:26We can do longer or shorter, depending upon the demands of the scene, but I am
01:32going to move it forward exactly 48 units.
01:35This will give me a nice round number to work with.
01:38I'll make sure I have a key set for that.
01:40So now I've got that foot with a keyframe on frame 5, and it's 48 in Z.
01:48If you notice when I move this forward, it totally stretches that foot, and the
01:52foot really loses contact with those controllers.
01:57What we'll have to do is we'll have to move the hips forward as well.
02:02So I am going to go ahead and move these hips forward and a little bit down.
02:06In fact, I want to move the hips a very precise number as well.
02:10I want to move the hips 36 units forward in Z, and that will give me a nice round
02:17number, and it will be exactly 12 units behind.
02:20Then I'm going to go ahead and adjust Y so that foot is almost exactly
02:25perpendicular there.
02:27If you notice here, I have got this a little bit off.
02:30I want to make sure that Translate X is at 0, and then I am going to adjust my leg.
02:38But as I adjust my leg, remember, this is very similar to walk, and in a walk, as
02:45we reach that contact position,
02:47when the right foot is forward, the right hip is also forward.
02:51So we need to do a little bit of a rotation here.
02:54So I'll make sure I rotate that hip forward, and then I am going to go ahead
03:00and move it up so that I've got a pretty straight leg there.
03:04Not exactly straight, but just a little bit shy of perfectly straight.
03:10Then I also want to work with the heel a little bit, because what's happening is,
03:15as that foot comes down, it's actually going to land on the toe.
03:20Remember, when people run, they actually run on the balls of their feet.
03:24Most of the time, they won't contact with the heel.
03:27They'll contact with the ball of their feet.
03:29So I am going to lift that heel up just a little bit to make sure that the ball
03:34of the foot hits first.
03:36So you can see, I have got a little bit of a gap there, and that will help with
03:39selling this particular run.
03:42So now that I have all of these in place, I want to make sure I have
03:45keyframes for all of these.
03:47Then all I have to do is worry about this left foot, which is really just kind
03:52of pushing off into the run.
03:54So basically, what's happening?
03:57This foot is contacted, but basically what's happening is it's pushing
04:01the character forward.
04:03We'd have a point of contact here again on the ball of the foot,
04:07so what we want to do is push the body forward while rotating that foot.
04:12So the first thing I am going to do is just go and get my final position here.
04:18So I am going to rotate this foot and move it pretty much into the position I
04:27want, which is pretty much right about here--almost kind of coming up under
04:32his rear end there.
04:33I want to make sure that I have this heel at 0.
04:37So now what I what I have got here is I have got--well, I really don't have what I want.
04:43I have got a good pose here, but I don't have a good in-between.
04:48So what we need to do is in between this foot to make it look like it's pushing
04:52the character forward.
04:54Well, what's going to happen here is that as this foot comes off, it's going to
04:59push off at the toe.
05:01So I am going to go ahead and select the right foot, move it back, and rotate it,
05:08almost as if he's pushing off of that toe.
05:12So you can see that as I scrub this, it looks like he is pushing off of the toe.
05:17So when I push, and then I want it to, on this frame, frame 3, I want it to kick
05:25back, almost like it has pushed off.
05:28So what I have got is a nice roll.
05:31So I've got from frame 1, frame 2--
05:33in fact, I can probably push that back just a little bit--and frame 3.
05:39So it looks like he is kind of a pushing off of that toe and then coming
05:45back into this position.
05:46It gives a much better in-between.
05:53Now, there's one more thing I want to do and that's actually play with that toe total here.
05:58So as he pushes off, I want to do a little bit of rotation with this toe.
06:04The first thing I want to do is maybe rotate the toe down a little bit, give a
06:07little bit contact, and then as he kicks off here, I want to kind of drag that
06:14toe back, give a little bit of drag to that joint. It's right there.
06:20It feels like right there I actually need to rotate that around just a little bit more.
06:31There we go! So now, I've got my first step.
06:34So you can see that I've got my two major poses: my passing position, and
06:43my contact position.
06:45Now we need to animate the second half.
06:48Well, what's going to happen here in the second half?
06:50Well, this foot will come forward, and we'll have almost a mirror image of this
06:56position again, another four frames forward.
07:00So we are going to go to the next position, which will be at frame 9, and then
07:04we are just going to mirror what we did before.
07:07So we are going to go ahead and do this in the next lesson.
07:10We are going to go through and we are actually going to mirror the poses to get
07:13the second step of the run.
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Animating a run: Mirroring the basic poses
00:00At this point, we should have the first two major poses of the run complete.
00:07At frame 1, we have the passing position, and then at frame 5 we have the right
00:14foot contact position.
00:16So, the next phase in animating this run is to do the exact same thing for the
00:22opposite side of the character.
00:24In order to make this a little bit easier, I'm going to animate this as a cycle.
00:30Now, we can delete this later, but this will make the run a little bit easier to
00:34understand, and we can make sure that it's exactly the same on both sides.
00:39So, in order to do that, I'm going to animate the character moving backward, just
00:45as fast as he is moving forward.
00:47So if we take a look at this right foot, you'll notice that he moves 48 units
00:53forward in the Z axis.
00:56That means in order for him to run in place, which is what a cycle is, he needs
01:02to move backwards at the same rate.
01:04So what I'm going to do is I am going to make sure I select this character root
01:08node and then set a keyframe at frame 1.
01:13Then I'm going to move halfway through the cycle, to frame 9, and then move that back.
01:21Now, how far back do I move it?
01:23Well, how far forward is he moving? He's moving a 48 forward,
01:27so I just need to move him -48 back in Z. And if I do that, it will make him
01:35look like he's running in place--
01:37well, up until this point, but we'll get to that a little bit later.
01:42Now, we are going to animate not just one, but two steps.
01:46so we need to do this one more time at the end of the cycle, at frame 17.
01:52So instead of 48 back, we are going to move him another 48 back. So, 48 times 2? 96.
01:57So I am going to go ahead and move him back -96; in fact, I'll just type that in as well.
02:06So once I have this in place, he will actually run in place.
02:10Now, I can obviously delete these keyframes to have him run forward through the
02:14actual scene, but for right now, this will make it easier.
02:18So now that we have the first two poses, we can just mirror those poses on the opposite side.
02:25So for example on frame 1, we have the right foot kind of up and passing the left foot.
02:32We want to do the same thing on frame 9, but for the opposite foot.
02:37We want the left foot passing the right.
02:39Well, we can do that just by making a mirrored pose.
02:43So the easiest way to do this is to take some sort of Screen Draw tool--
02:47I am using this particular one, Linktivity--and I am actually going to go into
02:52my side viewport, and I'm going to turn off my grid so I can see exactly what
02:58I'm doing here, and I am going to go back to frame 1.
03:01And I am just going to go ahead and trace out the key parts of the character.
03:10So I want to make sure I get the angle of the knee, the position of the hips,
03:14that angle of the foot.
03:17Now, again, I'm looking mostly for angles.
03:20That's really what the eye picks out.
03:25Eyes are little more keen on seeing angles than it is on seeing exact positioning,
03:30so I want to make sure I get the angles pretty close.
03:33And once I do that, then all I have to do is move forward and make sure that the
03:41positions of the character's parts match.
03:44So I'm going to go to frame 9, and I am going to go ahead and move the hips
03:50up, grab that left foot, and I'm going to go ahead and rotate that around a little bit.
04:01And one of the things, you can see how when I get that foot right in place, it's
04:07not exactly correct.
04:09Well, that's because the hips are still rotated--remember, we rotated the hips
04:13forward here--but they are still rotated a little bit forward,
04:17so I am going to go ahead and rotate them square, and that should put that
04:23knee right into place.
04:26Let's go ahead and zero out this, just to make it match the left toe. And then
04:32I'm going to go ahead and make sure that that heel is up a little bit, and I also
04:36want to make sure that I set a keyframe for the right foot.
04:40So let's go ahead and erase these little marks on the screen, and you can see
04:46that already, I've got that second half right there.
04:52So now, in order to get the subsequent contact position for the left foot, I
04:58just need to move forward to frame 13 and do the same thing.
05:03So again, I am just going to go ahead and bring in my little Screen Draw tool,
05:07and I'm going to go to frame 5, which is that first contact position, and we're
05:12just going to mirror that on the opposite side.
05:14So I want to make sure I understand where the hips are, right there, kind of get that.
05:19I like looking at the back of the heel because that's a good angle there, and
05:29again, this, then that.
05:32So that should give me a pretty good guide.
05:35So I'm going to--actually, let me move this off the screen here, and let's go
05:40ahead and mirror this on the opposite side.
05:43So we are going to go four frames ahead of frame 9 to frame 13.
05:47And the first thing I want to do is to take this left foot and put it into place.
05:53So just like we did before, I need to unwind it. So I am going to go ahead and
05:57rotate it to zero, make sure my Translate in X and Y are zero, and then I am
06:03going to move it forward.
06:06Now if you notice, when I move it forward, it comes very close to a number that
06:10we have used before, 96, and that's exactly how far we need to move it forward.
06:16Remember, we're doing 48 units per step, so the second step will be 48 times two, or 96 units.
06:24So I am just going to type that in, and now I am going to take the hips and move
06:30them forward and get them in to place.
06:33Notice how when I am moving this, the knees are bending backwards.
06:36That's because--let me jump out here--you can see I have got these knee
06:40locators, and they need to be ahead of the knees,
06:42so I am going to go ahead and grab both of those and move those and then go back
06:47into my side view and position my character.
06:49I am going to go ahead and position him, and I want to make sure that I rotate
06:55that forward, just about like that. And then, just like I did with the last one,
07:02I want to lift that heel just a little bit off the ground.
07:08Again, he's running on the balls of his feet. Same thing for the right foot.
07:13So I'm going to go ahead and rotate this around and move it into place.
07:21Notice how that heel is a little bit lifted here, so I want to make sure that I
07:25make the right heel zero, and then fine-tune my positioning. Pretty close.
07:34Maybe a little too far. There we go.
07:38And then one more time. And then rotate this a little bit back.
07:46So I am going to go ahead and erase that, and that should be a pretty accurate
07:50pose there, but notice how I'm getting the same thing I had before, which was
07:57that I'm not getting that push-off off of the toe.
08:02And also, another thing is I'm rotating this one here, so I want to make sure
08:06I keep that at zero. There we go.
08:09So as this goes back, we are going to do the same thing we did for the opposite foot.
08:16We're going to go ahead and rotate this up.
08:21Again, we want to make it look like he is pushing off of that. I am going to
08:26do this in this view here.
08:28So we want to make sure that it looks like he is rolling off of that toe, so I
08:34want to go ahead and kick this foot out, rotate it back maybe even a little
08:43more, and then he goes into position.
08:49So now I have got 1, 2.
08:50So now, all I have to do to to finish off the basics of the cycle is just do
08:56one more pose which mirrors our very first pose.
09:01So another way of doing this, instead of mimicking the pose,
09:04we can actually just copy and paste keyframes, because the only difference
09:09between these is going to be how far forward these move.
09:12So in the original pose, this one here is at about 11.2. In fact, let's go ahead
09:17in the original pose and make this 12.
09:20So it's 12 units forward.
09:22So we know that over the course of 96 frames, it's going to move 96+12, or 108 units forward,
09:30so all we have to do is copy this keyframe which includes the rotations, paste
09:38it, and then add 96 to this. So, 12+96 is 108 units forward in Z. We can do the same for the hips.
09:48Let's go over here to the hips. And again, the hips are about the same.
09:52In fact, I am going to round that off.
09:54I am going to make the hips at 12 units here, and then I'm going to copy, scroll
10:01forward to 17 and right-click and paste.
10:06Notice how that jumps back, but again, I just want this to be, instead of
10:1012, 12+96, which is 108.
10:15So now I've got that pose almost exactly mirrored.
10:22All I have to do is copy a few other things, such as the left foot position and
10:30the left heel position.
10:31I want to make sure I get that.
10:34Once we have that, we have a pretty good lower body run, so let's go ahead and
10:39take a look at this in perspective and do a quick play-through.
10:46So this is just the basics.
10:48We need to do a little bit more with this, but it's a really good start.
10:53So now that we have both footsteps in place, we can really start to refine
10:58the run.
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Animating a run: Hip and foot motion
00:00At this point, we've got the basic footsteps of the run blocked out,
00:05so let's go ahead and play what we've got so far.
00:09And if you notice, the character's feet are moving okay, but the character
00:13really doesn't have a lot of weight.
00:15There's not really a sense of the character jumping and falling.
00:20There's not a lot of squash and stretch.
00:22So let's go ahead and add some of that in.
00:25In order to see this a little bit more clearly, I am actually going to go
00:28into the side viewport.
00:30So I am going to highlight my side viewport, and let's take a look at what's
00:34happening with this character.
00:35On frame 1, he is about to take a leap; frame 3, he is in the middle of that
00:43leap; frame 5, he catches his weight; and in frame 7, he places all of his body
00:52weight on that foot.
00:54Let's go to frame 3 and animate that pose.
00:58So what he has actually done is he has actually pushed himself into the air, but
01:03if you notice the motion of my hips, they are actually moving down slightly.
01:09Well, if he's pushing himself up in the air he actually does need to go up,
01:14so I am going to grab the hips and move him up a little bit.
01:22That should give me a little bit more of a sense of weight. But when he
01:27catches himself, he also needs to move down, because what's happening is he is
01:33catching his weight.
01:35And if you notice, between frame 5 and frame 7 he is actually moving upwards a
01:41little bit, and that's really the opposite of what we want,
01:44so I'm going to go ahead and push him down a little bit, and I am also going to
01:48rotate him forward--just so he feels like he is kind of catching his weight.
01:54So now, he jumps up, comes down. Same thing on the opposite side;
02:03he jumps up and then he is going to squash down a little bit and rotate forward.
02:13Now let's go ahead and take a look at how this looks in perspective.
02:17So now we have got a little bit more up-and-down motion.
02:22Now his spine is pretty stiff, but we'll get to that later.
02:25Let's go ahead and do another pass, but this time on the feet.
02:29Again, I am going to go into my side viewport because this actually is a little
02:32bit easier to see what I'm doing.
02:35Watch the motion of this foot as it goes through the run.
02:39Now what's happening here is again, he's leaping, but this foot is doing a
02:42straight in-between between frame 1 and frame 5, and we really don't want that
02:48because what's going to happen is that foot is going to flip up to kind of catch
02:54the character's weight.
02:56So it's going to be more like that, and then the character will come down--
03:03we could probably play with it a little bit--and then he's going to land on his toe.
03:14And then as he catches his weight, that heel is still up.
03:19Well, we need to kind of drop that heel down,
03:21so right after that contact position, I am going to go ahead and rotate
03:26that heel down to zero.
03:29So it feels like he lands on his toe and then puts his weight right on that heel.
03:36And again, I want to make sure it's 0 here, and then as he moves back, that heel
03:42is going to lift again.
03:45You can see how that heel at least contacts the ground.
03:49It gives him a good solid connection with the ground, which is what we are
03:52wanting. And let's do the same for the other foot.
03:55So I am going to go ahead over and select the left foot and then go to frame 11.
04:01And again, what we are going to do is we are going to flip that foot up, move it
04:05forward just a little bit, so he's trying to catch his weight, and I may have to
04:12tweak it here. And then I am going to take a look at that heel, and then one
04:18frame after the contact position--in this case at frame 14--it goes to 0, stays
04:25at 0, and then it lifts up again.
04:30So that pretty much should give me a good sense of motion for that lower body,
04:35and again, we're just playing with the lower body.
04:38So let's take a look at this. It looks pretty good.
04:42In fact, I'm going to turn off the upper geometry, as well as the control, so we
04:47can just take a look at what that looks like as just the legs and the hips,
04:53which is really all that we've animated;
04:55and that looks pretty good.
04:57So now that we have all of this in place, we can actually turn on the upper body,
05:02which is what I am doing here in the Layers palette, and we can proceed with
05:07working with the upper body, which we'll do next.
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Animating a run: The upper body
00:00So, now that we have the lower body animated, let's go ahead and work our way up the character.
00:06We're going to start with the spine.
00:08So before we do that, let's just take a look at what the character is doing at this point.
00:12So we've got the lower body animating, and it looks like that spine is really stiff,
00:18so let's go ahead and give that some flexibility.
00:21So I'm going to select my one, two, three spine controls here, and we're going to animate
00:29those pretty much all at once.
00:31So the first thing I want to do is make sure I set a keyframe at 1 and at 9, just
00:37to kind of lock them in just a little bit.
00:39The first thing that you'll notice is that as the character is moving, the hips
00:44are rocking back and forth at frame 5 and frame 13.
00:49So when the right foot is forward, the left hand is forward.
00:56It's just the same as a walk.
00:57We want to create the shoulders moving in opposition to the hips,
01:02so I'm going to select those controls and I'm going to rotate his shoulders
01:09a little bit forward.
01:12So now when this foot is forward, the opposite shoulders is forward, and let's do
01:17the same thing for the other side.
01:23So now we should have that, and one of the things we need to do is actually give
01:29an end keyframe, but because we're not doing translation, we don't have to worry
01:33so much about him moving out of place. I can just take the keys at frame 1, copy them,
01:41and paste them at frame 17.
01:44So now his shoulders are moving along the vertical axis in the proper direction.
01:51But we still don't have a lot of looseness to the spine.
01:54In fact, I'm going to go ahead into my side view, so we can actually get a little
01:59more flexibility in the spine.
02:00So again I'm going to select my one, two, three spine controls. And then at frame 1,
02:08I'm going to go ahead and rotate him so he has a little bit more arched, because
02:14what I really want to do is get a nice line of action from that heel all the
02:18way up to the head.
02:19If I want to accentuate it, I can do it like that, but I don't want to
02:22accentuate it too much, but just enough to give it a little bit of
02:25flexibility to that spine.
02:27And in fact, I can copy this and paste it to frame 9 and frame 17.
02:38So what we've got is he is leaping up here, landing, and then quashing.
02:46So when he leaps at frame 3, I want to arch his back just a little bit more,
02:52because what's happening is that he is resisting that forward motion.
02:56So he is being pushed forward, and his head wants to stay back, which is going to
03:02bend that spine back just a little bit.
03:04In fact, we can almost bend but we'll hyperextend it,
03:07so there. And then as he falls forward, the spine is also going to flex forward.
03:14So we're going to flex the spine forward a little bit this way, so we can do that
03:23same on the opposite side as well.
03:25So bend him forward at the height of it and then squash him down and bend him in
03:31the opposite direction here.
03:33When you actually look at it frame by frame, it seems a little bit extreme, but
03:37when you actually play it, it's pretty good.
03:40One of things we have, his head is actually kind of bobbing around a little bit
03:44too much, and we can actually kind of treat that almost as an extension of the
03:48spine. And one of things I like to do is just to make sure his head stays pointed forward,
03:53so I'm going to go ahead and set a keyframe here at frame 1.
03:58Make sure I have that same key at frame 9 and 17.
04:04Then, as he goes up, I'm going to try and keep his eyes facing forward, and right
04:13there--this is actually the real key one--
04:16I want to make sure that he is looking where he is going.
04:20So again, I want to kind of tilt it down just slightly here and then at frame
04:2515, I want to make sure he is facing forward.
04:38So now I should have this--a little bit more realistic. But his arms are still out.
04:45Well, we can get those in the next section.
04:48So what we've done here is we've animated his spine so that the shoulders mirror
04:55the hips, and we also have some front-back flexibility to the spine.
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Animating a run: Left arm motion
00:00Now, we're in the homestretch of the run; all we have to do is get the arms
00:04moving and we should pretty much be done.
00:08So at this point, we've got the legs, hips, spine, and head pretty much
00:13working all together.
00:17If you notice, those arms are still pretty stiff;
00:19they're just sticking straight out.
00:20So let's go ahead and start working on those.
00:22When we start working with the arms, we really should animate the extremes.
00:28But in this case, we kind of started in the middle.
00:31We started in a passing position where the arms are actually also passing the hips,
00:37so we need to go to an extreme.
00:39We have two extremes here.
00:41We have frame 5, which is where the right foot makes contact right here, and
00:49then 8 frames past that, at frame 13, we have the left foot making contact.
00:55So those two extremes will also apply to the arms.
01:00So let's start at frame 5, and we'll also start with our left shoulder.
01:07So I am going to select the left shoulder, and let's kind of figure out
01:11what's happening here.
01:12Well, the right foot is forward, so that means the left shoulder needs to be
01:18forward, which it is, and so let's go ahead and dial in that pose. So what happens?
01:25Well, the arm is going to swing forward, and the elbow will go ahead and bend
01:31into position, and that hand will be in front of the characters.
01:34So let me just go ahead and kind of tweak in this pose.
01:38So I am turning the shoulder, and I am also going to turn that wrist a little bit.
01:45And also, when people run, they really don't run with their hands straight out
01:48like that, so I am just going to go ahead and curl in the hand.
01:54So, that's a pretty good pose here.
01:57I may actually have it a little too far forward, so something like that.
02:01So what I've got is I've got the arm is pretty much coming in front of the torso.
02:08So I want to make sure I set keyframes for all of those.
02:11So I can set a keyframe for the elbow, the wrist, and the shoulder.
02:17So that's my first key.
02:21So let's go to the other extreme where the left foot is forward, which means the
02:26left arm will be back.
02:28So I am actually going to go ahead and select the shoulder,
02:32and the first thing I am going to do is I am going to kind of zero out the Rotation
02:35here and then just rotate it back again. And then I am going to select the
02:41elbow and straighten it out,
02:44but I am not going to straighten it out all the way, because what's happening
02:47here is that arm is moving back.
02:52Now, this elbow and the hand will drag behind that.
03:00So they're actually doing secondary motion.
03:03This is pulling this,
03:04so this will drag behind this by a couple of frames.
03:11See how that works. That looks pretty good.
03:14We have another thing that we need to worry about, and that is at frame 7 he is
03:18collapsing--he is kind of squashing down.
03:21So when he does that, I want to bend that elbow up just a little bit to kind of
03:27accentuate that squash, like that. And then as he comes up, that elbow is going
03:35to straighten out just a little bit.
03:37Now, I don't want to straighten it out more than it is at frame 13,
03:45so I want to make sure that frame 13 has about that same angle.
03:50So that looks pretty good.
03:51So now that I have this, I have got basically from frame 5 to 13, but I don't
03:57have the outer edges.
03:58I don't have the keyframes or the positions for the rest of it, as it starts to move forward.
04:05Now, remember, what's happening here is this arm is rotating back, and then after
04:13frame 13, that shoulder is going to start rotating forward again.
04:18So, let's go ahead and rotate it forward to a middle position almost.
04:23As this rotates forward, the elbow will drag back,
04:29so this is where we start to straighten out the elbow--and that wrist will
04:33also drag back as well.
04:36So now we should get something like this.
04:40So what I'm going to do now is select all of these frames, so this is my new
04:45pose for that middle position, for the passing position.
04:51Copy, paste, and then do the same for the elbow and the wrist.
04:59So again, I am going to copy and paste.
05:06That should be pretty close.
05:09Okay, so I have got this wrist as a little bit off here.
05:12So again, copy and paste, and there we go!
05:18So now, I should have a pretty good cycle.
05:20So let's take a look at this.
05:25So all I have to do now is do the opposite side for the right arm.
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Animating a run: Right arm motion
00:00Once we get the left arm moving, the right arm will be even easier,
00:04so let's go ahead and do that.
00:06I am going to select the right shoulder, and what we want to do is basically
00:11mirror what we just did on the left arm.
00:14So, when the character's right foot is forward, the left shoulder and left arm is
00:20forward, and the opposite.
00:22So this pose we want to mirror with this arm on this side.
00:26So let's go ahead and start at frame 13 instead of frame 5, and let's get that
00:31very first position.
00:32This is actually the strongest arm position, so we want to make sure that we get
00:36this right, so I typically start with that arm in front of the body.
00:45So I'm going to go ahead and start setting keyframes here.
00:48I am setting a keyframe for the right shoulder, the right elbow, the right wrist.
00:58I want to make sure that I get that hand in front of the body, and then also,
01:03I want to make sure that I curl up those fingers.
01:06Make sure I get a keyframe on that. Pretty good.
01:12I think I want this out just a little bit.
01:15There we go. Now what I am going to do is I am going to jump between frame 5--actually,
01:27it's pretty good because actually I don't have any more keyframes.
01:29You'll see that I actually made it pretty, pretty close to what I had before.
01:34So frame 13 looks about right, so let's go and get frame 5, which is where the arm is back.
01:41So I'm going to go ahead and select that shoulder, move it back, and straighten
01:55out that elbow just a little bit, as well as that wrist.
02:08In this case, it's a little bit of the opposite, so I've got this arm as moving
02:11forward, so this elbow and the hand will drag back.
02:16So at frame 9, I'm going to have this a little bit straight.
02:22So, see it straightens out. Then it comes here.
02:27Again, the character is going to squash, so I want to make sure I bend this
02:33hand up to accentuate that squash, and then it's going to straighten out and
02:41move back just a bit.
02:50So I'm coming from here, frame 5. The arm is straightening out, starting to bend, and
02:59now the arm is starting to move back a little bit.
03:01So once I have this, again, what I can do is the same thing that I've done
03:10with the other arm, is once I get frame 17, I can copy, move to frame 1, and paste again.
03:20But again, I need to do those a frame at a time,
03:23so I need to take the elbow, copy, paste, and the same for that wrist--
03:31frame 17, copy; frame 1, paste.
03:37So that should do pretty well.
03:40So let's take a look at this and see how well it plays.
03:48So that looks pretty good. So by extending the run in this manner, we've done a couple of things.
03:53First of all, we saved ourselves a lot of time and energy.
03:56We didn't have to re-animate all that much in order to get a lot of time on the
04:02screen. And also, the run is consistent, which can help in certain situations.
04:08And also, this acts as a really good test of the run cycle.
04:12Sometimes the run will look good when the character is running in place, but
04:15when you actually get him running across the screen, it might not look right,
04:20so this is actually a really good test for this.
04:23Also, these sorts of techniques lend themselves to other types of cycles that
04:28you can use in many other situations with character animation and other types of animation,
04:35so go ahead and use these to your advantage in other scenes.
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Animating a run: Cycling the animation
00:00So, at this point we have the character running in place.
00:03Now, I've tweaked the animation just a little bit, but you can see that we have
00:07this nice little cycle going where he is running in place.
00:12But what I really want to do is have him run through the scene, so we're
00:16going to do that, and then we're also going to do another little trick
00:19that'll allow him to run forever.
00:22So the first thing that I want to do is actually have the character run
00:25through the physical scene.
00:28As you remember, we have our character root node, and we've animated that back
00:34so it looks like he is running in place.
00:36Now, this really helped when we animated our run, but we don't need that anymore.
00:42So I want to make sure that character root is selected, and then I'm going to
00:46Shift+Select all of the keyframes for character root and then just right-click
00:52over the timeline and hit Delete.
00:54So now, he should run through the scene, because we're not animating him backwards;
01:01he is just running through the scene.
01:05Now, the next step is to actually keep him running, because, if we look at this,
01:11he is only running for 17 frames, and he is only running for two steps.
01:15We would like him to keep running.
01:18We can do this in one of two ways.
01:20We can continue to animate keyframes, but that can get kind of tedious.
01:25So I'm going to show you a little trick that allows him to just run for as long as you want.
01:30Now, first thing we need to do is to give ourselves more frames to work with,
01:35so let's go ahead and bump up the number of frames to 100 and make sure that
01:39we're viewing 100 frames.
01:41So now you can see he runs up to frame 17 and then just stops.
01:47So I want to keep him going.
01:51So the first thing I want to do is select all of those objects that are actually
01:58moving forward in space.
02:01So what is actually moving forward?
02:04Well, his feet, so his right foot, his left foot, so I'm going to Shift+Select
02:09those, and then I'm also going to Shift+Select his hips.
02:13Those three objects are the only ones that are actually translating.
02:18So let's go into our Graph Editor and we'll make some cycles here.
02:22So I'm going to go into Window > Animation Editors > Graph Editor, and those are
02:27all of my curves that I created for those objects.
02:31So if I want, I can just do a real simple thing here.
02:34I can just select all of my curves.
02:37Or I can select them here in the sidebar here;
02:41I can just Shift+Select all of the curves.
02:43Either way, it will work.
02:45And then I can do Curves > Post Infinity > Cycle, but when I do just cycle, what
02:53happens is, well, it cycles.
02:56He runs forever, but he always keeps jumping back to the start every 16 frames. Not what I want.
03:06I want him to go instead of on frame 17 jumping back, I want him to actually
03:12just keep going forward.
03:15So we can actually affect that by going back into our Graph Editor and just
03:20working with the translation keys, because really, I just want his translation
03:25to keep going forward.
03:26I'm going to select the right foot, Translate Z, Ctrl+Select or Command+Select
03:33left foot Translate Z, and the same for the hips.
03:37Because he is running in the Z axis, what I want him to continue to do is to
03:42continue running in that Z axis.
03:46Then I'm going to go Curves > Post Infinity, and instead of doing Cycle, I'm
03:52going to do what's called Cycle with Offset, which means that it's going to
03:56pick up where it left off, but only in the Translate Z direction--everything
04:01else will be the same.
04:04So now let's go ahead and zoom out, and we can see what we've got.
04:09So now he is running off the screen, pretty much, but we've only done this for
04:18the hips and the feet.
04:20So you can see that we haven't done it for all the rest of the objects in the scene.
04:26The first thing I'm going to do is select these knee direction locators, and
04:31then I'm going to go through and just Shift+Select everything else.
04:35I'm going to Shift+Select the spine, the head, which I animated, as well as the
04:41shoulder, the elbow, the wrists of both arms, and as well as the ankles, or the
04:54heels, as well as the toe.
04:56So now I've selected everything but what I've selected before.
05:01Then let's go back into our Graph Editor, select everything in here.
05:09We can actually go through here and select it all and then do Curves > Post Infinity.
05:19And because we're not doing translation, we just do a regular cycle, and
05:25that should fix it.
05:34Now, I'm still not getting these locators here.
05:38So let's go ahead and set a keyframe for those and move him forward.
05:42Let's go to frame 17 and just move him forward.
05:46Make sure they're ahead of there, and then let's go back into our Animation
05:51Editor, our Graph Editor.
05:53Make sure that we have these all selected.
05:56Curves > Post Infinity > Cycle.
05:59I actually want to do Cycle with Offset because we want them to keep moving
06:04forward, and let's go ahead and do that.
06:09So now, I've got my character running as far as I want him to run.
06:14So now he is running over the course of a hundred frames;
06:17in fact, we can make him more straight into the camera if we position it properly.
06:24And there he goes.
06:26So as you can see, by using Cycle and Cycle with Offset, we can take our
06:32character and make him run as long as we want.
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7. Facial Animation and Dialogue
Animating blinks
00:00Up until this point, we've been animating mostly the body of the character.
00:04Let's go ahead and look at some facial animation.
00:08We're going to start with one of the simplest tasks you can do in facial
00:11animation, and that's the blink.
00:13Now, blinks shouldn't be dismissed;
00:15they actually can give a lot of information about the character.
00:18The rate that the character blinks will determine his mood.
00:21A blink can also draw the audience's attention to the eyes.
00:25So if you have a change in eye direction or something like that, a blink
00:29can signal to the audience, hey, look at the eyes because something is going to change.
00:33Blinks also let the audience know that the character is alive.
00:37If a character stands in a scene for a long period of time without a blink,
00:41it'll appear like a doll, and it won't appear like it's alive.
00:44So blinks have a lot of different uses.
00:46So let's go ahead and just do some very simple blinks.
00:49I have my full character up here.
00:52The actual scene is called Head CU, and it's basically just a
00:55close-up shot of the head.
00:57So all of the facial controls are here in this little box here.
01:02So the controls that we're going to be concerning ourselves here are the
01:06eyelids, and you can see here we have upper and lower lids.
01:09So let's take a look at how these work before we actually animate them.
01:12So we can bring these down, and we can actually only bring these down about three
01:16quarters of the way, and that's fine because we actually have lower lids which
01:21can complete that lower part of the blink.
01:24So in order to completely close his eyes for a blink, we do have to work with
01:27both lids on this character.
01:29Now, other characters may be different, but this particular character is built this way.
01:33So one of the things you want to make sure is that you don't overextend the lower lids.
01:39There is a point where they start to poke through the upper lids.
01:43So go ahead and play with that and get used to it, and let's go ahead and move
01:47on to the actual blink.
01:50Now the most important thing with a blink is the timing of the blink.
01:54So let's go ahead and do just a standard stock timing, and that's usually about
01:59a quarter second down and a quarter second up.
02:02So at 24 frames per second, which is how we're animating,
02:05it's six down, six up.
02:08So let's go ahead and select the upper and lower lids.
02:13So I'm going to select both of these,
02:14all four lids, and we're going to go ahead and set a keyframe at 1.
02:19So I'm just going to hit S to set a keyframe.
02:22And then let's go ahead and start the blink at frame 10.
02:25This will give us a little bit of run=in time, so that when the blink starts,
02:29we'll have a sense of who the character is.
02:31So let's go ahead and hit S again to set another set of keyframes.
02:35So, now we have the eyes open at 10.
02:39So let's go six frames, in to frame 16, and we'll go ahead and close the eyes.
02:45So I'm going to select the upper lids, bring them down, somewhere around
02:50there, and then take the lower lids, and then just match them, so that they're
02:55pretty much closed.
02:57So now we have the eyes closing, very simple.
03:02Now if we want to open those again, all we have to do is basically select all of these,
03:07so I'm going to select the upper and the lower lids, and I can basically
03:12just copy this keyframe.
03:14So I can right-click here, Copy, go over to frame 22, which is again, another six
03:20frames in, and just paste those keyframes.
03:22So again, we're just pasting the open-eye pose or the keyframes that define the open eye.
03:29So now we have our blink.
03:30So let's go ahead and take a look at how it plays.
03:33Okay, it looks pretty good.
03:36So again, this is just a standard blink.
03:39Now if we want, we can slow this down or speed it up to give a different mood to the character,
03:46so let's go ahead and slow it down.
03:49I'm going to select these keyframes, these last two keyframes, so from frame 16 to frame 22.
03:55So I'm Shift+Selecting on the timeline, and let's go ahead and move those back,
04:00say four frames, to frame 20.
04:01Then you'll select the one at frame 26 and move those another four, to frame 30.
04:08So now we've got a 10-frame blink.
04:10So this is actually going to be a very slow blink.
04:12Let's see how this plays.
04:13So you can see that this plays a little bit differently than the other blink,
04:19and this one is kind of more slow.
04:20It's more like a blink of realization, like he's suddenly coming up with an idea
04:25or something like that.
04:27As easily as we can slow it down, we can also speed it up.
04:31So let's select our upper and lower lids again, and let's go ahead and move
04:36those keyframes around one more time.
04:38Now, another timing I like to do is called fast open.
04:42Basically, it means you close a lid as at a fairly standard rate and then you
04:46pop them open a lot more quickly.
04:48So I'm going to select the keyframe in the middle, the one at 20, and let's
04:53just move it back to 16.
04:54So again, we'll have six down, and let's make the up a lot faster.
04:59So instead of at 16, let's put it to 19, so six down and three up.
05:04So it's going to open twice as fast as it closes, and this will definitely give
05:08a different feel to the blink.
05:10So, you can see it gives a much brighter feel.
05:17He opens his eyes a lot more quickly.
05:19So the whole point of this is that the timing of the blink is important.
05:23It conveys a little bit about the character mood.
05:26It also conveys a little bit about who the character is.
05:30So a more alert character will blink faster;
05:33a slow, lumbering character may blink slower.
05:37So I'm going to go ahead and put this blink back to normal.
05:39I'm going to go ahead and select this keyframe at 19 and move it to frame 22.
05:46And let's go ahead and do a little bit more with this.
05:49So with this blink here, it's basically just the character is pretty much rock solid;
05:55there's really not much else going on.
05:58And again, this makes the character look more alive, but it doesn't make them
06:02look completely alive.
06:03So one of the things I like to do is when the character blinks, I also like
06:08to add a little bit of head motion just to, again, give you the sense that
06:13the character is alive.
06:14So what I'm going to do is select this head control, and again, we're just going
06:19to mimic that motion with the head.
06:22So I'm going to set a keyframe at frame 1.
06:25The start of the blink is at 10,
06:27so let's go ahead and set a keyframe there.
06:29He blinks at 16, so I'm going to rotate this, and I'm just going to dip his
06:35chin just a little bit.
06:37So now, as he blinks, his head comes down.
06:41Now you can do this in extreme, or you can do it just subtly.
06:45I'm going to do a little bit more subtly.
06:47And then we just need to return him it to normal.
06:49So again, I'm going to right-click, copy the keyframe at 10, and paste it at 22.
06:56So now in addition to the blink, I've got a little bit more head motion.
07:00So let's see how this plays.
07:05And again, just adding in a little bit of head motion really gives a much more
07:10realistic sense of how the character is playing.
07:14So we can go back to frame 16, and we can dip this a little bit more to give a
07:20little bit more of an effect.
07:22So let's go ahead and make this a little bit more extreme. In fact, we can
07:24even tilt the head so he is not exactly on axis, and let's see how this works.
07:35As you can see, you can make this either subtle or extreme, and you can
07:39play around with it.
07:40So those were the basics of blinks.
07:43Now remember, just close the eyes, and the most important thing with the blink is timing.
07:48And if you want to add a little bit more realism, just a little bit of head
07:52motion along with the blink will help to sell the motion.
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Animating changes in eye direction
00:00Another common task in animation is changing your character's eye direction, so
00:06your character needs to be able to look at one thing and then look at another.
00:11Now, this is really just involves moving the pupils of the eye.
00:15Now different types of character rigs will have different controls for doing this.
00:19I selected this way of controlling the eyes, which is to select these two
00:24circles here, and then you can just move them however you want.
00:28Other types of rigs will have objects that the character is looking at, so
00:32you place a null object in the scene and character will always be looking at that object.
00:36But however you adjust your character's eyes, the principles are the same.
00:41So let's do a simple change in eye direction.
00:44So I'm going to start with my character's eyes on one side, so let's say he is
00:49looking to his right.
00:51So I'm going to select both pupils, and then I'm just going to set a
00:55keyframe here at frame 1.
00:57And again, let's just start this at frame 10, so I'm going to set another
01:01keyframe at frame 10.
01:03So he is looking this way, and then he is going to look the other way.
01:09So let's do this over the course of about a half second.
01:11So I'm going to it over the course of 12 frames, because I'm animating at
01:1524 frames per second.
01:16And let's just go ahead and move his eyes to his left.
01:21So this is all we need.
01:24So basically, he just changes his eye direction.
01:29Now one of the things when you change eye direction is that they can kind of float.
01:34So typically when a character changes eye direction, unless he is like looking
01:40at a clock or something like that-- let's say he is doing that, he is looking at
01:43the clock--but typically when he is changing eye direction, we will cover that
01:47change in eye direction with a blink.
01:50And that can really help to sell that motion.
01:53So I'm going to go to frame 10, and let's go ahead and add in a blink.
01:58So I'm going to select my upper lid, set keyframe at 10. Then let's go ahead and
02:04close the eyes and then open them again.
02:09And the easiest way to open them is to copy the keys at frame 10 and paste them at 22.
02:17And we can do the same for the lower lids. Set keyframe at 10, close up the eyes,
02:27and then Copy, Paste.
02:33So now what I have is I have a blink on top of that change in eye direction.
02:40Now when that happens, it gives a much stronger sense of motion.
02:46Now one of the reasons is because when the eyes blink the audience's attention
02:51is kind of drawn to the eye, so we can see that the eye is changing direction.
02:56The other reason is that the blink kind of covers up that floatiness.
03:02So as the eyes kind of move from one side to the other, the blinks kind of
03:08almost give like a comma, or a pause, in that, so you don't see them float all the way over.
03:14Now another thing you can do, again, is you can add in a little bit of head
03:21motion to help sell that.
03:24So I'm going to go ahead and set my keyframe at frame 1, set it again at frame
03:2910 and then as he blinks, I'm going to dip that nose just a little bit, and again,
03:37I just want to pull him back where he was.
03:39So I'm going to copy the frame at 10 and paste that keyframe at frame 22.
03:46So now I should have a reasonable motion.
03:54So this looks a little bit more realistic, but again, we can add a little
03:58bit more if we want.
03:59We can certainly tilt his head a little bit as he is moving, so we can certainly
04:06rotate this a little bit.
04:09So now we can actually make him rotate this way.
04:16So as he is moving, he is doing a slight head turn.
04:19So we can copy and paste this,
04:22so now he is starting here, and then as he moves, his head adjusts just a little bit.
04:28And again, these little details will help make that character's animation sell a little bit more.
04:36So those are some of the basics of eye direction change.
04:39The basic concepts here: You can move the pupils within the eye, but they will
04:45tend to float, so typically we do that for specific applications, such as when
04:50the character is watching a fly buzzing around the room or something like that.
04:53Generally, we tend to cover eye direction change with a blink, but again, this
04:58is a stylistic choice; you may or may not want to do this depending upon the
05:03needs of your scene.
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Animating a head turn
00:00Another common task that you'll be faced with is turning your character's head.
00:05Now, head turns are not as simple as they seem on the surface.
00:10Let me show you some of the basics and some of the mechanics of a head turn.
00:14Well, the first thing we need to do is we need to turn our character's head in
00:17one direction and then turn it in another.
00:20So let's go ahead and select our character's head control and let's rotate this
00:25head--let's say a few degrees.
00:28In fact, let's go -20 degrees to the right.
00:33And I am going to go ahead and set a keyframe there.
00:35And let's go ahead and set another one at frame 10.
00:37We're going to start this at frame 10,
00:41and then we're going to rotate him the other direction.
00:44So if I am doing negative -20 in Y, let's do +20 in Y. So let's just turn him
00:49from one side to the other.
00:51Now, this seems like it's simple; you just rotate the head.
00:56But when we actually play this back, you'll notice that the head really doesn't
01:01have a lot of realism.
01:03It looks more like a mechanical object that's just turning from one direction to the other.
01:09That's because as a head turns, it also dips.
01:14So it doesn't just turn in one direction;
01:16It dips and rises as it moves through the head turn.
01:21So we've got a keyframe here and a keyframe here.
01:25Let's go in the middle of this, at frame 16, and dip the head just a little bit.
01:33And when we do that what's going to happen is it's going to be a lot more realistic.
01:38Now, just that alone gives a much more realistic sense that he's actually turning his head.
01:43It's not so doll-like;
01:46it has a lot more anatomical correctness to it.
01:49Now, we can add to this by doing in a couple of other things.
01:55One of the things that characters do when they turn their head is they also look
01:59in the direction that their head is turning.
02:01We can do this very easily by selecting the pupils.
02:05So all I have to do is set a keyframe here at frame 10 and then as he's starting
02:10to move we can actually adjust those a little bit, so that he looks in the
02:15direction that he's moving.
02:18Then as he gets into that final pose, we can get rid of that.
02:26So I can just copy again, copy and paste my keyframe.
02:32So now he's looking in the direction, so let's take a look at this.
02:40So this gives a much better sense of where the head turn is coming.
02:44Now one of the things I'm noticing here is that the eyes should be leading the head motion.
02:52In other words, the eyes' motion should almost happen before the head starts turning.
02:57So I'm going to go ahead and select these and I am going to select this first
03:00keyframe, and I'm going it move it back a few frames. I'm going to move it back
03:04to 8, so it has a two-frame lead on the eye motion.
03:09So you can see that as he starts to move, the eyes actually kind of start the
03:17motion, and a lot of times characters will lead with their eyes.
03:23Now, I'm going to add one more little piece of animation here, and that is I'm
03:28going to cover this eye direction change with a slight blink.
03:31So again, I'm just going to go to frame 8 where that starts to change.
03:36I'm going to go ahead and set a keyframe here,
03:40go forward, blink, and then bring those back up.
03:48In fact, I'm going to open this a little but sooner, so I'm going to go
03:51ahead and open it here.
03:53Then let's do the same for the lower. Select my lower lids, go to frame 8,
03:59close up those eyes at frame 14, and then by frame 18 they should by pretty much wide open.
04:08So now, we've got a little bit of a blink as well.
04:13So again, just adding these different layers, we started by animating the
04:18head, then we lead that head turn with eye direction, and then we added in a blink as well.
04:26So each one of these adds in an additional layer of believability and
04:32realness to your animation.
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Working with audio
00:00Now let's go ahead and focus on animating the mouth and animating dialog.
00:05Now dialog is probably one of the most important things in character animation
00:08because it allows your character to talk.
00:12Now before we actually start animating dialog, we need to understand a few
00:15things about how to set up a character for dialog.
00:19Now, the first thing we need to do is import a soundtrack.
00:23Maya does allow you to have multiple soundtracks in a scene.
00:27Let me show you how to do that.
00:30We're going to go ahead and go File > Import.
00:33Now, in this project that I have--we're in Chap07--there should be a standard
00:39directory called sound, and this is really where you should be storing your
00:43sounds in Maya, and I've got a couple of audio files in there.
00:47The one we are going to play with initially is called Vowels.wav.
00:51So I'm going to select that and hit Import.
00:54Now, when we do that, you can see that a waveform shows up on the timeline.
01:01Now I know that this waveform is longer than our maximum length here, which is 48 frame.
01:07This dialog is actually 155 frames long.
01:11So let's go ahead and expand our timeline to encapsulate the whole bit of dialog.
01:17So I'm just going to type in 1-5-5, or 155, into this little box here, and that
01:23should zoom out enough so that we can actually see the whole bit of dialog.
01:28We can actually go ahead and hit play and it should play the dialog.
01:32(Male speaker: A, E, I, O, U, Y!)
01:38Now, these are basically just the vowel sounds and we will animate these a little
01:42bit, but I just want to show you a little bit about how to work with audio.
01:46So once we have this audio in the timeline, we can do a number of things.
01:50If you right-click over this, we can go into Sound and we can actually turn
01:54off and on the sounds.
01:57We can go Sound, we can turn it off, or we can turn on this sound or any other sound.
02:03So if I've loaded more than one soundtrack, these will show up on the list.
02:09I also have an option here.
02:10So if I click on that, you can see this is my option for my actual vowels.
02:17So this is the actual sound.
02:19It tells me it's 152 frames long.
02:21Okay, well I estimated that at 155.
02:24You can also say it's two channels and so on and so forth.
02:28So this allows you to actually select the sound and work with it as well.
02:31So I'm going to go back in my channel box here.
02:36Now, another thing you can do with audio is that you can actually make this
02:40a little bit taller.
02:41So we can go into our Settings/ Preferences, into Preferences, go into Sound here,
02:50and we can actually have our waveform display at the Top, the Bottom, All,
02:57so that way we can actually show it in different ways.
03:01Okay, so these are just different ways to actually look at sound.
03:04Now I'm just going to keep this at the default for All and then for the time
03:08slider, we can actually make it taller, which will give you a better view of the audio.
03:14Now this may or may not be helpful to you, but again, you can make it taller or
03:18shorter if you want.
03:21So again, these two, Sound and Time slider in our Preferences, will help you deal
03:26with your audio as well.
03:28So now that we understand a little bit about how to work with audio and get it into Maya,
03:33let's start animating against it in the next section.
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Overview of mouth controls
00:00Now let's take a really quick look at the controls we have for animating dialog.
00:05So I am going to go ahead and zoom in to this character, and we have two main
00:10controls that are going to be used for dialog.
00:13The first one is called Jaw, so we can actually move that.
00:19If we move it down, it opens his Jaw. Left and right gives a little but of
00:23left and right bias.
00:25If we go above zero, you can see you can actually give almost like a pouty lip
00:30or actually bring his lower lip above his upper lip.
00:33Now with this, you'll notice that there are two controls here: one is Translate
00:37X and Translate Y. Y is up and down, so Y is open and close mouth.
00:43X is left right, which is the kind of that left-right bias.
00:47Now for one, I can zero this out just by selecting them and typing in the number 0.
00:52Now, the same applies for this dialog control.
00:56Now, this actually goes through several different mouth shapes.
01:01So I'm going to start by going bottom right corner.
01:04So we go bottom right, you'll notice that we have an 'oh' or more of an 'oo' sound,
01:10kind of that open O mouth, and then as we move this up, it goes into an 'oh',
01:17and then it closes.
01:18Now if you go the other way, if you go to top-left, you can see it goes into
01:25kind of bared teeth, almost like a 'ch' or an S kind of sound. Then as we come
01:31down, you'll notice how it closes.
01:33We have a neutral position here, and then we go into M, and if we come across,
01:39we go back over to 'oo'.
01:41Typically with this, sometimes you want to go to a neutral and then to another
01:45one, but you can pretty much get from almost any specific shape to another just
01:50by moving this in the X and Y axis.
01:53Again, we have two Translate controls here, and all I have to do is just zero out
01:58those attributes to center it.
02:01Now, the other two that are involved with the dialog are the F sound, which
02:05is really very specific, and the 'sh' sound, which you are going to may or may not want to use.
02:11The rest of these are for emotions.
02:14So we have a smile/frown control here, so you can make him smile while he talks.
02:21We also have what's called the sneer.
02:23So you can sneer left or right if you want, and then this one here kind of
02:28works the bottom part.
02:29But for most dialog, we will be able to do almost everything within these two,
02:36with the addition of these other two if we need them.
02:39So now that we understand this, let's go ahead and start actually
02:43animating dialog.
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Animating vowels
00:00Now let's go ahead and actually animate some vowels.
00:03So what we're going to do is we're going to animate the vowel sounds first, so
00:07we understand how they work, then consonants, then dialog.
00:10And so by animating some vowels and some consonants separately, you'll get an
00:15idea and an understanding as to how each is formed in terms of animation, and
00:21then stringing them together into dialog should be a lot easier.
00:25So let's go ahead and work on the vowels first.
00:28Now vowels are open-mouth sounds, and there are basically six of them in
00:34the English language. Here, let's play the track.
00:36(Character: A, E, I, O, U, Y!)
00:43Okay, so A, E, I, O, U, sometimes Y, and let's go ahead and start working on them.
00:50So the first thing I'm going to do is zoom in, so that we can actually see
00:53these individually.
00:54So I'm going to go ahead and grab my little time slider here and zoom it in to
00:58about 27 or 28 or so, and that way I'll have just the 'A' sound.
01:03(Character: A.)
01:04Okay, so we A. Now notice it starts at about frame 7.
01:10So in order to get this started, I need to go a frame earlier and make sure I
01:14have a keyframe for everything in the lower part of the face.
01:18Now if I want, I could set up a mouse script to select all this,
01:21but I can also just rubberband-select all the stuff in the lower part of the face
01:26and just hit S for set key.
01:29In fact, if I want, I can zoom in here so we can see this a little bit more closely.
01:33Now by setting a key here, I've set a neutral position that we can start from.
01:39This sound actually starts pretty quickly, and this is typical for vowels.
01:43Vowels tend to open quickly, close slowly.
01:46So 'A' is a really good example of a vowel that typically opens quickly.
01:51So by frame 8, you'll notice that it's pretty much at maximum volume.
01:56So it goes from zero to full volume in about one to two frames, and then it tapers off.
02:04So typically, vowels such as 'A' and I open quickly, close slowly.
02:10So the way that we're going to actually open the mouth on this is to use the Jaw slider.
02:14So I'm just going to move this, and we can just open up the jaw, and then as
02:22this fades out, you can even see it on the timeline.
02:25You don't even have to listen to it.
02:26You can close that jaw.
02:27In fact, if you want, you can just type 0 to completely zero it out.
02:32So all we've done is we've opened and closed the jaw. Let's see how this works.
02:36(Character: A, A, A, A.)
02:40It looks pretty good.
02:41Now one of the things with the 'A' is that sometimes we have a little hint of a smile in there.
02:47So we can do that just by working with the Smile slider.
02:50So I can just grab that, and again as he comes in, we can actually add a
02:55little bit of smile.
02:56So we can do this at frame 8, or we can delay it a little bit to give a
03:00little more variation.
03:02So I am going to go ahead and smile him as he comes into this A.
03:05(Character: A.)
03:08Then I want to make sure I zero out that smile.
03:11Again, I want to just end each of these with a neutral pose.
03:18So let's go ahead and play this.
03:19(Character: A, A, A, A.)
03:25Okay, so that looks pretty good.
03:27Let's go ahead and move on to E. Now E, if you make this sound with your mouth,
03:33E, you'll notice that it's a wider sound.
03:36In other words, the mouth is a little bit wider, and there are more teeth showing.
03:41So let's go ahead and just animate that.
03:44I'm going to start at frame 28.
03:45Again, I'm just going to zero everything out by selecting all of my lower-face
03:50sliders and hitting S to set key.
03:54Now notice how this starts right around frame 29 or 30, and again, this is one
04:00that opens up fairly quickly.
04:02So at frame 30, I am going to do two things.
04:06First of all, remember that it's a wide mouth with some teeth showing.
04:11So in this Dialogue slider, I am going to go ahead and move it to the left, so
04:17that I have those teeth showing, and then I do need to open the mouth a little bit,
04:23so I'm going to go ahead and open up the mouth a little bit like this.
04:26(Character: E.)
04:29And then keep it open for the duration of that E. Again, I am just setting keyframes here.
04:37(Character: E.)
04:39Then from about frame 34 to 40 or 41 is when the sound fades out,
04:46so again, I am just going to zero those out at the end.
04:50So I'm going to select Dialogue, zero it out, Jaw and zero that out as well.
04:54So let's go ahead and see this.
04:56(Character: E.)
04:58Okay, so remember, the 'E' sound has teeth showing.
05:03The mouth is wider.
05:04So this is the shape we're looking for, and let's play this one more time.
05:09(Character: E, E, E.)
05:14Now let's go ahead on to the next sound, which is I. Now with the way I like to
05:20think of 'I' is as A and E. So 'I' or more like aye, A-Y-E.
05:27Now, it starts with an A and it ends with an E. So typically we start this almost the same.
05:34So let's see, where does it start?
05:35It starts 54 to 55.
05:38So I am going to actually start this at 54, which is my zero point, and again,
05:44starting from that neutral position, I'm just going to make sure I lock in all
05:47of my mouth sliders here, and then let's go two frames in. And in this case, I am
05:54going to just open up the jaw just like I did with the A. So I am just going to
05:59go ahead two frames and open this up.
06:02(Character: I.)
06:05So right around here, you can see it kind of transitions into kind of an
06:08'E'-ish kind of sound.
06:10So it's somewhere around say frame 62 or so,
06:13I want it to be on kind of an E shape.
06:16But in order to do that, I need to move the Dialogue slider over to more of an 'E'
06:23sound and then close that jaw.
06:26So let's take a look at that.
06:27(Character: I.)
06:31Okay, that looks pretty good, but there is actually a little mistake here.
06:35If you go to frame 56, you'll notice that this Dialogue slider already
06:39moving over to the right.
06:42We want to keep that at 0 as that mouth first opens.
06:47So I want to make sure it in-betweens from 56, which is the completely open jaw,
06:53over to the point where we've got that kind of 'E' sound.
06:56(Character: I.)
07:02Then we want to go ahead and close that mouth.
07:04I want to zero out the jaw, then return Dialogue to neutral.
07:09Again, I am just zeroing it out.
07:10So let's take a look at that.
07:13(Character: I, I, I, I.)
07:17Now, one of things I have is it looks like I've got this Jaw slider over a little bit.
07:21I want to make sure I have that reasonably centered.
07:24I can center it just by typing 0 into Translate X. Make sure that that's centered.
07:29(Character: I, I, I, I.)
07:35So that looks pretty good.
07:36Now remember, I is A-Y-E.
07:39So it starts with an A, ends with an E--aye.
07:45Okay, I've scrubbed over to our next consonant here, which is O.
07:50(Character: O, O.)
07:52Now, 'O' is kind of different from most consonants.
07:56It's probably one of the more unique ones.
07:58We're going to start by playing with this Dial slider, and what this does is it
08:03goes into 'O'. But if you think about 'O', it's actually 'oh' and 'oo'.
08:08So it starts here at 'oh' and then goes to 'oo'.
08:13So the first thing I want to do is make sure I start at a neutral place.
08:16Again, we're starting at frame 80.
08:18You notice how the sound starts somewhere between 80 and 81.
08:21So let's at 80, set a keyframe with a neutral mouth, go to 82.
08:28It takes at least two frames to open a mouth.
08:30If you open the mouth within one frame, it's going to start popping, and it's not
08:35going to look realistic to the audience.
08:40So I'm going to go into an O. Now this is your choice, but you can pop open that
08:46jaw a little bit more to give it a little more volume.
08:48So you can combine this 'O' sound with an open jaw.
08:53(Character: Oh.)
08:56But it will eventually come into an 'oo' sound.
08:59So if I bring this down and as I go to an 'oo', you'll notice that the open jaw
09:05and the 'oo' don't really work well together.
09:07So you need to make sure you close that Jaw down as it transitions into the 'oo'.
09:13(Character: Oh.)
09:17Then we need to close that out.
09:19So I'm going to close that out somewhere around frame 95.
09:21You can see it tails off here. And again, just on that Dialogue slider, select it
09:27and hit 0 for both of those.
09:29So let's play that.
09:30(Character: Oh, oh, oh, oh.)
09:35So with 'O', basically you're starting with 'oh', which is a wide open 'oh' mouth and
09:41your transition into an 'oo'.
09:43Now with the open mouth, you can add a little bit of jaw motion to pop that
09:49mouth open a little bit more, if you need it for the volume of the sound.
09:56Now, let's move over to the next sound, which is U.
09:59(Character: U.)
10:01So 'U' actually opens up a little bit some more slowly.
10:06This is one of the rare vowels
10:07that doesn't open quickly and close slowly.
10:10It's kind of has a soft open and a soft close.
10:14But again, we start this exactly the same.
10:18So we need to start from a neutral position, and then here we need to go 'U'. So
10:24with the E, it's almost like an E and an O, E-oo, EU.
10:30So I am going to start by taking my Dialogue slider here, kind of a top-right
10:37a little bit, which gives me kind of a smile, and I'm going to open my jaw just a little bit. So--
10:44(Character: U.)
10:49Then as we go into 'oo', I am just going to run this down the side and go
10:55transition to an O sound. And as I do that, I'm going to also select the Jaw
11:01slider and zero that out.
11:03(Character: U.)
11:08That works pretty well, and again, let's go out beyond the end of it, somewhere
11:11around frame 118, 119, and let's zero that out as well.
11:18So, let's play this.
11:21(Character: U, U.)
11:23Okay, we can do this a little bit longer.
11:27So we can actually open this mouth up a little bit more and maybe try and get
11:32a little bit more smile there. There we go. Top-right. There we go.
11:35(Character: U, U.)
11:44That should be better.
11:45(Character: U, U, U, U.)
11:50So remember, U is almost like E and 'oo', E-U.
11:54You want to start a little bit with the teeth showing and then end up with kind
11:58of that pursed lips.
12:01Now, the last one is the sometimes Y. So I am going to scroll over here, and let's
12:06go ahead and play the Y.
12:07(Character: Y, Y.)
12:11It starts slow and ends slow,
12:13so it's more of a soft vowel.
12:16So it goes 'oo', I. Okay, 'oo', I. It's almost 'oo' and I. Okay, so let's
12:23start those with an 'oo'.
12:25But before we start, we need to just actually start with nothing.
12:28So I'm going to go ahead and select all of the lower face, go right where this sound starts.
12:33You can even see it here at frame 126 and set some keyframes.
12:39Now we want to make sure we get into an 'oo' sound,
12:42so I am going to go ahead and dial that in, and you notice how it kind of ramps
12:46up to about frame 130.
12:52Then it goes into an I. So you need to open the jaw and kind of move the
13:01Dialogue slider, so I'm starting to get kind of an 'I' sound.
13:05Okay, so I think I'm actually going to make this 'oo' sound come in a little bit closer.
13:12So we're going to select the one I had at 130.
13:14Let's move it back to 129, and also notice here the jaw is actually in-betweening 126 and 133.
13:26But this actually is not working for me, because what's happening is that this
13:30jaw is opening on this 'oo' sound.
13:33So we want to make sure that that is at 0 when this is at maximum 'oo'.
13:39Okay, so that would be at frame 129.
13:41So I will make sure that Jaw is at 0 and that this Dialogue one is at bottom-
13:48right, which is 1, -1. So let's see how this works.
13:51(Character: Y.)
13:54So, then as this comes in, we're going to go ahead over to more of an 'E' sound
14:00and then close this.
14:02(Character: Y.)
14:05Then we can go beyond the end here, somewhere around 144, and let's go ahead and
14:10zero everything out.
14:12Make sure that we've got a neutral position.
14:15So let's play this.
14:16(Character: Y, Y, Y.)
14:21Okay, that looks pretty good.
14:22So these are just general rules of thumb for each of the vowels.
14:26Of course, as your characters speak, they may have different inflections or
14:32different moods, so your vowels will have to adapt accordingly.
14:35But let's go ahead and just play all of this and just get a general sense of
14:40how these vowels are constructed.
14:41(Character: A, E, I, O, U, Y!)
14:48Okay, so those are pretty good.
14:50Now I've just done this very, very quickly.
14:52You can certainly tweak these a little bit more.
14:55But this is just general rules of thumb for how to animate vowels.
15:00So go ahead and go through this track and animate them yourself, get the feel
15:06for how to animate each of the vowels, and then let's go ahead and we'll move
15:11on to the consonants next.
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Animating consonants: B, D, and G
00:00Once you understand how to animate vowel sounds, we can move on to consonants.
00:06So let's take a look at some very simple cases here.
00:09I have got a very simple piece of dialog.
00:12So let's listen to it.
00:13(Character: B, D, G, F, M, so, no.)
00:21So let's go ahead and work on these one at a time.
00:23So I am going to zoom in, and let's go through this very first one here.
00:28So this is-- (Character: B.)
00:29B. So B starts with a letter B, which is a closed-mouth sound.
00:37So the thing about consonants is you do need to have that shape before the mouth opens.
00:44So in this case, the mouth is opening somewhere around frame 3, so I need to
00:49make sure that the consonant is visible for a few frames before that.
00:55So that means in frames 1 and 2 that 'B' sounds needs to be there.
01:01So let's go ahead and start with a neutral position.
01:04We are going to do the same thing we did with the vowels.
01:07So I am going to select all of this lower face, set a keyframe here, move
01:10forward to frame 1, and I am going to grab that dialog slider.
01:15That's going to be kind of the 'B' sound,
01:16so I am just going to move it over right about there. I just want to get
01:20that closed-mouth shape.
01:21Now if I want, I can actually use the Jaw slider to even close that mouth a
01:27little bit more. And again, I want to make sure that that's in place,
01:31so keyframe it again on frame 2, so you can see I have got a bit of a
01:36transition there, and then the mouth opens.
01:39So within two frames, we are going to start here and then the mouth is going to open into 'E'.
01:45So 'E' is the Dialogue E plus the jaw open.
01:51So let's play that. (Character: B)
01:54Okay, then of course we need to close the sound. So we have got--
01:57(Character: B.)
01:59And so that closes down by right around frame 16.
02:02So I want to make sure my jaw closes and then that Dialogue slider goes to 0.
02:11(Character: B.)
02:14Okay, if I want, I can keep this open a little bit longer. So if I want, I can go
02:18into this and make sure that maybe I have my jaw opened just a little bit more,
02:23and let's take at look what this looks like.
02:25(Character: B, B, B.)
02:29So what happens here is that because we have tightened up the lips beforehand, it
02:34accentuates the opening of that mouth, and we are get a nice good pop open when we
02:39do B. Okay, let's go on to another consonant that ends in E and in this
02:45case it's the letter D. (Character: D)
02:48Now with D, it's a little bit different.
02:51We are not starting with closed lips;
02:52we are starting with a slightly open mouth.
02:54D is actually the tongue against the back of the teeth, so the teeth actually
02:59need to be a little bit visible.
03:00So we are going to go to frame 30, and we are going to start with our neutral
03:04position, and I am going to select all my lower face and set a keyframe.
03:08Then I want to make sure I get a 'D' sound, so I want to make sure I see the
03:15teeth. So, again, that's going to be this dialog slider here, so I am going to
03:19bring it up here so I have the teeth kind of showing, and as it goes into 'E',
03:27we're pretty much there on the Dialogue slider.
03:30All we have to do is just move it over and then open the jaw.
03:34But we want to make sure that the jaw is closed when we have that 'D' sound.
03:38So I am going to go back to 32, make sure that the jaw is at 0, and then come
03:43out to 34, and open. (Character: D.)
03:50And then we can play with this a little bit, and then we can close it out.
03:56So again, I am going to zero out my dialog and my Jaw slider somewhere around frame 48.
04:03So let's take a look at this. (Character: D, D, D.)
04:07So with D, and lot of other vowels, you want to show teeth just a little bit
04:12before the mouth opens.
04:15So D, T is another good one, so those kind of show a little bit of teeth
04:20before the mouth opens.
04:22Now another one very similar one is G. But G has a little bit of a pursed mouth to it.
04:28It shows teeth, but the lips are in a slightly different shape.
04:32So if you have G, so let's take and listen to this sound of G.
04:37(Character: G, G.)
04:40Okay, now with G, you have got a little bit of sound here coming out. Then it
04:48goes into E. So we are actually going to start this at frame 63 or so. So I am
04:54going to go to a frame before that, to frame 62, start it in a neutral position, then
05:00go to frame 64, and I want to get that 'G' sound.
05:05It's almost more of a pursed-lip sound.
05:07So for D, you get kind of this.
05:10But for G, you would actually get, this is actually the 'sh' slider, but this
05:17actually gives a pretty good representation of that.
05:20You could actually combine this a little bit, somewhere around there.
05:24So you can see we get a little of this kind of pursed-lip action and then maybe
05:30add in a little more smile from this Dialogue slider,
05:35a little bit more teeth smile.
05:38And then it goes into, again, an E. So here I want to make sure my SH goes to
05:44zero and then again we are going to go into an E, and then I am going to push
05:49this Dialogue slider all the over and open up that jaw.
05:55But again, I've got this jaw opening, so I want to make sure that I keep that jaw
05:59closed until that 'G' sound is open. (Character: G.)
06:06And then again, we can just close this out.
06:11So let's go ahead and play this.
06:13(Character: G, G, G, G.)
06:18So these are thee basic vowel sounds.
06:20So we have 'B', which is lips closed; 'D', which is teeth exposed; 'G', which is teeth
06:30exposed with a little bit of a lip shape.
06:32So let's go ahead and play all these three, and then in the next lesson, we will
06:36move on to the rest of these.
06:39(Character: B, D, G, B, D, G.)
06:45So you can see they are slightly different, but each one has their own
06:49individual character.
06:51Now again, your character may speak a little bit differently. Different shapes
06:54may work better or worse for your character.
06:57So just play around with these and see if you can get some really good
07:00mouth shapes.
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Animating consonants: F, M, and S
00:00So now that we've animated some consonants, let's move on to ones where the
00:03consonant is after the vowel, such as F and M, as well as other types of
00:09consonants, such as S. So we have got some additional ones at the end of the scene,
00:14so let's take a look at these.
00:16Starting around at frame 85 or so is the rest of these.
00:19(Character: F, M, so, no.)
00:24So let's go ahead and animate these,
00:26zoom in, frame 84 or so, and then zoom in here frame 108, 109,
00:34somewhere around there.
00:35So let's go ahead and play this.
00:37(Character: F.)
00:38So this is F. Typically, that starts with a short vowel, such as 'ah', 'eh' and then
00:44goes into this 'F' sound.
00:46Now, this is the slider that we need to play with,
00:48so let's go ahead and see what this does.
00:50Okay, so we have to incorporate this somehow.
00:53So we're going to start at frame 91 and then by frame 93, we are going to
01:00be into the 'eh' sound.
01:01So that can just be the jaw open. (Character: eh)
01:07Open that jaw up a little bit, and now we need to transition into this F sound.
01:12But we want to make sure that that jaw is open, so I don't have a keyframe for the F yet.
01:17So I want to make sure I set one at 93, and then over the course of two frames, I
01:23am going to close this jaw.
01:24So I am going to zero that out and then dial in the F sound.
01:31So what I am doing is I am going over two frames from this to that.
01:39(Character: F.)
01:41Okay, so then once we have done that, we can fade it out by bringing that slider
01:47to 0 sometime after this end.
01:50So let's see how this works.
01:52(Character: F, F, F.)
01:55Okay, that looks pretty good.
01:57Okay, so let's go on to something very similar, and this is M. So let's listen to this.
02:04(Character: M, M.)
02:06So, again, we're going to start with the 'eh'.
02:08So I am going to go to frame 115 or so, and start with neutral.
02:15So I am just setting a keyframe to neutral. And then I am going to go two
02:19frames in, so 115 to 117, and again I am just going to open the jaw a bit to get that 'eh' sound.
02:30So the M comes in by about 120.
02:34So again, one easy way of doing the M is just to close the mouth.
02:40So what I can do is I can just, say around 120, 121,
02:44I can just zero out that mouth. (Character: M.)
02:48But that doesn't really give me a convincing M. What I can do though is I can
02:53actually use another blend shape or whatever I'm using to get more of a tighter
03:00lip, almost the same as we did with that B. So I am going to go to this Dialogue
03:04slider and I want to set a keyframe when the mouth is open.
03:09So when that jaw is open, it's open at 117.
03:12So I am going to go over to this Dialogue slider, set a keyframe at 117 so that it's at 0.
03:19As that mouth closes, I want that to kind of tighten up, so now it's got--
03:24(Character: M.)
03:26Okay, so now we have got that 'mm' sound, and so we've got the lips a little bit tighter.
03:32But also notice that the 'M' sound.
03:34It can be a long vowel.
03:36Some vowels such as T or D, they are just pretty much a short length, but M, you
03:41can do that for a very long time.
03:42You go 'mm' and make a really long M sound, so we need to understand how long this is.
03:48So let's play this through.
03:49(Character: M.)
03:52Notice how it goes 'em', 'ah'.
03:55So, there is actually a mouth open right here at frame 125.
04:04So, what we want to do is go to 125, continue this, and again zero out that jaw,
04:12so this is where he does the 'mm' sound. (Character: M.)
04:19Then he does the 'ah', so then we can open up the mouth a little bit and then zero out
04:26that Dialogue slider. (Character: M.)
04:27Then close the jaw.
04:40Let's see what we have here.
04:43(Character: M, M.)
04:47So that works pretty well.
04:48So the M since we have exaggerated it here, it reads very strongly from a
04:53visual context, and then we have a little bit of an open mouth to give that 'ah'.
04:59And I don't even need to open it that much, but I do want to see a little bit of
05:02space between those teeth.
05:04(Character: M, M.)
05:07And that works for that.
05:08Now, the last one I want to show you is the S, which is something you'll
05:11encounter a lot in animation.
05:13I want to make sure that you understand some of the mechanics of animating the
05:19letter S. So with S, again, it's like M; it can go on forever.
05:24So like with an M, you can go 'mm', then S you can go 'ss'.
05:27Okay, so you can do that for a very long time.
05:30So if we play this, let's see what we've got.
05:33(Character: So.)
05:34So we have got a couple of frames of-- So, from 138 to about frame 144, we have
05:45got S, and then we have got O. So let's go start at this before 138.
05:51So, I am going to start at 137 and set everything up.
05:59Then by about frame 140, that S can be really heard,
06:03so let's go ahead and dial in an S sound.
06:06So I am going to use my Dialogue slider and get that kind of teeth open, and
06:15then we're going into S to O. So somewhere around 143 or 144, I want to make
06:25sure I still have a keyframe for this. So now I am going to have to open my
06:28character's mouth and make him say the letter O. So I am going to go to my Jaw
06:35slider. Make sure I have a keyframe there.
06:38Now, I want to understand where that mouth is open the most.
06:40It's going to be open here at 145.
06:42You can even see it. (Character: So.)
06:46So I want to make sure I get into an 'O' shape, O, here, but I also want to open my jaw a bit.
06:59(Character: So.)
07:01Then the 'O' goes into the 'oo', and then that jaw closes down.
07:10So I am going to keep it in that 'O' shape until almost the end, and then I am
07:15going to fade it out at the very end by typing in 0.
07:18So let's see what we have.
07:19(Character: So, so, so.)
07:23Okay, there is a bit of a hop there.
07:25Let's see what we have got.
07:26Okay, right there you can see how this Dialogue slider is moving over, and I
07:33want to keep it there on that S. Let's try that again.
07:37(Character: So.) There we go!
07:40Okay, let's try that again. Let's see how that plays.
07:42(Character: So, so, so.) Okay, there is a bit of a hop here, too.
07:48Okay, so again, I want to make sure that that Dialogue slider is at the bottom corner
07:57when it does that 'oo'. (Character: So.)
07:58I am going to see how this works.
08:09(Character: So, so.)
08:11So by now, you've gotten used to animating consonants and vowels at the same time.
08:17So now that we have a little bit of practice in this, let's go ahead and move on
08:20to actually animating some dialog.
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Animating lip sync: Assigning phonemes
00:00So now let's go ahead and use the knowledge we've gained to actually animate a
00:05full line of dialog.
00:06Now, I have a file here called Pancakes, so let me go ahead and play this
00:09dialog, and you'll see why.
00:11(Character: I've sworn off pancakes. I'm having French toast instead.)
00:17Okay, so that's a very simple line of dialog.
00:20So let's go ahead and start working our way through this and actually assigning
00:24phonemes to the sound.
00:27So the first thing we want to do is we want to work on this a bit at a time.
00:30I notice there is a big space here around 45, and so let's go ahead and zoom in
00:35so that we can actually see this timeline a little bit more clearly.
00:39So let's go ahead and focus on the first word.
00:42So of course, it starts at silence, which means we can select our starting face,
00:47or starting expression.
00:49In this case, I'm just going to do a neutral expression, but we can certainly
00:53change that if we want to make him look more surprised or whatever.
00:56So let's go ahead and select all of the lower face sliders, and hit S to set a keyframe.
01:04So now let's go ahead and scrub through this.
01:07Okay, so you notice the first bit of sound starts at 3, and this first word is 'I've'.
01:13(Character: I've.) Okay, so let's take a look at this.
01:19The I starts at 3, and the V, it comes in right towards the end, right around 6.
01:26So let's go ahead and dial in the 'I'. We can do that simply by selecting this Jaw
01:32slider and opening up the jaw.
01:33Now, remember the 'I' is kind of more like an 'IE'. But in this case, it's going to
01:39be an 'IV', as in Victor, so we're just going to go from a wide-open mouth to a V.
01:46So we're going to go-- (Character: I've)
01:48So here we need to go to the 'V' shape, which is pretty much the same as that 'F' shape.
01:53So first thing I'm going to do is 0 my jaw and go ahead and set a keyframe at frame 6,
01:59close it down, and then I'm going to dial up the F slider, so that we get a
02:07nice strong 'F' shape.
02:12One of the things you're going to notice here is that because I set a key at 6,
02:16I also have a key at 1 for this F slider.
02:19There's nothing in between this.
02:21So it's already starting to in-between that F. You can see here, it's starting to
02:27move even at frame 2.
02:30So what we want to do is make sure that that goes back to 0.
02:34We want to make sure that the I is pure, or basically we have that open mouth is
02:39without any hint of that F, because it will be stronger.
02:42(Character: I've.)
02:44And then as it comes down, it morphs into the F. So now we have--
02:50(Character: I've.)
02:53Now the next vowel is S, so it's I've sworn off pancakes, so it's going to be
02:59"I've 'S'." So the next vowel comes in right around 8.
03:03So what we need to do is take out the F. I'm going to slide this down to 0.
03:10In fact, I can just type in the number;
03:12I'm going to slide this down to 0.
03:14And then I'm going to start bringing in the S sound, and I'm going to do that
03:21using this Dial slider.
03:23But notice we have the same problem we had with the 'V' sound and this F slider,
03:27which is there's nothing keeping this at 0 until we get to frame 8.
03:34So if I were to put this into kind of at the start of an S,
03:38we'd already have it here at 6, and you can see that, again, we've got these
03:46teeth showing, so we really don't want that.
03:48So I want to make sure that that's at 0 here at 6.
03:52So now what we want to do is accentuate that S a little bit, so I'm just going
03:58to move this over a little bit more.
04:01And now the next vowel is going to be a W, or an 'oo' sound, so sworn.
04:06So as we go into --
04:10you can hear the--
04:12S, S, S, right there at 11 it starts to change, and it's full on by frame 12.
04:20So what I need to do here is bring this Dial slider all the way down here.
04:26Now the one thing that you're going to notice here is that there is going to
04:29be an in-betweening problem because this is just going to be sliding straight across.
04:32So you can notice how it kind of closes, and so it doesn't really give a proper
04:39in-between, so we may have to do this one a frame at a time.
04:42So I'm going to go from this to this, and at frame 9, I'm going to open this up
04:48a little bit, and then we should have that.
04:53Now remember this is a W, so it starts with a closed 'oo' and it opens up.
04:59Okay, so we're going to open this up right around frame 14, and of course with
05:05this, we can also open up the jaw.
05:08So again, we have the same problem here with the jaw, which is, we don't have
05:13any keyframes for it.
05:14I need to make sure that it's at 0 at frame 12, and then when I go to frame 14,
05:20is when I open this up.
05:21So it's only going to in-between over these two frames, not from frame 6.
05:26(Character: I've sworn.) So now the next vowel is N.
05:33So an N is kind of an open consonant sound, so we can actually bring this all
05:38the way here, all the way up. So I'm going to grab the Dial slider and just
05:42bring it up to the top right corner and then close down the jaw.
05:46In fact, if I want to, I can 0 that out.
05:48That encloses it a little too much, so let's go ahead and open it up a little bit.
05:51So now we've got--
05:52(Character: I've sworn.)
05:54Sworn, and then again, we have 'off', which is basically back to where we were at 14.
06:00So I need to again bring this into an 'oo'.
06:04(Character: Sworn off.)
06:10And then we go into an F. So again, what we need to do here is get rid of this,
06:15so bring that Dialogue slider to 0.
06:17So I'm going to go ahead and just type those numbers in here, just zero that out,
06:24and then I'm going to bring up the F again.
06:27But remember, we need to start at 0.
06:30If I start this in here, it's going to be in-betweening from 8, so I'm going to
06:33go back about two frames, make sure I set a keyframe for it, then go to 23, and
06:40again make that off sound.
06:41But again, I've got the jaw.
06:43Notice how the jaw is still open.
06:45So let's go ahead and close the jaw as well.
06:50(Character: Sworn off.)
06:57So I'm going to close that, and it needs to be closed by frame 23.
07:00(Character: Sworn off.)
07:08So here at frame 20, 21, I think at 21 we still need to have it a little bit more of an O shape, so here we go.
07:17(Character: I've sworn off.) That looks good.
07:20I've sworn off.
07:22Now we need to go to P for pancakes.
07:26Again, what we need to do is have a closed-mouth sound, so I'm going to bring my
07:31F slider to 0 at frame 25.
07:35I want to close this off before I start the P sound.
07:39And then at frame 26, I want to get that tight lip.
07:42So I'm going to bring my Dial in a little bit like this, so somewhere around here.
07:52I just want to make sure that those lips look like they are kind of tightened up.
07:57But again, I'm getting a little bit of an in-between here, so I want to make
08:00sure that I still keep that at 0 for a couple of frames before.
08:06And now we've got P. In fact, if I want, I can take this Jaw slider and kind of
08:11smash it down a little bit, so I can close those jaws a little bit.
08:14And then we're going from the letter P into the letter A, pancakes.
08:19So you can see how the dialog is growing here.
08:21Pan. This is mostly A and then N, cakes.
08:27Okay, so you can see the A is kind of coming up here right around frame 28.
08:35So again, all we need to do for that is to drop the jaw and zero out that Dialogue slider.
08:43So now we've got --
08:54Okay, so N. N is kind of almost like that, so--
08:59(Character: Pancake.)
09:02And then A again, K--
09:10And then if want a S, we can actually bring that in on the Dial slider.
09:15But again, we need to make sure that we zero it out before we bring it in, so at
09:18frame 37, I'm going to zero the Dial slider, and then bring it into more of an
09:24'S' shape, and then make sure that my jaw is at 0.
09:29(Character: cakes.)
09:30Okay, and then once we have that, we can close everything out.
09:39So I'm going to zero out my Jaw and zero out my Dialogue slider.
09:45So let's go ahead and play this.
09:47(Character: I've sworn off pancakes. I've sworn off pancakes. I've sworn off pancakes.)
09:53So that looks pretty good.
09:55As you can see, it's just a very simple process.
09:57I'm going to leave the last half of this for you to animate, and then we're
10:02going to come back and I'll show you what I've done, and you can compare that
10:05to what you've done.
10:06The process is really very simple.
10:08Just read the track, understand where the phonemes are lying, and make sure you
10:13get your dialog to match.
10:16Some rules of thumb are make sure that each shape is at least two frames long.
10:20If it's shorter than that, the mouth is going to appear to stutter.
10:24So try and keep every shape on for around two frames at least.
10:27Of course, if there is a longer vowel, you can go longer with that.
10:31And also, there may be times where the dialog is faster than one phoneme per frame.
10:37In that case, you just need to approximate.
10:39So go ahead and work through the rest of this track.
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Animating lip sync: The head
00:00So now at this point you should have animated the entire dialog line.
00:04So what we're going to do in this lesson is we're going to take the dialog and
00:08then we're going to add some acting on top of it.
00:11Now I have also animated the last half of this dialog, and let's go ahead and
00:16just take a look at what I have done.
00:17(Character: I've sworn off pancakes. I'm having French toast instead.)
00:23Now this computer doesn't play exactly real-time, so let me scrub through this a
00:28frame at a time just so you can kind of see what I've done.
00:30(Character: I'm having French toast instead.)
00:37Now your animation may be similar, it may be a little bit different, but the
00:40most important thing is that it looks good to the eye.
00:43Dialogue animation, there is some science.
00:45There is some art to it, so there is room for interpretation, but regardless, the
00:50next step for this is to actually bring the character to life.
00:54All we've animated is his mouth.
00:55We haven't animated the entire character.
00:58We need to animate the body, the head, the eyes, and so on.
01:02So the first thing I want to do is get an idea as to what I want to do
01:05acting-wise for this character.
01:07One of the things I like to do is I like to move the character's head to
01:11the beat of the dialog.
01:13Now I think we can also add a little bit of acting to this to make the
01:16whole scene read better.
01:18So let's go ahead and play this, and let's play it with the intention of
01:22understanding how the character is going to move.
01:24(Character: I've sworn off pancakes. I'm having French toast instead.)
01:29One of the big concepts in this is that he's sworn off pancakes.
01:32That's a negative connotation. That means he is shaking his head.
01:36And actually, I think that would help to sell this little bit of dialog is to
01:39have him kind of shake his head no as he says the word 'sworn off'.
01:44Let's go ahead and animate his head.
01:46So I'm going to select the head control here, and I'm going to set a keyframe.
01:50Now we need to understand where exactly he is going to shake his head.
01:58(Character: I've sworn off.)
01:58So sworn off, somewhere around 10 to 20 is he is saying--
02:02(Character: sworn off.)
02:05Okay, so we want to start him moving somewhere in this range.
02:10I'm going to go ahead and keep him centered until about frame 6, and then at
02:17frame 10, I'm going to rotate his head over a little bit. And then when you rotate
02:23the head, a lot of times it's best, for a more natural pose, just to kind of tilt it
02:27a little bit like that.
02:29So that gets his head ready to swing the other direction, which is where he is
02:35going to say the word, or he is basically mimicking the word 'no'.
02:49(Character: I've sworn off.)
02:50So what we have here is a classic head-turn.
02:53So in the middle of this, between 10 and 20, what do we do in the middle of a head-turn?
02:58We dip the chin.
03:00This will, again, add a little bit more realism.
03:01(Character: I've sworn off.)
03:04And then we also need to kind of return him to center.
03:07So what I'm going to do is go a little few frames out, say around frame 30 or so,
03:12and let's go ahead and just center him a little bit.
03:15(Character: I've sworn off.)
03:19So here at frame 6, I'm actually going to lift his chin just a little bit.
03:22(Character: I've sworn off pancakes.)
03:30And then somewhere around frame--right towards the end of this, I'm going to
03:33just go ahead and move the head just a little bit, just to give him a little bit of life.
03:36Again, this is almost like a blink or something where you just keep--it's
03:40almost like a moving hold, actually.
03:41(Character: I've sworn off pancakes.)
03:44Now one of the things is that as the character turns his head, typically what
03:49happens is that the character will blink.
03:54So let's go ahead and add in a blink.
03:58So this kind of starts somewhere around frame 6.
04:01This is where he starts to turn his head into the head-turn.
04:05So at this point, I want to make sure that I get an open-eye keyframe.
04:11So I'm going to select the upper and lower lids here and hit S to set a keyframe.
04:17I'm also going to go back to frame 1 and set a keyframe for that.
04:20As the character moves into this head-shake, he is going to blink. So a blink is about 6 frames.
04:30So I'm going to go ahead and go 6 frames in, so frame 6+6 is 12, drop his lids
04:37here, bring his lower lids up.
04:41(Character: I've sworn off.)
04:47Now one of the things is, I would like to actually keep his eyes closed
04:50through most of this.
04:51This will actually add a little bit of emphasis.
04:53So what I can do is just select again both lids and just hit a keyframe again, so
04:59I'm keyframing this at somewhere around 12 and 18.
05:03And then again, 6 frames to open, so at frame 24, I want to make sure they're open.
05:08Well, I know I already have a keyframe with the eyes open here at frame 6, so
05:13I'm just going to copy and paste that.
05:15So copy and paste that to frame 24. So now we've got--
05:22(Character: I've sworn off pancakes.)
05:26which is really good.
05:27Okay, so this works really well.
05:29Then the thing I like to do is once I start with the blink, I like to just kind
05:33of toss in a few other blinks just to keep the character alive.
05:38Now one of the places I typically like to toss in a blink is where there is a break in dialog.
05:43This will keep the character alive.
05:46So we have a nice little break here, somewhere around frame 42 to frame 50, so
05:50we can put in another blink there.
05:52The easiest way to do this is to just start copying keyframes.
05:56So I've got a keyframe here at frame 24 with the eyes open, so let's go
06:01ahead and paste that.
06:02I've got another one here at frame 12 with the eyes closed, so I can copy that.
06:09Let's go to frame 48, paste that.
06:15Okay, so six down. And then we can open them up again, so I can copy the one at
06:2042, and let's open them up a little bit more quickly, so I've got at 48.
06:25Let's do open in 4 and do that at 52.
06:29So now I have a complete blink here, so let's take a look at this.
06:32(Character: I've sworn off pancakes. I'm having French toast instead.)
06:33Okay, so I want to add one more blink here, and I think the best place to put a
06:41blink is right before the word 'instead'. I am having French toast instead.
06:47So that's actually kind of an emphasis, so I think I'm going to need a blink there.
06:51So let me go ahead and select all these, copy them, so I'm actually selecting
06:57all of the frames for that blink, and then I'm going to copy, go to about
07:03frame 80 and paste.
07:06Actually I think I want to move those over just a little bit.
07:12I want his eyes to close on the word instead.
07:21So let's go ahead right around here.
07:23(Character: I'm having French toast instead.)
07:25So that works pretty good, but now we still need to finish up the head.
07:28We need to animate a little bit more of the head.
07:31Now one of things when you animate the head is, a lot of times when the mouth is
07:34open, the head will tilt back to open the throat.
07:38So one of the things you can do to give a little bit more of a realistic head
07:42motion is tilt the head back a little bit as the character opens his mouth, so
07:47let's go through and do some of that.
07:52So one of things I do like to do is to make sure that I just kind of work with
07:56the head a little bit. And sometimes when I open the mouth, or when I tilt the
08:01head back, I want to make sure I tilt it forward beforehand to make sure that we
08:05have a little bit more room to tilt it back.
08:09So when it goes 'I'm', you want to kind of tilt that head back a little bit so
08:14that he has more room.
08:15It's almost like he is singing.
08:17You can see if I do it really extreme, he has this kind of tilted-back motion here.
08:23But we don't want to tilt back that much, just enough to give a hint that it's doing this.
08:30In fact, I can probably move this a little bit more.
08:33(Character: I'm having French.) I think we do that for French.
08:38Toast is the next one.
08:40And so we've got the eyes closed on 'instead', and so I want to make that a little
08:44bit more of a broader motion.
08:45I'm going to tilt that back a little bit and then just return him to kind of a
08:50neutral position by the end of this.
08:51So this is just the head.
08:54Okay, so this is just the head and the eyes.
08:56(Character: I've sworn off pancakes. I'm having French toast instead.)
09:00(Character: I've sworn off pancakes. I'm having French toast instead.)
09:04Now we still need to animate the body a little bit,
09:10so let's go ahead and do that in the next lesson.
09:13So let's go ahead and review what we've done here.
09:15We've animated the head to indicate the word 'no', when he says, "sworn off."
09:20We've also animated the head to open up the throat a little bit as he says the large vowels.
09:26Now, typically when a character says the large vowels the head will bob up just slightly.
09:31Now I'm exaggerating this a little bit, but you can be more subtle if you're
09:35doing it for a more realistic character.
09:38So keep these little tidbits in mind as you animate your characters.
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Animating lip sync: The body
00:00So now let's go ahead and pick this up where we left off and just animate the
00:04rest of the character. So we're going to animate the body of the character, just to give him a
00:09little bit more life.
00:10Now in a shot like this, where we're actually just kind of giving a head-and-
00:14shoulder shot of the character,
00:16we don't have to worry too much about the things that are off the screen, the
00:20things that we don't see.
00:21All we'd really need to do is give the character a little bit of body motion,
00:25just to understand that the body is alive and that it's moving.
00:29In the next chapter, we'll go through full-body animation,
00:32but for this we're just going to do just a little bit, just to kind of give you a taste of it.
00:36So first thing I want to do is I need to select the body.
00:39Now typically, for a shot like this, I'm going to actually zoom in here, so I
00:43just want to animate the hips of the character to give him a little bit of
00:47bounce in this shot.
00:49One of the most important motions in this is when he shakes his head.
00:53Let's go ahead and play that.
00:57(Character: I've sworn off.)
00:59So in this we can actually add a little bit of body motion to actually help sell that.
01:05So I'm just going to select the hips, and I am going to set a keyframe at 1.
01:09Then I am going to go a little bit further in.
01:13We want to anticipate that motion a little bit, so I'm going to go ahead and
01:17move him up just slightly.
01:20Now what this does is it lifts his shoulders, okay, so it's almost showing
01:24like a shift of weight.
01:26So as he comes down, I want to drop those hips and maybe even rotate him
01:34forward a little bit.
01:35So I want to make sure I've got a keyframe for rotation at frame 5 and then
01:41maybe even just tilt him forward just a hair, just to give him a little bit more life.
01:46So let's go ahead and see what that looks like.
01:49(Character: I've sworn off.)
01:52Then we can again bring that back to 0. In fact, we can type 0 into Rotate X
01:57here and then just kind of bring him back to normal.
02:02So what we've done is we've dropped, essentially, we've dropped the hips, which
02:06makes it looks like he's doing a little slight shift weight.
02:09(Character: I've sworn off pancakes.)
02:11That gives a much better sense of motion.
02:14Let's go ahead and show this in full. (Character: I've sworn off.)
02:18That gives you a sense that his whole body is moving.
02:21(Character: I've sworn off pancakes.) And let's go ahead and do this one more time.
02:33So the next big one is 'French toast instead'.
02:36I want to go ahead and accentuate that as well.
02:39So I'm going move here to right before he says 'instead',
02:42somewhere around frames 75 or 76, and again, I want to anticipate this,
02:49so I'm going to go ahead and set a keyframe here at frame 76.
02:55Then as he says, "instead," I want to drop the hips.
03:05And then as he says, "instead," I want to bob him up a little bit and then
03:10settle him back down.
03:11So now we've got something like this.
03:15(Character: I've sworn off pancakes. I'm having French toast instead.)
03:19So you see how he says-- (Character: toast instead.)
03:24So that gives a much better sense of motion.
03:27Now we can also do a little bit of motion here in the middle.
03:30So where he says, "I'm having," then we can also add a little bit of a
03:40bump there as well. So let's go ahead.
03:42We're at before frame 50, somewhere around frame 46, and then we want to set a 0 point.
03:51Then we want to anticipate this, by moving it down, so at frame 48, I'm moving it
03:57down, and then I want to pop him up somewhere around frame 51 or frame 52, and
04:04then again bring him back to 0
04:06to kind of settle him back down.
04:09Okay, so this is just rough, but you get the idea here.
04:17What I'm doing is I'm just giving a little bit of body motion to accentuate the dialog.
04:23It's the dialog that is really driving this animation.
04:26So let's go ahead and take one more look at it.
04:29(Character: I've sworn off pancakes. I'm having French toast instead. I've--)
04:35So there we go. So we can continue to fine-tune this and tweak this, but you
04:40get the basic idea.
04:42So the basic process for animating this type of dialog is, we can do the mouth
04:47and the lips first, then we need to make sure we get the head motion,
04:51then the body motion.
04:52Now there are other ways to animate this sort of dialog, but the goal here is to
04:58show you that it's not just getting the lips correct;
05:01it's getting the entire character correct.
05:04Okay, so go ahead and tweak your animation and get something that looks good
05:09to you.
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8. Animating a Scene
Creating the main poses
00:00In this last chapter, we're going to work on acting.
00:04What we're going to do is take a full piece of dialog and animate the full
00:08character acting to that dialog.
00:12Now typically, we do this pose by pose.
00:15When you read out a track in dialog, what you want to do is get the basic poses
00:20that the character will hit at various points in the track.
00:23So let's listen to the track that we're going to use for this lesson.
00:27(Character: Ha! It worked. Prepare to meet your doom! Ha! It worked. Prepare to meet your doom!)
00:35So this track is fairly broad.
00:37It's actually a little over the top.
00:39So it will have some broad acting to go with it, and this will be good because we
00:44can actually see these points fairly clearly.
00:47When you go through a track like this, you want to understand exactly what the
00:51character is doing at each individual point.
00:55Now, you may listen to the track many times and kind of act it out yourself.
01:00I like to thumbnail-out poses; you may want to work out the poses in Maya.
01:04Whatever it takes to get a rough idea as to what you want the character to do.
01:09So let's go through this track a little bit at a time to try and understand what
01:13the mood of the character is and what the major points are.
01:16And then we'll look at some poses, and then we'll move on from there.
01:20So the first one is, well, what is he doing before?
01:23What is the moment before this track hits?
01:27Well, obviously, he is looking at something and reacting to something.
01:31So in the very first frame we want him to be kind of looking offscreen at
01:36whatever it is that he is reacting to, and then he's going to react.
01:43So that's actually going to be a very broad motion. He is going to be looking
01:46and then he's going to react, then he is going to say, "Ha!"
01:49And then we have a little bit of a realization.
01:53So he realizes that whatever happened, it worked.
01:57Okay, so he's going to get happy.
01:59So he's going ha, react.
02:01It worked, realization.
02:03Then after that, he makes this declaration.
02:06(Character: Prepare to meet your doom!)
02:09So with this, I would like to have at least two major poses, which is, when he
02:14says "prepare," I almost want him to be declaring almost like he is in a speech.
02:19Then when he says "doom," I like him to actually point at the person he's threatening.
02:24So with all that in mind I'm going to show you very quickly what the poses are
02:30that I think would work for this scene.
02:31So I've just sketched these out on a piece of paper and scanned them in.
02:36So basically, he starts by looking offscreen.
02:39He is kind of focusing intently on something that's happening. Then he reacts.
02:44He says, "Ha! It worked."
02:46So now he is really happy.
02:47So he has kind of got his hands up to his chest, almost like he's proud.
02:51Then he goes into this declaration, "Prepare to meet your doom!"
02:56And then when he has doom, we're going to have him point.
02:59So, however you get your poses, you want to make sure that you have a pretty
03:04clear roadmap as to what you're going to do in the scene.
03:08The next step after this is to actually block out your poses and actually pose
03:13your character for each individual pose that you want in the scene.
03:19Now, I've already done this just to save time.
03:21We don't want to go through the process of making all these poses.
03:24We've been through posing and the process of that before,
03:27so I don't need to rehash all of that.
03:29So let's just take a look at the poses that I've created in Maya.
03:33Now, this actually starts on frame 0, but I've put the poses every 2 frames.
03:39So here he is looking offscreen, and he goes, "Ha!"
03:43So basically, he just kind of comes up. Then he says, "It worked. Prepare to meet your doom."
03:51So all told, I think I have about six poses in here.
03:55Now this one I'm not going to use because it's actually at frame 0, but I like
03:58having that neutral pose at frame 0.
04:02Then we've got a couple of different poses.
04:04What I want you to do is to go through the scene and block out your poses.
04:09Now what I've done is I've blocked these out just every couple of frames, so
04:13then we'll actually time them against the soundtrack to begin the animation.
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Blocking poses to dialogue
00:00So, now once we have our poses blocked out, we need to time them to the actual
00:07soundtrack to create our animation.
00:10Now, I've got this character in his basic poses.
00:15So, if we scrub through, we can see I have got a pose every two frames.
00:19If we are going to start timing these poses to the soundtrack, we need to be
00:24able to select everything of the character so we can select an entire pose.
00:29We've done this before, where we've actually created a MEL script, or a button on
00:34a shelf using MEL scripting, to create a Select All button.
00:39Now, I have that right here, and this actually selects everything in the
00:43character. But let me show you how to do this, just so we can refresh our memory.
00:48I am in the Camera view, so it's probably easier for me to go into another
00:53view because I have locked off this camera. Because we are actually acting to this camera,
00:58I don't want to move that.
00:59So, let's go into another view here, and then I am just going to make it into
01:04a perspective view.
01:08Then I need to open the Script Editor, so I am going to go to General Editors >
01:13Script Editor, and let's go ahead and play with this here.
01:18And so what I need to do is select everything in the character. So I just want
01:24to Shift+Select all of the objects that represent this character.
01:35And I'm just going to work my way through this fairly quickly.
01:37I hope I don't miss anything, but we will see.
01:42Try and get everything here. Get the hands and then get the arms as well.
01:49So, I should have everything.
01:50Now, once I have everything selected, you can see that everything is here in the
01:56Script Editor. So I just need to go up to where I started selecting and then
02:00just highlight all of these and then use this to save it to the shelf.
02:05And then I can just do something like SelectALL.
02:08And once, I have this button saved--I am going to save it as MEL script here--
02:13it makes it much easier to work with poses because I can select the entire character.
02:18So, go ahead and do that. Make sure you have a button to select everything in
02:23your character, and then we are going to go through and actually time this to the soundtrack.
02:29Right-click over the timeline, make sure that the file Doom is activated, and the
02:34waveform should show up in the timeline.
02:37And if you have everything selected, you should see some red ticks here on the
02:40timeline that show you that the poses are also animated.
02:44Now, let's take a look at this very quickly in the Animation Editor.
02:49We are going to go into the Graph Editor.
02:51Now, when I created the poses, I created a keyframe for every part of the
02:57character, and then what I did was I went into the Graph Editor, I selected all
03:06of these keys, and I set them to Step tangents.
03:10Now, this is important because this allows us to do our timing pass.
03:15If I don't have Step tangents, if I have some other form of tangent, what's
03:20going to happen is that everything is going to in-between as you scrub.
03:25And I don't want that.
03:26I just want to see that the poses are hitting on the marks that I want.
03:30So, in this case, I am going to go ahead and make sure that it's Step tangents.
03:33So, now let's go ahead and start blocking this out.
03:39The very first pose I have is kind of this neutral pose, and I don't want that.
03:43And actually, my animation starts at frame 1, so I am just going to go ahead and
03:47first off, just start this at frame one, which kind of hides that initial pose.
03:52So, the first thing I want to do is select all of these keyframes, and let's go
03:56ahead and get this one back to 1.
03:58I am going to select everything here and move it back one frame,
04:03and that starts him at this pose where he is kind of just looking off screen.
04:08Now, the major pose is where he says, "Ha."
04:13So, what I want to do is go ahead and drag these so that I've got this pose
04:18pretty much in the middle of where he says, "Ha."
04:25And I'm suspecting it's right around frame 8, so he goes.
04:32The next major thing is where he says, "it."
04:37When he says, "it," he is basically anticipating the next pose, so it's actually
04:41going to be, this second pose is going to be it, and then the third pose is going to be work.
04:48Let's go ahead and select all and get those in place.
04:50So, now I am going to slide the second keyframe, which is now at frame 10, to frame 16.
05:04And then the keyframe after that, which is this kind of proud pose, I want
05:08that to be at "worked."
05:10You can even see the waveform, "it," "worked."
05:13So, I am going to go ahead and slide this keyframe over, somewhere around there,
05:22and then the next major part of the animation is where he says, "prepare."
05:29So, we want this pose for where he says prepare.
05:33So, I am going to put this key at the beginning of where he says, "prepare."
05:38And then we've got two more poses.
05:40We have got this home where he anticipates the word 'doom', and then we have
05:44that one as well, so I am going to go ahead and move those over, and here is the word 'doom'.
05:49Now, I want to make sure that this keyframe here 40 is somewhere over here,
05:56right around 70, where he says the word 'doom'.
05:59So, let's go ahead and slide that over.
06:04And then I need to anticipate that, so that's what's going to be this pose.
06:09So, the pose at frame 38, I want to move that--
06:12oh, I don't know, say about 6 frames or so before.
06:16So, now this should be a reasonably good blocking of the poses.
06:24So, let's take a look at this.
06:26(Character: Ha, it worked! Prepare to meet your doom!)
06:30(Character: Ha, it worked! Prepare to meet your doom!)
06:34Now, we can take this and you know slide things around.
06:38So, if you don't like where one thing is, you can move it, and by having these
06:44Step tangents, you can see how it just pops from one post to another.
06:48This makes the broad blocking of the scene much easier.
06:53Now, I want you to go ahead and take your poses and time them against the
06:56soundtrack so that you have reasonably good timing.
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In-between blocking pass
00:00Now in this point, we should have the blocking pass done, and we should have the
00:05rough timing of the major poses of the scene.
00:08Now we've used Step tangents to make sure that the character jumps from pose to pose.
00:13So let's play what we have at this point.
00:16(Character: Ha, it worked! Prepare to meet your doom!)
00:20So the next step is to actually start animating.
00:23We need to release the curves which allows Maya to do the in-betweening.
00:28So we can do that by selecting everything in the character.
00:31We notice we have our poses here. And let's go in to our Graph Editor, and when we
00:38see that, we can see, okay, we do have Step tangents and I should have everything
00:44selected. And when I do that, I can just go ahead and grab everything and then
00:50just change the curve type.
00:52Now typically, I go for either Plateau or Clamped; either one should work.
00:59The difference is that Clamp tangents will in-between two like poses with a straight line.
01:05So it will make sure that it holds those poses exactly.
01:09Plateau will do the same thing for similar poses.
01:13So if the two poses are identical in value, they will be in between with
01:18pretty much straight line.
01:19But Plateau does one more thing, and that's if the poses are off slightly,
01:25it'll make sure that the pose doesn't overshoot that pose.
01:28Now this particularly good for when you're moving feet around, so that the feet
01:32don't set below the floor.
01:34But for this instance, either one should work. And once we do that, let's see what happens.
01:40(Character: Ha, it worked! Prepare to meet your doom!)
01:44So this is a decent pass, but there's a lot of work to do on this.
01:49The first thing is it's really soft, because he's just floating from pose to pose.
01:54So let's take a look at this one more time.
01:56(Character: Ha, it worked! Prepare to meet your doom!)
02:00So one of the things that I notice is here between 36 and 60, he is just kind of leaning back.
02:05We need to add in some holds.
02:07Then the thing I've noticed is that there are a couple of errors in the rotation.
02:14Notice this elbow here.
02:16It rotates backwards.
02:20Now sometimes depending upon how you pose the character and where the joint
02:24limits are, you may get little errors like this.
02:27So you can fix them very easily either in the Graph Editor or by copying keys.
02:33Let's go ahead and try to fix it in the Graph Editor.
02:35So I'm going to go ahead and select this left elbow, and you'll see that this is
02:39actually almost like a computation error in Maya.
02:42So I'm going to go ahead and select those keys and instead of these Clamped
02:47tangents, let's just using Linear tangents and see what happens. So now.
02:57So that actually fixed that elbow.
02:59Now if that didn't work, I could certainly delete that key and re-animate it, and
03:05it should go back to normal.
03:06Now sometimes it's just an issue with switching from different types of tangents and
03:10sometimes that can confuse Maya.
03:13(Character: Ha, it worked! Prepare to meet your doom!)
03:18Now that we've released the curves, we need to take the next step, which is to go
03:21through and add in our moving holds, and we will do that in the next lesson.
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Animating moving holds
00:00At this point, we have the animation blocked out, and we're starting to
00:05in-between the poses,
00:06but we really don't have any moving holds, which is what we'll do in this lesson.
00:12So let's go ahead and play what we have, and then let's start working on it.
00:17(Character: Ha, it worked! Prepare to meet your doom!)
00:21Now, as we've said before, this animation looks little floaty.
00:24It's not really holding any of the poses that are important to this animation.
00:29So what we want to do is take all of the key poses and extend them a little
00:34bit so that they hold long enough for the audience to actually see them and so that they read.
00:40So the first thing I'm going to do is I'm going to select everything in my character,
00:44and I'll see that I have all of these poses blocked out on the timeline.
00:48So let's work through this one pose at a time and add in moving holds as they are needed.
00:55So the first moving hold we need to do is for this very first pose.
01:00So I've got this pose here at frame 1 where he's looking offscreen, and I want
01:05to make sure that registers. If I just keep it the way it is, he is going to
01:12start moving into that 'ha' before he even says it,
01:15and I don't really want that.
01:17So I'm going to go back to frame 1 and just copy all of the keyframes--
01:22now remember, I have everything selected here--and then just paste. And again I'm
01:27just right-clicking on the timeline.
01:32Now he doesn't start moving up into that 'ha' until frame 4.
01:36So we have a couple of frames where we're holding this first pose.
01:40Now in order to get a little bit more realism, I like to actually have a moving hold.
01:46So what I do is I select this last frame and I figure out where are the hips going.
01:51Now typically the hips will tend to sink a little bit, and it could actually
01:55also act as a little bit of anticipation to what comes next, which is where it comes up.
02:01So the character is moving up here, so I want to move him down to contrast that beforehand.
02:09So I'm going to move him down and maybe even just tilt him forward just a little bit.
02:17So now he moves up.
02:19Now when he says, "Ha," again I want to hold him at the top of that.
02:24So I want that pose to read.
02:26So I'm going to select everything in that character.
02:28You can see it starts of frame 8 and then the word 'ha' and somewhere around frame 11 or 12.
02:36So let's go ahead and copy, right- click, Copy, go to frame 12, and paste, and
02:42again, I just want him to be up in that position here.
02:50Now this is a little too much.
02:52It actually to feels a little frozen,
02:53so I'm actually going to go ahead and drop his hips down just a little bit,
02:57so he is going to kind of jump up and then sync down a little bit, which will
03:02give him a little bit more of a natural motion.
03:06Then he moves almost immediately into what I call an anticipation, which is the
03:10pose that he has before he comes up into this proud pose at 24.
03:15Now, this is a very important pose, and I want to hold this for a longer period of time.
03:22So I'm going to make sure I select everything in the character, copy this, and
03:29then paste it a little bit further down of a timeline, which should hold that pose.
03:34So let's see how this scrubs through.
03:40If feels like this is actually coming a little too slow into this pose, and we
03:45can actually hold this pose for longer.
03:48So what I'm going to do is just Shift+Select the pose at 24 and slide it over a
03:54little bit, to either 21 or 22.
03:55Let's just go ahead and scrub through this.
03:58So, this looks pretty good.
04:05I can actually hold this a little bit longer.
04:08So I'm going to select keys at 28 and drop them back to about 30.
04:15So that feels about right in terms of an in-between, but now I've got this
04:19really long space where I've got this important pose here where he has got his finger up.
04:25Then the next pose is where he has got his foot off the ground.
04:29Now, I really don't want that to in- between over a course of about 30 frames.
04:35I would like to actually have him come up into this pose a lot more quickly.
04:39So again, I'm going to do a hold, and I'm going to make sure I have everything
04:42selected, copy the pose at frame 36, move to about frame 60 or so, and paste.
04:52So now he is kind of holding this.
04:57So now we've created some moving holds which should allow the animation to read better.
05:02Let's take a look at what we have now.
05:04(Character: Ha, it worked! Prepare to meet your doom! Ha!)
05:09So this looks pretty good.
05:10We have our poses reading better.
05:13So let's go ahead and add the next layer of refinement onto this animation.
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Creating weight
00:00The next step is to worry about weight shifts.
00:03So, there are a couple of places where the character moves his weight from one
00:07foot to another, and we need to make sure that that shift of weight is realistic.
00:13So, let's take a look at what we have so far.
00:15(Character: Ha, it worked! Prepare to meet your doom!)
00:15I am actually going to turn off the sound, so we can scrub and just see the shift in weight.
00:25So, basically, he comes up, so his feet are still flat on the ground, which is fine.
00:34This shift in weight is actually pretty good, because he anticipates and then he
00:40puts his foot down, so really, a shift in weight is where he moves his foot.
00:43So, let's take a look at this foot. That was okay.
00:50The next one, however, is this foot, the left foot.
00:55In this case, I think we need to accentuate that shift in weight a little bit
00:59more, so we can do this by creating an in-between.
01:03So, the foot starts at frame 30 and ends at frame 36, so we have got about six frames here.
01:12Now, actually, I would like to have a little bit more time in this, so what I am
01:16going to do is I am actually going to push back this pose a little bit.
01:20So, I am going to select everything in the character, and I am going to push this back.
01:25I would like a few more frames to create this motion, so I would like at least four frames.
01:31So, I am going to create a keyframe right in the middle between 30 and 38,
01:36which would be at 34.
01:38So, the first thing I want to do is I want to lift this foot up.
01:46And I want to make sure that the knee is in the right position here. So I want
01:50to make sure I lift the foot and also rotate it down a little bit.
01:54So now, he's lifting the foot as he twists it over. But when he lifts that foot,
02:12his weight has to be supported on the other leg.
02:17So, when he lifts his left foot, the right foot is going to be holding all of this weight.
02:22So, I am going to go ahead and bend him down a little bit and push him a
02:30little bit to his right.
02:34And then another thing I am going to do is I want to actually turn this into
02:37more of an anticipation.
02:39So, I am going to go ahead and select his spine and rotate that down. So again,
02:47I am going to kind of crunch him down.
02:49So now he is going to go down before he comes up.
02:58And what this does is it gives a little bit more contrast.
03:02So he moves down before he moves up, and it crunches down a little bit before he straightens up.
03:12So, we can also play with his head a little bit.
03:15Now, these are just roughs.
03:20I'm just roughing in this pose.
03:22So, then as he comes up, his head will kind of roll into this pose.
03:32So, the head is the last thing to come up, which will be like this.
03:43Go ahead and delete this frame here.
03:45So, now we should have--he comes into that pose a little more gently.
03:53Then again, we've got another shift of weight here.
03:56Actually, this is a really big shift in weight.
03:59So, when the character does a shift of weight, he actually has to put his weight
04:03on the other foot. But I do want to anticipate his a little bit, because as he
04:07shifts his weight, he means to kind of give himself a little bit of a hop.
04:11So, what I am going to do is right before this, I want to dip his hips and then come up.
04:18So, in order to do that, I need to set a key for his hips at frame 56 and then
04:23at frame 60, I need to drop his hips just a little bit, so that when he comes
04:31up, he's got a little bit more life.
04:43So, now the next thing we will look at is the foot.
04:46So, as this foot comes up, this is actually pretty good.
04:51I can probably drop it down just a little bit, but then when it comes forward,
04:57I want to kind of flip up that toe.
05:02So, I'm going to bring up that toe a little bit, give it a little bit
05:12of secondary motion.
05:15And then as it comes down, I want to make sure that I keep this toe.
05:24I want to get a little bit more of a sense of snap to this foot, so I want it to
05:29set down fairly quickly.
05:31So, I am going to go ahead and flip that foot up, so when it slams down, it
05:48slams down with more apparent force.
05:51So, let's go ahead and play this.
05:56Okay. So, all I am animating in this pass is the shift in weight.
06:01Now, when you animate a shift in weight, you need to make sure that the
06:05character anticipates that shift, so you typically want to drop the character's
06:10hips before he takes a step, so that way you have the momentum to actually shift
06:17the weight of the character.
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Adding secondary motion
00:00Now, that we have the character's weight distributing properly and we have his feet moving,
00:05we pretty much have the basic foundation of the animation.
00:10The next step is to add in the finer details, such as overlap,
00:15follow-through, secondary action--
00:17those sorts of things.
00:18So we're going to go ahead and do a little bit of that.
00:21I'm not going to do all of it, but I'm going to show you some of the finer
00:24points of where to look for secondary action and how to refine that animation.
00:29So let's take a quick review as to where we are currently in the process.
00:34(Character: Ha, it worked. Prepare to meet your doom!)
00:39Okay, so the animation is pretty well blocked out.
00:42It still needs more overlap, follow-through, that sort of thing.
00:46He still looks a little bit stiff.
00:48So in order to make this a little bit easier, I'm going to go ahead and turn off
00:52the sound, so that way I can talk over this.
00:54One of the first areas we want to look at is this really broad action here,
00:58where he says, "Prepare to meet your doom!" right there where he tosses his finger out.
01:04Let's go ahead and play through that.
01:08You can see how this is really stiff.
01:11So if we take a look at this arm, there's really no secondary action.
01:15T here's no overlap.
01:17There is no follow-through.
01:18We can actually make this a lot better.
01:20So the first thing I'm going to do is let's go ahead to this pose here,
01:25right around frame 66.
01:26And if you notice here, we've got this arm.
01:32It's really kind of tucked up against the face here, and there's really no
01:36clarity of this pose,
01:38so let's go ahead and fix that.
01:41What I'm going to do is I'm going to extend this a little bit more, so I'm going
01:44to rotate this shoulder up, and I'm going to extend the arm a little bit more.
01:51So what I want to do is get this hand in the clear.
01:54I want to make sure that this hand is pointing about as straight up as we can
01:59because this will give a much stronger motion when he moves down.
02:04So now he comes up.
02:07But as he comes up, remember, we're going to have drag on the way up as well,
02:12so I want to add in a little bit of that, so I'm going to go to the wrist here.
02:18And between frame 60 and 66 is when this moves up,
02:21so I'm going to go ahead and just start to straighten this out a little bit.
02:27Now remember, with secondary action, the body is moving this way and the
02:33hand wants to stay here,
02:35so the overall result is that there's going to be a rotation in the elbow that
02:40allows the hand to stay where it is.
02:44So now as we do this, you can see how that hand kind of rises up a little bit
02:51more, and then as he comes down, this is where we really want to get a sense of action.
02:59So what we want is we want this to be almost in a curve.
03:04We want this hand, again, to drag back, and bend the elbow right here.
03:10So let's go ahead and do that.
03:11So what I want to do is bend this elbow and also bend this wrist back.
03:17So I want to give kind of a nice arc here.
03:20So as this comes down, we have a stronger line of action.
03:27Then once he hits here, his weight just kind of stops.
03:31If you scrub this, you see right there, he just kind of freezes.
03:34Well, again, we're going to have a little bit of overlap here because his
03:38weight is going this way.
03:40So it's going to overshoot this point, and then it's going to kind of settle back.
03:46The same is going to happen with his arm, and in order to make this a really
03:49strong pose, I want his arm to be as straight as possible.
03:53So let's go ahead and do that.
03:56So I'm going to go to frame 72, and let's go ahead and make this arm straight
04:02out, and make this arm pretty much as straight as possible.
04:07I may have to rotate this wrist a little bit to get a really strong pose.
04:12Then I'm also going to take this hip and I'm going to move it forward.
04:17But before I do that, I'm actually going to go a few frames forward and set a
04:21keyframe so I know exactly where my resting place is.
04:25So what I'm doing is I'm just duplicating this key at 72 to 75, and now I'm
04:31going to adjust the one for that at 72, so that it overshoots.
04:37So basically, now he goes over and then he comes back.
04:42Let's go ahead and overshoot him.
04:44He's actually going to be a little bit higher here.
04:46Then as he comes back into this pose, the arm is going to relax.
04:52So now I'm going to relax it into that final pose that I have with a little bit
05:09of bend in that arm.
05:14Now what I've got here is I've got a nice little bit of an S shape here
05:18through the shoulders.
05:19And again, this is just a nice line of action that will kind of guide the eye
05:24towards that pointing finger.
05:26So now what I've got here is I've got this.
05:29You can see how it goes over, and then it settles back.
05:38Now one of the things I'm noticing is that it still kind of stops,
05:42so I'm actually going to take the shoulder and the wrist, and I'm actually
05:47going to move those back a little bit, maybe to frame 76, so that it doesn't
05:53all stop at the same time.
05:55Then I'm going to create another moving hold.
05:57So what I'm going to do is on the hips, I'm just going to keep them, maybe move
06:03them back just a little bit, and sink them down just a little bit, so he has a
06:07little bit of motion.
06:09Again, we want to just kind of keep him alive, and actually, I can do that a
06:14little bit more, and maybe even a little bit of rotation there.
06:24This is just real subtle.
06:27Again, just that little bit makes it look like he is breathing.
06:31Now, another thing that happens with an arm, particularly an arm that's extended,
06:37is that gravity will be pulling down.
06:39There's a big weight hanging out here which is called a hand, and its gravity
06:44is going to pull that down.
06:47So we have an effect called drift.
06:50What drift does is basically it says if something is out there, it's going
06:54to tend to drift down.
06:55So again, I'm going to go out to somewhere around frame 86 or so and I'm just
07:00going to rotate that hand down just a hair--
07:04again, just to indicate that gravity is pulling it down.
07:09You can see how that just gives it almost like he is breathing or something;
07:12it gives a nice sense of aliveness.
07:15So let's go ahead and play this.
07:21Okay, so that end part looks really good.
07:24Now, we can go through the rest of the animation.
07:27Now, another part here is where he comes up.
07:33So there is another place where we can have a lot of drag, and overlap,
07:37follow-through, a little bit of secondary motion.
07:39Again, let's take a look at this wrist.
07:41So as this wrist comes up, we've got some forces working on this.
07:46We've got the shoulder is moving up, but again, this hand wants to stay where it is.
07:52So let's go ahead and add a little bit of drag here to give it a little bit more realism.
07:57So what I'm going to do here is let's go ahead and find, okay, let's find the
08:02wrist here. And then as he moves up-- Okay, so he's going to start moving up
08:09somewhere around frame 34, so I'm going to set a keyframe here.
08:13Then as he moves up, I'm going to drag that wrist down. And then as he comes up,
08:20I'm actually going to bring that wrist into position a little bit later.
08:24So right now I have it at 38.
08:25I'm going to bring it back to 40, and this frame here at 36, let's bring it to 37.
08:33So now we've got, he is kind of almost rotating down and then that hand pops
08:40up after the shoulder stops, which gives, again, a little bit of overlap to that motion.
08:48We can also do the same thing with the elbow.
08:52So what I'm going to do is pull that second keyframe for the elbow back to 40,
08:58and that gives a little bit more overlap.
09:01So let's go ahead and play that.
09:02Just that little trick will actually give it a little bit more realism.
09:09So we can go through the rest of the animation and add these little effects,
09:12understand where every joint is moving.
09:16So, as a joint moves, if it's moving fast, it's going to have a lot of drag.
09:21If it's kind of falling down, like for example here, this hand, as it moves down,
09:26it's almost falling.
09:28So when it kind of moves down here, there's not going to be a lot of drag,
09:33because really, he is just relaxing.
09:36A lot of times you'll get drag when there is a lot of force applied,
09:39so when a character is moving quickly or when he is under the action of a force.
09:47So go ahead through the rest of the animation and add in secondary motion, and
09:53make sure that the character flows from pose to pose smoothly and easily.
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Animating dialogue
00:00So now we should have most of the animation done.
00:04We're still going to do one or two more passes on the animation,
00:07but the next step is to actually animate the dialog, or the lip sync.
00:13Now notice how in this process, we've actually done most of the acting with the
00:18body, and then the mouth comes second.
00:22So let's go ahead and take a look at what we have so far, and notice how the
00:26acting pretty much plays with the body.
00:28The mouth is just going to add a little bit more on top of that.
00:32(Character: Ha, it worked! Prepare to meet your doom! Ha!)
00:38Okay, so now we've got the basic animation blocked out.
00:42Now we can start to add in the mouth motion.
00:45And after that, we'll go ahead and fine-tune the body once more, add in a
00:49few blinks, and we should be pretty much done.
00:52So let's go ahead and start animating the lip sync.
00:55Now one of the problems you're going to find with this is that, well, the head
00:58is moving all over the place.
01:01How do you animate dialog when you really can't see the face?
01:05If I'm in a front view or whatever, the character is not really looking at the camera,
01:12so it's kind of hard to see the dialog to match it.
01:15Now if you want, you can use the Camera view, but here's a little trick that I like to do.
01:20Now typically, what I do is I go into a front viewport, or really any viewport,
01:26and I create a camera.
01:29We can create a new camera in the scene by going to the Rendering tab and just
01:34clicking on the Camera icon, which will create a camera.
01:37We can go into that camera by going Panels > Perspective, and selecting camera2.
01:43And I position it on the character's face.
01:46Let's turn on Smooth Shading by pressing 5 on the keyboard.
01:49And I want to get the character's face centered in my camera.
01:57So when I do that, now I can actually see the character's control panel, and his
02:04face pretty much in my Camera view.
02:08Open the Outliner by selecting Window > Outliner.
02:12Find the camera and make it a child of the character's head control.
02:17So I'm going to go into my hierarchy here, so I have the head control here, and
02:28I'm just going to select the camera, middle-click, and drag, so that the camera
02:33is now a child of that head control.
02:37I'm going to go ahead and turn off sound here, so we can see this.
02:42So as the character's head moves, the camera is actually moving with the head.
02:48So we can actually see this in a perspective viewport, so let's go into
02:51perspective view here.
02:55So this is the camera that I have.
02:58So as you can see, when the character is moving, this camera is always
03:04looking at the face.
03:05That's because the camera is parented to the head.
03:08So what I can do is I can use this camera to actually animate my lip sync.
03:15So I'm going to go ahead and turn on my sound, and let's start working with lip sync.
03:20So the first thing I'm going to do is select the lower part of the face, and just
03:25set a keyframe for everything.
03:27And now we can start to animate lip sync.
03:30So it starts somewhere around frame 3, and the first word is "Ha," which is
03:36basically just an open jaw.
03:37So I'm going to go ahead and open the jaw, just go ahead and move that so
03:44that the jaw is open.
03:49And then go ahead and close the jaw.
03:52Now at this point, he is actually pretty happy,
03:54so I'm actually going to dial in a smile.
03:59So he is pretty happy; he goes--
04:00(Character: Ha!)
04:04And now we have "it worked."
04:07So again, I want to make sure that I have a neutral point here, so I'm going to
04:10go ahead and set some keyframes here.
04:12So we're staring here at frame 16. Actually, let's move those back to frame 15,
04:20because "it worked," the maximum volume here is at frame 17, so I want to give it
04:25two frames to work "it."
04:28"It T, it" worked.
04:37Now worked is a 'U' sound, so I'm actually going to have to take out that smile at
04:42this point, and go into 'oo'.
04:48Actually, I want to make sure this Jaw is pretty much at 0 here when he go into this 'oo'.
04:53And again, "wor."
05:06And then in the end, we have a more of a consonant sound, "worked."
05:10So that's going to this kind of bare-teeth pose.
05:13(Character: It worked!)
05:16And then we can add in some smile into that if we want.
05:20So I'm going to go ahead and hit, set key for smile at 27, and by 29, I'm going
05:25to go ahead and put in some more smile.
05:28(Character: Ha, it worked!)
05:32Now we have the word "prepare."
05:34So in this case, we need to again, tighten up the lips;
05:38we've done this before.
05:39So in this case, we need to create the letter P, so I'm going to go ahead and
05:45bring the Dialogue slider over here.
05:46I want to make sure that my Jaw is at 0,
05:50and let's go ahead and turn down the Smile.
05:55Actually, I'm going to keep the smile up here. Let's go ahead.
06:01So I want to make sure I've got a P here, so let's go ahead.
06:05I may have to close the jaw. There we go!
06:08There we go. "Prepare."
06:15So "prepare", it actually has kind of an 'R' sound, so it's almost like to an 'oo' sound.
06:20We have to purse the lips a little bit, so I'm going to go ahead here, and let's
06:25go ahead and take that smile out, and also close the jaw. So we've got,
06:31"Pre." Okay, let's move it.
06:53And then go back to another P, so right around 40 I need to close everything.
06:58So again, I just want to dial that in.
07:00So again, we're going to bring this down.
07:03(video playing) And then "air"; big A, and let's take this slider out.
07:15So as you can see, it's pretty much like animating any dialog.
07:19So all I'm doing is just going through and basically following the phoneme.
07:26So let's go through what we have so far.
07:28(Character: Ha, it worked! Prepare to--)
07:38And we can go through the rest of it.
07:39I don't have enough time here to go through everything, but let's take a look at
07:42how it looks on the full body.
07:44(Character: Ha, it worked! Prepare to meet your doom!)
07:50Okay, so we can just go through the rest of this and animate it.
07:53So that's what I want you to do.
07:55So you understand the process here, and that is, let's go ahead and look through
07:59the camera that we created for the head-- in this case, camera2--and finish out
08:05the rest of the dialog animation.
08:08And then we'll go ahead and do some more refinements in the next lesson.
Collapse this transcript
Finalizing the animation
00:00So now we should have the dialog animated, and the rest of the steps are to
00:05add in some blinks as well as the final head motion, and we should pretty much be done.
00:10So, let's go ahead and play what we have so far.
00:13(Character: Ha, it worked! Prepare to meet your doom!)
00:17(Character: Ha, it worked! Prepare to meet your doom!)
00:22Okay, so he looks pretty good, but his eyes are still a little bit dead, and
00:26there still needs to be a little bit more head motion.
00:30So, let's go ahead and start with that head motion, and again, I am going to turn
00:33off the sound to little bit easier to talk over what we are doing.
00:38So, the first thing I want to do is, as he comes up, that head is going to
00:43actually start to drag,
00:45so I want to make sure I rotate that head down.
00:49When I'm looking to do is make sure I get a nice kind of an arc here, so that
00:54head is going to be part of that.
00:57And so as he comes up, he is opening his jaw, and so when he opens his jaw, I
01:03actually want to kind of extend that a little bit.
01:05So, as he comes up to this top, I want to make sure I open up this throat area
01:11so that he can actually say that word.
01:13Now, remember, when you have big vowel sounds, a lot of times people will tilt
01:18their head back to open their throat, and we want him to do that at this point.
01:24And again, we're doing the same thing here.
01:26He is moving up. He has got a really big motion here, and his head is very heavy,
01:32so the head is going to want to stay here as the body is moving up.
01:38So, again, we are going to have a little bit of overlap, a little bit of
01:40secondary motion here.
01:42As he moves up here, his head is going to dip down.
01:48Then he has got another big valve here, so again we want to make sure we tip
01:53his head back so that it can say that word.
02:00So, now we have the rest of the dialog here.
02:03So, let's go ahead and actually turn this on, so we can see what we've got.
02:16So, again, the word 'prepare', we probably want to accentuate that a little bit,
02:21so what I am going to do here is, as he's coming up into prepare, I want to make
02:27sure that that head is dipped down a little bit.
02:29Again, I am just doing this for contrast. Right there.
02:39So, that's actually a stronger pose.
02:41This is stronger than this, so let's go ahead and tilt that head back.
02:45I am going to tilt it down when he says the P for prepare.
02:55And again, I've got a very big vowel here in the 'pare' in 'prepare'.
03:00So, again, I want to make sure I tilt that head back a little bit so that
03:04the throat is open. Meet.
03:17Now, here's another situation where we are going to have secondary motion.
03:21The body is tilting back, but again, this head is going to want to stay here.
03:27So, let's go ahead and do that. So as he starts moving back, this head is
03:34going to kind of rotate.
03:40And then we have the opposite situation here.
03:43The body is starting to move forward, but again, the head is still kind of
03:50going in that direction, so we are going to have to tilt the head back to
03:53compensate for this.
03:54So, this is somewhere around frame 69. So again, this just gives a little bit
03:59more of a sense of motion here.
04:04And again, we have more overlap here where the head is going to overshoot this position.
04:13So, now we should have this motion here.
04:25Let's see how this works.
04:26(Character: Ha, it worked! Prepare to meet your doom!)
04:31So, now all we have to do is add in a few blinks.
04:34So, let's go head back into that camera view here, the face camera.
04:40Now, I have it on here. I renamed it.
04:42So, I have got a camera here called FaceCam.
04:45In the other lesson, it was called camera2, but I actually renamed it so that it
04:49was a little bit more explicit as to which camera we were using.
04:52So, let's go ahead and do some blinks.
04:56Let's go ahead and take a look at this in camera1.
04:58I am going to turn off my sound just for a second here.
05:03So, as he comes up, actually, I want to do a blink right here.
05:08So, let's go ahead and just do this in this window here. So I am going to set a
05:12keyframe for the lids at frame 4, and then let's close them down by frame 10.
05:20So, that's a six-frame blink, which should be pretty much standard.
05:24So, now watch what happens.
05:28It almost looks like he's laughing.
05:29Just by having the eyes closed, it almost looks like he is laughing;
05:34in fact, I should probably close those one frame sooner, just because that's
05:39really the top of his motion.
05:45And actually, it works to have his eyes closed almost through this whole part.
05:50And then what I am going to do is as he rises up again, that's when I am going to
05:54open his eyes again.
05:55So, what I am going to do here is I am going to select both lids and on frame
05:5918, I am going to set a keyframe, so that keeps them closed.
06:04And then somewhere around frame 23-24, I am going to go ahead and copy the
06:09keyframes at frame 4 and paste them at frame 24.
06:14So, now what we have is they start closing at 4.
06:20They're close by about 10 and they open up again.
06:26So, now let's go ahead and play this with sound.
06:28I am going to turn on that sound here.
06:35Now, again I have a little bit of an open space here right before he says prepare.
06:40This is actually a pretty good place for another blink, so I am going to start
06:44another blink at frame 30.
06:46Again, I am going to go into my FaceCam and this time I am just going to copy
06:50and paste keyframes. So I am going to start this at 30, so that means I am just
06:54going to set a keyframe here,
06:56go into frame 36, find a closed-eye keyframe, which is here at frame 18, copy,
07:06paste those somewhere around 36 and then copy the ones at 30, and let's go ahead
07:13and paste those at 40. I want a little bit of a faster open for this.
07:16So, let's see how that works.
07:26Okay, again, he is doing this broad motion here where he says, "Prepare to meet your doom!"
07:31I think I want to do one more blink there, so as he's throwing his hand forward,
07:36I want his eyes to be closed again.
07:38Let's go to frame 62 right on this little lull in the dialog.
07:42And again, I'm going to select my eyelids, upper and lower, and let's go ahead and
07:49set a keyframe to leave them open.
07:51So, now I need to copy a closed-eye keyframe, so I am going to find that
07:56somewhere around frame 36, copy that, and then let's paste that at frame 68.
08:02Now, let's take a look at this.
08:10And then as his head rises up here, that's when we are going to open his eyes.
08:16So, there, I want them to be closed, and then as he rises up, I want to open them.
08:22So, I want them open by frame 80, so subtract 6. 74 is when I want them closed;
08:2880 is when I want them open.
08:31So, let's go ahead and select the lids, set a keyframe to keep them closed, find
08:37an open one at frame 62, copy, paste at 80.
08:43So, I am copying the keyframes from 62 to 80, and that should pretty much be it
08:49for the head and blink motions.
08:51Let's take a look at this.
08:52(Character: Ha, it worked! Prepare to meet your doom!)
08:56(Character: Ha, it worked! Prepare to meet your doom!)
09:00Actually, I think that open of the eyes is a little bit late, so let's go ahead
09:04and select that, and let's just move it back.
09:07So, I am going to select these eyes here, and I have got this blink kind of
09:11coming in at frame 62 to 80.
09:13Actually, I am going to turn off sound because I am going to scrub this here, so I
09:18don't want this to be too loud.
09:20Select these keyframes, and then I am going to move them back a little bit.
09:23I am going to move them back to say starting at around frame 56.
09:26So, let's see how this works.
09:32Actually, let's moving back another two frames, so 56, 57, 58. There we go.
09:41That looks good.
09:42So, let's see how that works.
09:44That looks good, okay.
09:45So, let's turn on the sound and see what we have.
09:50(Character: Ha, it worked! Prepare to meet your doom!) 0:09:54.26] (Character: Ha, it worked! Prepare to meet your doom!)
09:58Okay, so that looks pretty good.
10:00Now, we are pretty much 90% of the way there.
10:02We can go through a little bit more and refine this a little bit more, clean up
10:07the loose ends, but this is pretty much the process.
10:11So, I am going to go ahead and actually load up my final version.
10:15So, I've got a version out here called Acting_08, which is my final version, and
10:20let's see the final version that I have actually created.
10:25(Character: Ha, it worked! Prepare to meet your doom!)
10:29(Character: Ha, it worked! Prepare to meet your doom!)
10:33So, we have got a pretty good animation here.
10:36So, remember, this is what the process is.
10:39First off, read the track, understand what you are animating, then block out the
10:45poses, then time those poses to the timeline, loosen up the curves, make sure we
10:52have our moving holds, our shift of weight, overlap and follow-through, then
10:57dialog, and then a final pass for head motion, blinks, and then any other
11:02ancillary things that we're doing.
11:05So, hopefully, this whole process is a little bit more clear.
11:09Now, each scene is obviously going to be a little bit different, but now we have
11:13a little bit of a workflow that we can use to animate other types of scenes.
Collapse this transcript
Conclusion
Goodbye
00:00Well, that should be it for this course.
00:03I'm George Maestri for lynda.com, and I hope this course gave you a good overview
00:08of character animation in Maya.
00:11Now, character animation is a very deep subject.
00:14We've really only grazed the surface.
00:16It requires a lot of practice.
00:19So go ahead and start animating your own characters using these skills.
Collapse this transcript


Suggested courses to watch next:

Maya 2011 Essential Training (9h 8m)
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Maya 8.5 Character Rigging (4h 39m)
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Maya 2011: Modeling a Character (3h 3m)
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2D Character Animation (5h 50m)
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