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Creating weight

From: Character Animation Fundamentals with Maya

Video: Creating weight

The next step is to worry about weight shifts. So, there are a couple of places where the character moves his weight from one foot to another, and we need to make sure that that shift of weight is realistic. So, let's take a look at what we have so far. (Character: Ha, it worked! Prepare to meet your doom!) So, basically, he comes up, so his feet are still flat on the ground, which is fine.

Creating weight

The next step is to worry about weight shifts. So, there are a couple of places where the character moves his weight from one foot to another, and we need to make sure that that shift of weight is realistic. So, let's take a look at what we have so far. (Character: Ha, it worked! Prepare to meet your doom!) So, basically, he comes up, so his feet are still flat on the ground, which is fine.

This shift in weight is actually pretty good, because he anticipates and then he puts his foot down, so really, a shift in weight is where he moves his foot. So, let's take a look at this foot. That was okay. The next one, however, is this foot, the left foot. In this case, I think we need to accentuate that shift in weight a little bit more, so we can do this by creating an in-between. So, the foot starts at frame 30 and ends at frame 36, so we have got about six frames here.

Now, actually, I would like to have a little bit more time in this, so what I am going to do is I am actually going to push back this pose a little bit. So, I am going to select everything in the character, and I am going to push this back. I would like a few more frames to create this motion, so I would like at least four frames. So, I am going to create a keyframe right in the middle between 30 and 38, which would be at 34. So, the first thing I want to do is I want to lift this foot up.

And I want to make sure that the knee is in the right position here. So I want to make sure I lift the foot and also rotate it down a little bit. So now, he's lifting the foot as he twists it over. But when he lifts that foot, his weight has to be supported on the other leg.

So, when he lifts his left foot, the right foot is going to be holding all of this weight. So, I am going to go ahead and bend him down a little bit and push him a little bit to his right. And then another thing I am going to do is I want to actually turn this into more of an anticipation. So, I am going to go ahead and select his spine and rotate that down. So again, I am going to kind of crunch him down.

So now he is going to go down before he comes up. And what this does is it gives a little bit more contrast. So he moves down before he moves up, and it crunches down a little bit before he straightens up. So, we can also play with his head a little bit. Now, these are just roughs.

I'm just roughing in this pose. So, then as he comes up, his head will kind of roll into this pose. So, the head is the last thing to come up, which will be like this. Go ahead and delete this frame here. So, now we should have--he comes into that pose a little more gently.

Then again, we've got another shift of weight here. Actually, this is a really big shift in weight. So, when the character does a shift of weight, he actually has to put his weight on the other foot. But I do want to anticipate his a little bit, because as he shifts his weight, he means to kind of give himself a little bit of a hop. So, what I am going to do is right before this, I want to dip his hips and then come up. So, in order to do that, I need to set a key for his hips at frame 56 and then at frame 60, I need to drop his hips just a little bit, so that when he comes up, he's got a little bit more life.

So, now the next thing we will look at is the foot. So, as this foot comes up, this is actually pretty good. I can probably drop it down just a little bit, but then when it comes forward, I want to kind of flip up that toe. So, I'm going to bring up that toe a little bit, give it a little bit of secondary motion.

And then as it comes down, I want to make sure that I keep this toe. I want to get a little bit more of a sense of snap to this foot, so I want it to set down fairly quickly. So, I am going to go ahead and flip that foot up, so when it slams down, it slams down with more apparent force.

So, let's go ahead and play this. Okay. So, all I am animating in this pass is the shift in weight. Now, when you animate a shift in weight, you need to make sure that the character anticipates that shift, so you typically want to drop the character's hips before he takes a step, so that way you have the momentum to actually shift the weight of the character.

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This video is part of

Image for Character Animation Fundamentals with Maya
Character Animation Fundamentals with Maya

65 video lessons · 10022 viewers

George Maestri
Author

 
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  1. 22m 18s
    1. Introduction
      1m 10s
    2. Using the exercise files
      1m 8s
    3. Character rig overview: Simple character
      6m 19s
    4. Character rig overview: Full character
      7m 30s
    5. Using other rigs
      48s
    6. Using screen drawing tools for Windows
      3m 9s
    7. Using screen drawing tools for the Mac
      2m 14s
  2. 23m 47s
    1. Creating strong poses
      3m 27s
    2. Creating custom MEL scripts to help pose characters
      4m 39s
    3. Using layers to select characters
      1m 10s
    4. Learning the basics of posing characters
      10m 7s
    5. Creating stock poses
      4m 24s
  3. 25m 11s
    1. Understanding forces and character motion
      2m 13s
    2. Understanding drag
      5m 51s
    3. Working with secondary motion
      5m 33s
    4. Bringing the character to life
      4m 21s
    5. Refining the animation
      7m 13s
  4. 39m 30s
    1. Keyframing initial poses
      4m 21s
    2. Creating the blocking pass
      7m 42s
    3. Moving holds
      5m 27s
    4. Animating weight shift
      4m 21s
    5. Animating pose to pose transitions
      7m 46s
    6. Animating a wave
      9m 53s
  5. 42m 15s
    1. Analyzing a walk
      5m 43s
    2. Setting up a character for a basic walk
      1m 22s
    3. Animating a walk: The feet
      5m 55s
    4. Animating a walk: The lower body
      8m 23s
    5. Animating a walk: Making the cycle symmetrical
      3m 10s
    6. Animating a walk: Working with the spine
      5m 59s
    7. Animating a walk: Arm motion
      7m 28s
    8. Animating a walk: The head
      4m 15s
  6. 24m 15s
    1. The importance of the passing position
      4m 52s
    2. Working with foot placement
      3m 50s
    3. Adding character to a walk: Contact position
      5m 10s
    4. Adding character to a walk: Passing position
      3m 20s
    5. Adding character to a walk: Finalizing
      7m 3s
  7. 52m 27s
    1. A run in four poses
      2m 39s
    2. Animating a run: The first pose
      4m 31s
    3. Animating a run: The second pose
      7m 17s
    4. Animating a run: Mirroring the basic poses
      10m 59s
    5. Animating a run: Hip and foot motion
      5m 12s
    6. Animating a run: The upper body
      5m 2s
    7. Animating a run: Left arm motion
      5m 31s
    8. Animating a run: Right arm motion
      4m 39s
    9. Animating a run: Cycling the animation
      6m 37s
  8. 1h 20m
    1. Animating blinks
      7m 56s
    2. Animating changes in eye direction
      5m 6s
    3. Animating a head turn
      4m 35s
    4. Working with audio
      3m 38s
    5. Overview of mouth controls
      2m 44s
    6. Animating vowels
      15m 14s
    7. Animating consonants: B, D, and G
      7m 2s
    8. Animating consonants: F, M, and S
      8m 22s
    9. Animating lip sync: Assigning phonemes
      10m 43s
    10. Animating lip sync: The head
      9m 44s
    11. Animating lip sync: The body
      5m 10s
  9. 55m 55s
    1. Creating the main poses
      4m 18s
    2. Blocking poses to dialogue
      7m 1s
    3. In-between blocking pass
      3m 27s
    4. Animating moving holds
      5m 19s
    5. Creating weight
      6m 19s
    6. Adding secondary motion
      10m 0s
    7. Animating dialogue
      8m 12s
    8. Finalizing the animation
      11m 19s
  10. 24s
    1. Goodbye
      24s

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