WEBVTT 1 00:00:05.389 --> 00:00:10.369 Animation Basic Basic Animation 2 2 00:00:24.022 --> 00:00:24.902 Hello 3 00:00:24.902 --> 00:00:28.677 I'm Park Junyoung, in charge of the basic 3D animation lecture 4 00:00:28.677 --> 00:00:31.819 In this lecture, based on the character set that we have created 5 00:00:31.819 --> 00:00:34.248 1 second, 24 frame length 6 00:00:34.248 --> 00:00:37.271 cycle animation will be made 7 00:00:37.271 --> 00:00:38.896 Jumping in place 8 00:00:38.896 --> 00:00:40.235 Walking in place 9 00:00:40.235 --> 00:00:41.707 Running in place 10 00:00:41.707 --> 00:00:45.053 These three movements will be created 11 00:00:45.053 --> 00:00:49.289 In addition, the blinking animation will be inserted 12 00:00:49.289 --> 00:00:50.929 Shall we execute maya? 13 00:00:51.997 --> 00:00:55.650 Blend Shape animation 14 00:00:56.815 --> 00:01:00.079 In this lecture, we will start with blend shape 15 00:01:00.079 --> 00:01:02.080 We will proceed from there 16 00:01:02.080 --> 00:01:03.999 What blend shape is 17 00:01:03.999 --> 00:01:09.639 It creates a modeling data target and 18 00:01:09.639 --> 00:01:12.064 it copies the target 19 00:01:12.064 --> 00:01:13.480 it orders to copy the shape 20 00:01:13.480 --> 00:01:15.040 It is a type of morphing tecnique 21 00:01:16.680 --> 00:01:18.828 Instead of explaning, showing you how it is done 22 00:01:18.828 --> 00:01:20.480 seems to be efficient 23 00:01:20.480 --> 00:01:22.919 First, this part which the binding is done 24 00:01:22.919 --> 00:01:27.319 This Eye Left object will be copied 25 00:01:27.319 --> 00:01:33.000 Before that, I pressed on Eye Left 26 00:01:33.000 --> 00:01:35.887 If you want to set it from the Outliner 27 00:01:35.887 --> 00:01:38.239 You can press the F key 28 00:01:38.239 --> 00:01:40.746 As I mentioned before 29 00:01:40.746 --> 00:01:45.116 What is seen from the view port, when selecting something and pressing on the F key 30 00:01:45.116 --> 00:01:48.226 It is the same thing 31 00:01:48.226 --> 00:01:50.153 Ctrl+D on this 32 00:01:50.153 --> 00:01:51.480 I will Duplicate this 33 00:01:51.480 --> 00:01:54.939 Then 1 will be created in the back 34 00:01:54.939 --> 00:01:56.269 You can tell that it has been copied, right? 35 00:01:56.269 --> 00:01:58.160 But if you look on the right side 36 00:01:58.160 --> 00:02:01.437 If you implement binding for the bone and modeling object 37 00:02:01.437 --> 00:02:04.268 It will be locked like this 38 00:02:04.268 --> 00:02:10.005 So this object that is locked 39 00:02:10.005 --> 00:02:13.170 Select the channel box, click on the right button 40 00:02:13.170 --> 00:02:14.806 Unlock Selected 41 00:02:16.578 --> 00:02:18.478 The reason why we do this is because 42 00:02:18.478 --> 00:02:20.429 It won't move if it is not unlocked 43 00:02:20.429 --> 00:02:22.679 If it is locked up in gray 44 00:02:22.679 --> 00:02:25.004 Then click on Unlock Selected 45 00:02:27.727 --> 00:02:30.671 Ctrl+C like before 46 00:02:30.671 --> 00:02:32.815 And click on Unlock Selected 47 00:02:34.399 --> 00:02:35.058 Like this 48 00:02:36.880 --> 00:02:39.309 The reason why I clicked on Unlock Selected is because 49 00:02:39.309 --> 00:02:42.279 It needs to be squashed like this 50 00:02:42.279 --> 00:02:44.031 but it can't be squashed if it is locked, right? 51 00:02:46.279 --> 00:02:49.520 I will simply squash it like so 52 00:02:49.520 --> 00:02:52.558 Click right to Freeze 53 00:02:54.360 --> 00:02:58.429 If you press on F8 after selecting these two 54 00:03:02.399 --> 00:03:06.399 Even if they are different objects, simultaneously 55 00:03:06.399 --> 00:03:10.639 It can be set to vertex mode 56 00:03:10.639 --> 00:03:12.559 Create this to vertex mode 57 00:03:12.559 --> 00:03:14.343 And if it is set to vertex mode again 58 00:03:14.343 --> 00:03:16.869 then it will be separated 59 00:03:16.869 --> 00:03:20.045 Normally, select two from here and to operate simultaneously 60 00:03:20.045 --> 00:03:22.279 You can press on F8 61 00:03:22.279 --> 00:03:25.000 Then face mode will be operated at the same time 62 00:03:25.000 --> 00:03:28.600 Vertex mode, edge mode can all be done at the same time 63 00:03:28.600 --> 00:03:30.800 First, set to vertex mode and 64 00:03:30.800 --> 00:03:31.620 in the middle 65 00:03:36.372 --> 00:03:39.875 Select vertex mode 66 00:03:42.320 --> 00:03:47.510 Then I will put it up to the front and back 67 00:03:47.510 --> 00:03:49.669 But it can't be just set up 68 00:03:49.669 --> 00:03:52.759 If you look on the left side, there is the Select Tool 69 00:03:52.759 --> 00:03:54.748 If you click on it twice 70 00:03:54.748 --> 00:03:56.541 Tool Settings will pop up 71 00:03:56.541 --> 00:04:00.397 From over here, Soft Selection 72 00:04:00.397 --> 00:04:03.449 If you press on it 73 00:04:03.449 --> 00:04:08.801 It provides feather value to the vertex that I have selected 74 00:04:08.801 --> 00:04:11.125 Also to the others standing next to it 75 00:04:11.125 --> 00:04:14.161 it can also influence them as well 76 00:04:14.161 --> 00:04:18.774 So if you lift it up like this 77 00:04:21.329 --> 00:04:24.735 This value can be given more 78 00:04:24.735 --> 00:04:27.289 about 1.5 additionally 79 00:04:27.289 --> 00:04:31.448 Like this, it can be done easily 80 00:04:34.310 --> 00:04:35.554 It is kind of easy 81 00:04:37.089 --> 00:04:38.715 I made it into a smiley face 82 00:04:41.378 --> 00:04:43.013 In this conditon, the previous 83 00:04:46.617 --> 00:04:51.499 EyeLeft1, EyeRight1 will be 84 00:04:51.499 --> 00:04:57.022 Blinking with EyeLeft underbar Blink 85 00:04:59.319 --> 00:05:04.839 It will be set as EyeRight underbar Blink 86 00:05:04.839 --> 00:05:09.959 And these can be hidden by presing on Ctrl+H 87 00:05:09.959 --> 00:05:13.160 It turns gray from the Outliner as well 88 00:05:13.160 --> 00:05:15.171 But in the channel box 89 00:05:15.171 --> 00:05:19.359 it will be Visibility off 90 00:05:19.359 --> 00:05:22.239 It is turned on again when pressing on number 1 91 00:05:22.239 --> 00:05:26.000 It will turn off after typing number 0 in this condition 92 00:05:26.000 --> 00:05:31.359 The shortcut key will be Ctrl+H, Shift+H 93 00:05:31.359 --> 00:05:34.200 It will turn on when presing Shift+H 94 00:05:34.200 --> 00:05:37.079 It is turned off after pressing Ctrl+H 95 00:05:37.079 --> 00:05:39.160 Let's leave it like this 96 00:05:39.160 --> 00:05:41.414 First, from the left eye 97 00:05:41.414 --> 00:05:45.360 click on EyeLeftBlink 98 00:05:45.360 --> 00:05:48.529 select the eye 99 00:05:48.529 --> 00:05:51.375 Deform, Blend Shape 100 00:05:53.405 --> 00:05:57.282 Make sure to check that Check topology is turned on 101 00:05:57.282 --> 00:05:57.995 Apply 102 00:05:59.728 --> 00:06:02.917 Then from input node, on top of skincluster 103 00:06:02.917 --> 00:06:04.267 Blend Shape will pop up 104 00:06:06.020 --> 00:06:09.744 Click on this 105 00:06:09.744 --> 00:06:12.440 Bring the mouse over to the view port 106 00:06:12.440 --> 00:06:16.590 While pressing on the wheel 107 00:06:16.590 --> 00:06:20.808 You can see that right and left will change this way 108 00:06:20.808 --> 00:06:26.920 Same as before, select EyeRight Blink 109 00:06:26.920 --> 00:06:28.594 Select EyeRight 110 00:06:28.594 --> 00:06:31.516 Deform, Blend Shape, Appy 111 00:06:33.160 --> 00:06:34.822 Something called Blend Shape2 has appeared 112 00:06:40.089 --> 00:06:42.509 You can operate it like this 113 00:06:42.509 --> 00:06:45.135 Something that appears in the blend shape input node 114 00:06:45.135 --> 00:06:47.040 the name can be modified by double clicking on it 115 00:06:48.960 --> 00:07:02.079 So EyeLeftBlinkBS 116 00:07:02.079 --> 00:07:04.546 Like so, the naming that only you would recognize 117 00:07:10.440 --> 00:07:12.516 it can be modified like so 118 00:07:14.680 --> 00:07:19.680 And this will be connected to the head joint area 119 00:07:19.680 --> 00:07:21.193 How will that be done? 120 00:07:21.193 --> 00:07:23.520 If you look at the head joint area 121 00:07:23.520 --> 00:07:26.516 In the channel box, Translate and Rotate 122 00:07:26.516 --> 00:07:28.799 There are even Scale, Visibility 123 00:07:28.799 --> 00:07:33.020 I will be inserting two more channels in here 124 00:07:35.000 --> 00:07:41.920 If you press on Edit, Add Attribute 125 00:07:41.920 --> 00:07:54.000 Write EyeBlinkLeft on the top 126 00:07:54.000 --> 00:07:58.040 Minimum 0, Maximum 1 127 00:07:58.040 --> 00:08:02.544 If you press on Add, one more will be created 128 00:08:02.544 --> 00:08:13.719 Same as before, EyeBlinkRight 0 and 1 129 00:08:18.341 --> 00:08:20.064 Apply 130 00:08:20.066 --> 00:08:22.988 So if we move this back and forth 131 00:08:22.988 --> 00:08:26.409 Its eyes will be blinking 132 00:08:26.409 --> 00:08:28.840 How can it be connected? 133 00:08:28.840 --> 00:08:33.338 Windows, General Editors 134 00:08:33.338 --> 00:08:37.024 If you open up Connection Editor 135 00:08:37.024 --> 00:08:38.372 it looks a little complicated but 136 00:08:38.372 --> 00:08:41.330 It is not complicated at all 137 00:08:41.330 --> 00:08:46.096 In the Connection Editor 138 00:08:46.096 --> 00:08:48.159 after selecting the head controller 139 00:08:48.159 --> 00:08:51.490 Since there are these channels in the head controller 140 00:08:51.490 --> 00:08:54.436 Reload Left 141 00:08:54.436 --> 00:08:56.719 If you scroll to the bottom, these two appear 142 00:08:58.610 --> 00:09:00.003 Select the eye 143 00:09:00.003 --> 00:09:03.880 Choose the LeftBlinkBS of the input 144 00:09:03.880 --> 00:09:09.400 Edit, Select Node, Reload Right 145 00:09:09.400 --> 00:09:13.359 You can see that it says weight 146 00:09:13.359 --> 00:09:14.936 If you press on this weight 147 00:09:16.699 --> 00:09:20.359 This part, where we have set the value 148 00:09:20.359 --> 00:09:21.960 It can be seen 149 00:09:21.960 --> 00:09:27.400 So connect the left like so 150 00:09:27.400 --> 00:09:31.109 If it is connected, it will pop up in yellow on the channel box 151 00:09:31.109 --> 00:09:33.448 It sets the connection 152 00:09:33.448 --> 00:09:36.053 In addition, click on the right and left eye 153 00:09:39.320 --> 00:09:40.464 Select Node 154 00:09:42.483 --> 00:09:44.924 For this, select the right eye 155 00:09:46.280 --> 00:09:49.799 Then it is finished 156 00:09:49.799 --> 00:09:52.402 Then like so 157 00:09:54.620 --> 00:09:57.857 The bear is not that pretty but 158 00:09:57.857 --> 00:09:58.876 It has a face, right? 159 00:10:00.906 --> 00:10:02.950 And there is one more thing that needs to be done 160 00:10:04.921 --> 00:10:11.237 You can make this face but 161 00:10:11.237 --> 00:10:15.593 When a facial expression is set while the face is rotated 162 00:10:18.197 --> 00:10:21.371 It becomes weird 163 00:10:21.371 --> 00:10:29.351 If you look at the input node 164 00:10:29.351 --> 00:10:33.080 there is a history that says 165 00:10:33.080 --> 00:10:34.679 the skincluster has been binded 166 00:10:34.679 --> 00:10:39.480 It is because rather than the skincluster, this blend shape is 167 00:10:39.480 --> 00:10:42.440 on the top 168 00:10:42.440 --> 00:10:44.675 So the blend shape and the skincluster's 169 00:10:44.675 --> 00:10:46.038 order needs to be rearranged 170 00:10:47.830 --> 00:10:49.674 Not only from maya but 171 00:10:49.674 --> 00:10:54.249 from blender or max as well 172 00:10:54.249 --> 00:10:57.684 According to the order of the history 173 00:11:03.159 --> 00:11:06.799 whether smooth binding comes first or 174 00:11:06.799 --> 00:11:09.746 blend shape comes first 175 00:11:09.746 --> 00:11:12.159 Depending on the order 176 00:11:12.159 --> 00:11:20.400 a twisted event like this might happen 177 00:11:20.400 --> 00:11:22.470 So this order needs to be set in the right way 178 00:11:22.470 --> 00:11:24.513 So how it's done is 179 00:11:24.513 --> 00:11:29.021 it changes the history of the input 180 00:11:29.021 --> 00:11:33.229 So if you are clicking on the right 181 00:11:33.229 --> 00:11:38.800 a menu called Inputs can be found 182 00:11:38.800 --> 00:11:43.640 Then there, if you press All inputs 183 00:11:43.640 --> 00:11:47.679 List of input operations for eyeleft 184 00:11:47.679 --> 00:11:50.400 Because this is the EyeLeft 185 00:11:50.400 --> 00:11:54.749 Drag this using the wheel key in the middle of the mouse 186 00:11:54.749 --> 00:11:58.260 Drag it down or up 187 00:11:58.260 --> 00:11:59.610 which allows you to change the order 188 00:12:01.699 --> 00:12:04.640 For this, as well 189 00:12:04.640 --> 00:12:07.880 then the order of this input has changed 190 00:12:07.880 --> 00:12:12.189 Then it turned out fine, right? 191 00:12:16.030 --> 00:12:18.205 The one that is from the past 192 00:12:18.205 --> 00:12:21.200 will always be accumulated in the bottom history 193 00:12:21.200 --> 00:12:23.840 So the recent one will be accumulated on the top 194 00:12:23.840 --> 00:12:25.711 So once the blend shape eye movement 195 00:12:25.711 --> 00:12:27.779 has been executed first 196 00:12:27.779 --> 00:12:33.180 The binding of the bone and the geometry of the eye 197 00:12:33.180 --> 00:12:35.109 will be operated. That is how you should consider it 198 00:12:39.901 --> 00:12:45.689 When rigging, if you don't have basic knowledge like this 199 00:12:45.689 --> 00:12:50.639 Even when you make something 200 00:12:50.639 --> 00:12:54.000 it tends to be twisted 201 00:12:54.000 --> 00:12:56.719 So after working hard on the binding 202 00:12:56.719 --> 00:13:00.229 Overlaying the blend shape on eyes, nose and lips 203 00:13:00.229 --> 00:13:03.579 Lips move, eyes blink and wink 204 00:13:03.579 --> 00:13:05.291 You have made all this but 205 00:13:05.291 --> 00:13:08.300 When the face is rotated 206 00:13:08.300 --> 00:13:11.452 The beautiful facial expression of the eyes, nose and lips 207 00:13:11.452 --> 00:13:13.229 don't follow along 208 00:13:13.229 --> 00:13:15.449 but instead stay in the same place 209 00:13:15.449 --> 00:13:17.869 Tragedies like this could happen 210 00:13:17.869 --> 00:13:19.549 It is a simple function 211 00:13:19.549 --> 00:13:24.339 These situations happen when you don't know this function 212 00:13:24.339 --> 00:13:28.361 which will make you frustrated when working 213 00:13:31.860 --> 00:13:35.737 Now, re-save the bear rig file 214 00:13:37.218 --> 00:13:40.564 Work cycle animation 215 00:13:41.559 --> 00:13:44.159 Now, we will be working on animation 216 00:13:44.159 --> 00:13:46.359 So, before going into the animation 217 00:13:46.359 --> 00:13:48.462 Ctrl+Shift+S 218 00:13:48.462 --> 00:13:52.982 Press File, Save Scene As 219 00:13:52.992 --> 00:13:58.045 and I will create a separate animation file 220 00:14:09.421 --> 00:14:15.881 From now on, into a 24 frame 1 second long looping 221 00:14:15.881 --> 00:14:20.030 the animation will be proceeded 222 00:14:20.030 --> 00:14:23.019 Now, the animation method 223 00:14:23.019 --> 00:14:25.640 will be a method called pose to pose 224 00:14:25.640 --> 00:14:27.042 What pose to pose is 225 00:14:30.824 --> 00:14:36.960 On important timing 226 00:14:36.960 --> 00:14:39.400 designate the action first 227 00:14:39.400 --> 00:14:42.372 and the movements will be inserted in between the actions 228 00:14:42.372 --> 00:14:45.671 It is a method that splits and inserts 229 00:14:45.671 --> 00:14:49.681 There is an opposite concept called straight ahead 230 00:14:49.681 --> 00:14:51.591 What straight ahead is 231 00:14:51.591 --> 00:14:55.610 it doesn't designate the action from start to finish 232 00:14:55.610 --> 00:14:57.590 but it keeps on proceeding 233 00:14:57.590 --> 00:14:59.426 So pose to pose 234 00:14:59.426 --> 00:15:02.421 proceeds while calculating 235 00:15:02.421 --> 00:15:04.321 the action from start to finish is 236 00:15:04.321 --> 00:15:07.170 already planned out in the head 237 00:15:07.170 --> 00:15:09.781 and the actions are split in the middle 238 00:15:09.781 --> 00:15:11.409 The calculation is relatively done 239 00:15:11.409 --> 00:15:14.561 in this method 240 00:15:14.561 --> 00:15:19.830 Straightahead will do some of the calculation but 241 00:15:19.830 --> 00:15:22.740 it doesn't designate from start to finish 242 00:15:22.740 --> 00:15:26.076 It follows the time order at once 243 00:15:26.076 --> 00:15:28.909 in order to proceed 244 00:15:28.909 --> 00:15:33.898 so a coincidence or 245 00:15:37.304 --> 00:15:40.589 a fun moment that is coincidental 246 00:15:40.589 --> 00:15:42.760 can be found through it 247 00:15:42.760 --> 00:15:45.009 But compared to pose to pose 248 00:15:45.009 --> 00:15:46.999 it isn't planned out throughly 249 00:15:46.999 --> 00:15:49.069 and it takes more time 250 00:15:49.069 --> 00:15:51.559 Sometimes it finishes faster 251 00:15:51.559 --> 00:15:56.280 It is an intuitive, spontaneous approach 252 00:15:56.280 --> 00:15:59.699 So 3D animation or 2D animation 253 00:15:59.699 --> 00:16:03.239 often use the pose to pose method 254 00:16:03.239 --> 00:16:06.799 In case of straight ahead 255 00:16:06.799 --> 00:16:10.400 It is often used in stop motion 256 00:16:10.400 --> 00:16:12.510 But 3D or 2D 257 00:16:12.510 --> 00:16:14.104 can use the straight ahead method 258 00:16:14.104 --> 00:16:16.817 There is no rule saying that it can't 259 00:16:16.817 --> 00:16:19.915 So if it suits you while working 260 00:16:21.429 --> 00:16:24.876 you could use the straight ahead method 261 00:16:24.876 --> 00:16:28.721 No one will stop you or 262 00:16:28.721 --> 00:16:31.777 regulate you 263 00:16:31.777 --> 00:16:34.527 With the pose to pose method 264 00:16:34.527 --> 00:16:37.320 We will create a work cycle 265 00:16:37.320 --> 00:16:41.671 First, I will set the primary pose 266 00:16:46.681 --> 00:16:51.532 To start with, I will slightly twist the body 267 00:17:46.522 --> 00:17:49.059 I have set the pose 268 00:17:49.059 --> 00:17:50.890 and then this pose 269 00:17:53.009 --> 00:17:56.969 will be copied onto the 24 frame 270 00:17:56.969 --> 00:18:00.599 There is no need to copy through Ctrl+C, V now 271 00:18:00.599 --> 00:18:05.794 Currently, the controller that I have grabbed and moved 272 00:18:05.794 --> 00:18:07.276 After selecting all of it 273 00:18:15.939 --> 00:18:17.597 Do the same in the 24 frame 274 00:18:17.597 --> 00:18:20.869 Press on the S key and insert it 275 00:18:20.869 --> 00:18:22.920 In any case, it is the same thing 276 00:18:22.920 --> 00:18:26.102 And then in the 12 frame 277 00:18:26.102 --> 00:18:29.579 Opposite from the current pose 278 00:18:29.579 --> 00:18:32.143 the location of the left foot and right foot 279 00:18:32.143 --> 00:18:35.033 It will be proceeded in the opposite location 280 00:18:37.409 --> 00:18:40.541 First, I will start with the body 281 00:18:42.600 --> 00:18:46.839 It would be best to insert -14 accurately 282 00:18:46.839 --> 00:18:50.308 It was - over here, so +8 283 00:18:53.180 --> 00:18:56.475 It was - over here as well, so + 284 00:19:04.208 --> 00:19:11.400 And now I will move on to the legs 285 00:19:14.449 --> 00:19:20.359 Copy the 9 frame of the left leg 286 00:19:20.359 --> 00:19:22.667 to the 12 frame of the right leg 287 00:19:22.667 --> 00:19:24.680 You can paste it on 288 00:19:24.680 --> 00:19:29.306 Then on the other hand, the 0 frame of the right leg 289 00:19:34.919 --> 00:19:37.972 to the 12 frame of the left leg 290 00:19:37.972 --> 00:19:39.204 It needs to be pasted 291 00:19:50.095 --> 00:19:53.444 This is for the legs, but it is slightly different for the arms 292 00:19:53.444 --> 00:19:56.567 Since the arms is a rotational movement 293 00:19:56.567 --> 00:19:57.735 it is slightly different 294 00:20:02.329 --> 00:20:06.680 The 0 frame of the left arm was -26 295 00:20:06.680 --> 00:20:10.423 then to the 12 frame of the right arm 296 00:20:10.423 --> 00:20:16.680 +26.045 should be inserted 297 00:20:16.680 --> 00:20:24.319 The 0 frame of the right arm was -36.119 298 00:20:24.319 --> 00:20:30.799 + for the 12 frame of the left arm 299 00:20:30.799 --> 00:20:33.199 It needs to be done like this 300 00:20:33.199 --> 00:20:37.413 Like this, to look at it simply 301 00:20:37.413 --> 00:20:39.015 It turns out like this when being played 302 00:20:42.520 --> 00:20:45.640 I mentioned it once in a previous lecture 303 00:20:45.640 --> 00:20:48.678 Before proceeding the animation 304 00:20:48.678 --> 00:20:51.239 open up Preferences 305 00:20:51.239 --> 00:20:54.719 And make sure to set the Time Slider to 24 306 00:20:54.719 --> 00:20:56.395 That way, we can tell if it is being 307 00:20:56.395 --> 00:20:59.280 proceeded into a 24 frame 308 00:20:59.280 --> 00:21:01.562 And this part, the bottom of the arm 309 00:21:05.760 --> 00:21:11.520 The 0 frame of the left arm is -30.577 310 00:21:11.520 --> 00:21:16.687 then to the 12 frame of the right arm 311 00:21:16.687 --> 00:21:21.079 insert +30.577 312 00:21:21.079 --> 00:21:28.359 And for the 0 frame of the right arm, it is 23.483 313 00:21:28.359 --> 00:21:32.372 Alter this to a - 314 00:21:32.372 --> 00:21:35.187 This is how it should be inserted 315 00:21:35.187 --> 00:21:36.983 If we play it now 316 00:21:36.983 --> 00:21:39.218 it moves in a sliding motion 317 00:21:42.475 --> 00:21:43.776 Then from here 318 00:21:47.608 --> 00:21:50.012 From 0 frame to the 12 frame 319 00:21:52.804 --> 00:21:55.171 it needs to be split 320 00:21:55.171 --> 00:21:55.942 Therefore 321 00:22:01.140 --> 00:22:04.812 One from the 3 frame, one from the 6 frame 322 00:22:04.812 --> 00:22:08.980 one from the 9 frame, that is how it should be split 323 00:22:08.980 --> 00:22:13.699 The current poses are one and two 324 00:22:13.699 --> 00:22:16.149 The 24 frame that reverts back to the original condition 325 00:22:16.149 --> 00:22:17.927 If we count what is identical to the 0 frame 326 00:22:17.927 --> 00:22:21.089 There are a total of 3 poses 327 00:22:21.089 --> 00:22:24.299 Now, I will split it once more 328 00:22:24.299 --> 00:22:28.171 First, compared to other poses 329 00:22:28.171 --> 00:22:31.630 I will split the waist part, first 330 00:22:33.987 --> 00:22:38.321 From this condition to the 3 frame 331 00:22:38.321 --> 00:22:43.439 the waist needs to move down a little 332 00:22:43.439 --> 00:22:49.082 And 6 frame, 9 frame 333 00:22:49.082 --> 00:22:53.149 And slightly move up from the 6 frame 334 00:22:53.149 --> 00:22:56.115 Move up quite a lot from the 9 frame 335 00:22:58.600 --> 00:23:03.906 Like so, move up and down 336 00:23:03.906 --> 00:23:06.379 Move up and then back down 337 00:23:06.379 --> 00:23:08.801 Like so, from the 12 frame 338 00:23:08.801 --> 00:23:11.530 to the 24 frame which is the applied range 339 00:23:11.530 --> 00:23:15.599 Now, I only operated the up and down movement 340 00:23:15.599 --> 00:23:18.268 So 1,2,3,4 341 00:23:18.268 --> 00:23:21.622 On to this area of 3 frame 342 00:23:21.622 --> 00:23:26.392 Ctrl+C the Translate y-axis 343 00:23:26.392 --> 00:23:31.169 Insert indentically in the 15 frame area 344 00:23:31.169 --> 00:23:33.139 Since there is an Auto key 345 00:23:33.139 --> 00:23:36.872 When you just change the location of the key 346 00:23:36.872 --> 00:23:41.119 You can see that the key is naturally inserted 347 00:23:41.119 --> 00:23:45.030 And insert more of number 4 348 00:23:49.351 --> 00:23:51.593 If it is operated like so 349 00:23:54.672 --> 00:23:57.817 You can see the bouncing, right? 350 00:23:57.817 --> 00:23:59.500 Only the waist has been inserted but 351 00:23:59.500 --> 00:24:02.206 It feels more like actually walking 352 00:24:05.217 --> 00:24:08.238 In this condition, maybe 353 00:24:11.199 --> 00:24:13.614 If the legs can be set a little more 354 00:24:13.614 --> 00:24:15.515 It will feel more like actual walking 355 00:24:40.901 --> 00:24:46.546 Currently, this left foot 356 00:24:46.546 --> 00:24:51.754 looks like it is slightly kicking the surface 357 00:24:51.754 --> 00:24:55.104 Instead, lifting the leg and stretching it 358 00:24:55.104 --> 00:24:58.439 then landing on the surface is the movement that we need 359 00:24:58.439 --> 00:25:00.817 So move over to the side view 360 00:25:03.479 --> 00:25:08.659 Make sure to give the feeling of slightly kicking the surface 361 00:25:12.154 --> 00:25:14.249 It is stepping on the surface, right? 362 00:25:14.249 --> 00:25:18.147 So, the leg needs to be acting 363 00:25:18.147 --> 00:25:20.455 like it is slightly lifting up 364 00:25:20.455 --> 00:25:22.154 Like this 365 00:25:22.154 --> 00:25:24.580 Kick and lift 366 00:25:24.580 --> 00:25:27.800 And over here, before landing 367 00:25:27.800 --> 00:25:31.357 The movement of stretching the leg is a necessity 368 00:25:35.239 --> 00:25:36.196 Like this 369 00:25:39.602 --> 00:25:43.473 It looks good until now, right? 370 00:25:43.473 --> 00:25:46.056 And the rest, 15 frame 371 00:25:46.056 --> 00:25:49.208 In this part, take the foot downwards 372 00:25:56.479 --> 00:26:01.577 Bring down the leg that was lifted 373 00:26:01.577 --> 00:26:06.258 and make the foot which had the front lifted, into a flat version 374 00:26:06.258 --> 00:26:08.137 Then the knees are able to be bended 375 00:26:10.599 --> 00:26:13.517 This part still needs to be flat 376 00:26:17.160 --> 00:26:23.079 From here, the foot seems to stretch out a little bit 377 00:26:23.079 --> 00:26:25.897 And it would be nice if the heels are slightly lifted as well 378 00:26:28.996 --> 00:26:33.868 Then stretch the leg upwards 379 00:26:33.868 --> 00:26:37.366 It would be nice to have the heels lifted a lot 380 00:26:40.079 --> 00:26:45.537 This part is where the leg gets the longest 381 00:26:50.199 --> 00:26:51.186 I will play it 382 00:27:00.194 --> 00:27:02.197 The left side is finished 383 00:27:02.197 --> 00:27:03.824 Now we will move on to the right side 384 00:27:03.824 --> 00:27:06.601 Copying and pasting the left side 385 00:27:06.601 --> 00:27:08.800 will be a great idea 386 00:27:08.800 --> 00:27:13.739 So this part from the 15 frame 387 00:27:13.739 --> 00:27:14.837 after copying it 388 00:27:17.239 --> 00:27:19.437 paste it to 3 frame 389 00:27:45.422 --> 00:27:49.160 Let's play it after setting it 390 00:27:49.160 --> 00:27:52.595 We can see that the bear is walking 391 00:27:57.000 --> 00:27:57.986 Very cute 392 00:28:05.359 --> 00:28:11.405 It is moving its head side ways 393 00:28:11.405 --> 00:28:16.280 If the head moving looks too dizzy 394 00:28:16.280 --> 00:28:18.733 You can adjust it 395 00:28:32.219 --> 00:28:33.035 It turned out like this 396 00:28:33.035 --> 00:28:35.198 Hold it, and now for the arms 397 00:28:37.149 --> 00:28:41.349 For the arms, the upper side 398 00:28:41.349 --> 00:28:42.498 doesn't have any work to be done 399 00:28:42.498 --> 00:28:46.094 Only the bottom part needs to be worked on 400 00:28:46.094 --> 00:28:47.516 I will start with the left arm 401 00:28:52.108 --> 00:28:56.076 For the left arm, it moves to the front 402 00:28:56.076 --> 00:28:58.004 and before moving backwards 403 00:28:58.004 --> 00:29:03.599 It would be nice to bend it once in this frame 404 00:29:03.599 --> 00:29:08.400 And when moving from the back to the front 405 00:29:08.400 --> 00:29:11.805 It would be nice to straighten it at about 18 frame 406 00:29:15.814 --> 00:29:17.768 Now, if we proceed with 23 frame 407 00:29:17.768 --> 00:29:20.357 It is played without any pause 408 00:29:24.724 --> 00:29:27.650 The arm is straightened and then folded 409 00:29:27.650 --> 00:29:32.761 Straightening and folding looks very natural 410 00:29:32.761 --> 00:29:37.632 Create 23 frame again 411 00:29:37.632 --> 00:29:40.760 Do the same at 6 frame 412 00:29:40.760 --> 00:29:44.780 This was 43.993 413 00:29:44.780 --> 00:29:49.509 Take out the - from 18 frame 414 00:29:49.509 --> 00:29:52.099 and insert it 415 00:29:52.099 --> 00:29:57.949 This one was -2.231 in the 18 frame 416 00:29:57.949 --> 00:30:00.729 Take out the - from the 6 frame 417 00:30:00.729 --> 00:30:03.479 And make it into a + 418 00:30:03.479 --> 00:30:10.087 It being cut off abruptly 419 00:30:10.087 --> 00:30:14.280 it is the same movement for the 0 frame and 24 frame 420 00:30:14.280 --> 00:30:17.763 The others move one frame at a time but 421 00:30:17.763 --> 00:30:21.921 Only for these, when they overlap from here 422 00:30:21.921 --> 00:30:23.760 it moves two frame at a time 423 00:30:23.760 --> 00:30:26.102 which is why it feels disconnected 424 00:30:26.102 --> 00:30:27.828 In this case, set it to 23 frame 425 00:30:27.828 --> 00:30:29.117 and continue the looping 426 00:30:37.439 --> 00:30:39.868 In order to make it cuter 427 00:30:42.680 --> 00:30:46.368 If the center of mass is moved 428 00:30:46.368 --> 00:30:51.640 it can result to a more appealing movement 429 00:30:51.640 --> 00:30:58.239 When only one foot hit the surface 430 00:30:58.239 --> 00:31:00.468 Normally, looking from the front 431 00:31:03.409 --> 00:31:06.528 It looks like it might collapse to the right 432 00:31:06.528 --> 00:31:07.503 Usually, if this happens 433 00:31:07.503 --> 00:31:09.994 the center of mass will move 434 00:31:36.607 --> 00:31:39.538 When two legs are on the surface 435 00:31:39.538 --> 00:31:44.719 it allows the body to be on the center of the grid 436 00:31:44.719 --> 00:31:48.802 the more that one leg is lifted 437 00:31:48.802 --> 00:31:51.855 It would be nice to rotate the body slightly to the opposite direction 438 00:31:56.880 --> 00:32:00.264 I will do the same in the opposite way for this side 439 00:32:29.759 --> 00:32:37.918 I will adjust the face rotation as well 440 00:32:37.918 --> 00:32:43.588 so that it can face the front from time to time 441 00:32:51.400 --> 00:32:52.478 Make sure to adjust it that way 442 00:33:01.040 --> 00:33:03.389 And if there is more to add 443 00:33:06.587 --> 00:33:09.557 it is to continue the connection of center of mass 444 00:33:09.557 --> 00:33:13.215 When both feet are on the surface 445 00:33:13.215 --> 00:33:18.479 It allows the pelvis and the shoulder to be parallel 446 00:33:18.479 --> 00:33:20.287 But when the body is 447 00:33:23.480 --> 00:33:27.147 when one of the leg is lifted 448 00:33:27.147 --> 00:33:30.715 The pelvis on the side of the lifted leg 449 00:33:30.715 --> 00:33:32.397 tends to move downwards 450 00:33:34.878 --> 00:33:36.557 Quite slightly, like this 451 00:33:56.914 --> 00:34:01.389 But when the pelvis has 452 00:34:01.389 --> 00:34:10.062 a slight slope 453 00:34:10.062 --> 00:34:11.557 opposite from the pelvis 454 00:34:18.587 --> 00:34:21.953 There will be a slope for the shoulder 455 00:34:31.300 --> 00:34:34.240 In order to make the face parallel 456 00:34:34.240 --> 00:34:36.141 To set the parallel from the angle 457 00:34:36.141 --> 00:34:37.448 It is a unique trait 458 00:34:46.666 --> 00:34:49.122 I will try to play it once again 459 00:34:52.151 --> 00:34:54.488 It seems like there is more bouncing 460 00:35:03.963 --> 00:35:07.567 And lastly 461 00:35:07.567 --> 00:35:11.300 I will make the eyes blink once 462 00:35:24.438 --> 00:35:26.547 It isn't very detailed 463 00:35:26.547 --> 00:35:33.429 but there is a certain movement 464 00:35:33.429 --> 00:35:35.191 And while we are at it 465 00:35:35.211 --> 00:35:38.795 Let's try to move the tail as well 466 00:35:38.795 --> 00:35:40.379 The tail keeps on 467 00:35:40.379 --> 00:35:42.844 moving like this to the side 468 00:35:46.280 --> 00:35:49.666 It is called follow through 469 00:35:49.666 --> 00:35:51.874 The tail itself does not have the urge 470 00:35:51.874 --> 00:35:54.933 But the body moving 471 00:35:54.933 --> 00:36:00.458 We will try to make it move along 472 00:36:00.458 --> 00:36:02.290 with a delay of about two frames 473 00:36:37.825 --> 00:36:40.468 Making it delay a bit 474 00:36:40.468 --> 00:36:42.537 The tail is moving along 475 00:36:55.937 --> 00:36:59.323 Run cycle and Jump cycle animation 476 00:37:00.349 --> 00:37:02.953 Now, let's try to run 477 00:37:02.953 --> 00:37:07.419 24 frame was enough for the work cycle 478 00:37:07.419 --> 00:37:11.221 but run needs to be faster than 1 second 479 00:37:13.686 --> 00:37:16.963 I will set it as 12 frame 480 00:37:16.963 --> 00:37:19.280 and create a cycle 481 00:37:19.280 --> 00:37:22.102 As you know from doing the work cycle 482 00:37:22.102 --> 00:37:24.082 run cycle isn't difficult as well 483 00:37:27.231 --> 00:37:32.468 First 0 frame, 12 frame, 6 frame 484 00:37:32.468 --> 00:37:37.092 the pose needs to be set first 485 00:37:37.092 --> 00:37:41.389 At first, I will create the running pose 486 00:37:41.389 --> 00:37:47.349 As you know from doing the walk 487 00:37:47.349 --> 00:37:49.785 At the very first 488 00:37:49.785 --> 00:37:52.240 it is a scene where the leg is spread 489 00:38:45.616 --> 00:38:46.962 The bear is running 490 00:38:49.082 --> 00:38:51.260 Do the same 491 00:38:54.745 --> 00:38:56.408 Select all of it 492 00:39:03.100 --> 00:39:05.856 Add the key to 12 frame 493 00:39:05.856 --> 00:39:08.493 After inserting the key to 6 frame 494 00:39:08.493 --> 00:39:10.532 Copy this key 495 00:39:18.280 --> 00:39:21.230 but make sure to check the slope when copying 496 00:39:21.230 --> 00:39:23.478 And copy it based in the slope 497 00:39:40.091 --> 00:39:40.824 Again 498 00:39:43.488 --> 00:39:47.924 The key of 0 frame and 12 frame 499 00:39:47.924 --> 00:39:52.547 Opposite from the 6 frame 500 00:39:52.547 --> 00:39:55.379 I will copy it in the opposite direction from the 6 frame 501 00:39:55.379 --> 00:39:58.131 The leg movement from 0 frame 502 00:39:58.131 --> 00:40:01.112 move over to 6 frame and in the opposite foot 503 00:40:01.112 --> 00:40:02.943 Paste it on 504 00:40:02.943 --> 00:40:06.993 But the values need to be checked 505 00:40:08.597 --> 00:40:10.795 It is okay to do the same for some parts 506 00:40:10.795 --> 00:40:12.646 But there are other parts where it can't be done in the same way 507 00:40:12.646 --> 00:40:13.765 There must be those parts 508 00:41:39.419 --> 00:41:42.191 For now, there isn't bouncing 509 00:41:42.191 --> 00:41:43.419 and it is simply running 510 00:41:46.131 --> 00:41:48.429 In 0 frame and 12 frame 511 00:41:48.429 --> 00:41:51.151 just operate it in the opposite way 512 00:41:51.151 --> 00:41:53.597 And in the middle 513 00:41:53.597 --> 00:41:55.844 in parts of 2 frame and 4 frame 514 00:41:55.844 --> 00:41:58.112 I will insert a in between 515 00:42:00.181 --> 00:42:04.419 2 frame is for landing 516 00:42:04.419 --> 00:42:06.498 Instead. compared to 0 frame 517 00:42:06.498 --> 00:42:08.844 It moves downwards 518 00:42:08.844 --> 00:42:12.072 4 frame is for jumping 519 00:42:16.032 --> 00:42:17.844 Set it to the side 520 00:42:43.894 --> 00:42:47.775 Move downwards and jump for 0 frame 521 00:42:47.775 --> 00:42:48.666 Landing 522 00:42:55.201 --> 00:42:56.240 Move downwards 523 00:42:58.805 --> 00:43:01.419 Jump and land 524 00:43:03.840 --> 00:43:07.141 While moving like this, the legs 525 00:43:10.429 --> 00:43:14.904 will be lifted upwards slightly more 526 00:43:14.904 --> 00:43:15.646 Jump 527 00:43:55.191 --> 00:43:58.330 Looking from over here, from 0 frame to 2 frame 528 00:43:58.330 --> 00:44:01.706 I will insert one more key 529 00:44:06.696 --> 00:44:08.310 It looks very good 530 00:44:09.983 --> 00:44:11.666 Same for the other side 531 00:44:11.666 --> 00:44:13.320 I will insert the key 532 00:44:21.656 --> 00:44:28.122 First, 8 frame to 2 frame 533 00:44:31.122 --> 00:44:34.172 The opposite for the X axis 534 00:44:34.172 --> 00:44:38.834 10 frame to 4 frame 535 00:44:38.834 --> 00:44:43.052 And the X-axis is a - 536 00:45:33.200 --> 00:45:36.932 If I play it, the bear is running 537 00:45:56.924 --> 00:46:00.280 Compared to work cycle, the run cycle 538 00:46:00.280 --> 00:46:03.250 doesn't have many key frames that needs to be set 539 00:46:07.211 --> 00:46:09.755 If you want it to run vigorously 540 00:46:09.755 --> 00:46:14.597 Instead of just giving rotation to the shoulders 541 00:46:14.597 --> 00:46:18.131 It is nice to modify the location value as well 542 00:46:25.280 --> 00:46:29.171 The run cycle is finished quickly 543 00:46:29.171 --> 00:46:29.781 and 544 00:46:37.834 --> 00:46:39.953 Lastly, the jump cycle 545 00:46:39.953 --> 00:46:43.498 will be proceeded 546 00:46:43.498 --> 00:46:47.438 The jump cycle will be done with a 24 frame 547 00:46:47.438 --> 00:46:50.894 The jump cycle will have a similar concept 548 00:46:50.894 --> 00:46:54.844 to the jumping mall that we have covered previously 549 00:46:54.844 --> 00:46:55.419 First 550 00:46:59.528 --> 00:47:01.389 set the HipCtrl 551 00:47:01.389 --> 00:47:03.627 and we will proceed from there 552 00:47:03.627 --> 00:47:07.864 Before the jump of jump cycle 553 00:47:07.864 --> 00:47:10.904 the anticipation 554 00:47:10.904 --> 00:47:12.320 needs to be done first 555 00:47:16.726 --> 00:47:17.983 In this condition 556 00:47:20.280 --> 00:47:21.458 I will set the anticipation 557 00:47:21.458 --> 00:47:24.141 until 8 frame 558 00:47:24.141 --> 00:47:28.904 In this condition, the 16 frame 559 00:47:28.904 --> 00:47:30.933 and 12 frame in between 560 00:47:30.933 --> 00:47:32.280 Let's execute the jump 561 00:47:41.062 --> 00:47:46.141 Then jump and land 562 00:47:46.141 --> 00:47:48.815 Set the landing to about this much 563 00:47:50.983 --> 00:47:51.815 Reaction 564 00:48:04.150 --> 00:48:06.308 Anticipation, action 565 00:48:07.696 --> 00:48:12.983 and then reaction, this is how it is done 566 00:48:12.983 --> 00:48:17.389 And then the foot 567 00:48:29.181 --> 00:48:30.864 Make sure to set the foot again 568 00:48:35.062 --> 00:48:38.310 It would be nice to modify the feet a little more 569 00:48:39.805 --> 00:48:42.131 Set it front and back 570 00:48:44.646 --> 00:48:45.636 From the side view 571 00:48:49.270 --> 00:48:50.983 when jumping 572 00:48:50.983 --> 00:48:53.082 Make sure that it can slightly hit 573 00:48:58.478 --> 00:49:01.359 Before hitting the surface, like this 574 00:49:04.013 --> 00:49:05.627 It would be more fun to do it that way 575 00:49:23.448 --> 00:49:28.280 And when the waist is bending 576 00:49:28.280 --> 00:49:29.963 It would be nice to bend it slightly more 577 00:49:43.290 --> 00:49:47.884 And for the head and waist 578 00:49:47.884 --> 00:49:50.369 If it moves along later than the pelvis 579 00:49:50.369 --> 00:49:51.300 It will be better 580 00:49:54.181 --> 00:49:55.488 about 2 frames 581 00:50:39.854 --> 00:50:42.983 It seems like too much 582 00:50:42.983 --> 00:50:45.359 Instead of shaking it too much 583 00:50:45.359 --> 00:50:48.587 it would be better to shake it slightly 584 00:50:48.587 --> 00:50:50.884 In this case, animation graph 585 00:50:52.953 --> 00:51:00.339 So now, the bear is 586 00:51:00.339 --> 00:51:02.775 tilting its head down 587 00:51:02.775 --> 00:51:04.825 It is the Rotate X part 588 00:51:04.825 --> 00:51:07.250 I will move the X downwards 589 00:51:07.250 --> 00:51:08.270 gradually 590 00:51:13.310 --> 00:51:15.151 Same for over here as well 591 00:51:33.496 --> 00:51:36.041 And lastly, let's do the arm 592 00:51:36.041 --> 00:51:43.872 For the arm, lift when moving down 593 00:51:43.882 --> 00:51:45.912 Whoosh when jumping 594 00:51:48.397 --> 00:51:52.357 Lifting up when coming back down 595 00:51:56.140 --> 00:51:57.892 reverting back to its original state 596 00:52:38.765 --> 00:52:42.735 The jump cycle is almost finished 597 00:52:42.735 --> 00:52:48.141 Lastly, the tail part 598 00:52:48.141 --> 00:52:50.953 Make it lift up when moving down 599 00:52:53.429 --> 00:52:54.874 Whoosh when moving up 600 00:53:20.795 --> 00:53:23.092 Currently, I used both pose to pose and 601 00:53:23.092 --> 00:53:26.448 straight ahead 602 00:53:26.448 --> 00:53:28.914 Overall, the key 603 00:53:28.914 --> 00:53:32.567 for body movement which already had the pose 604 00:53:32.567 --> 00:53:35.112 I used pose to pose 605 00:53:35.112 --> 00:53:38.270 For arms and tail 606 00:53:38.270 --> 00:53:41.112 I didn't know how it would turn out 607 00:53:41.112 --> 00:53:45.161 I looked back at the timeline 608 00:53:45.161 --> 00:53:47.141 and set the key on the spot 609 00:53:47.141 --> 00:53:50.854 This is straight ahead 610 00:53:50.854 --> 00:53:53.745 You can proceed like this 611 00:53:56.735 --> 00:54:00.062 And while we are at it 612 00:54:00.062 --> 00:54:01.973 I will make the eyes blink as well 613 00:54:10.448 --> 00:54:14.597 It is not an incredible movement but 614 00:54:14.597 --> 00:54:19.310 This walking, running, and jumping 615 00:54:19.310 --> 00:54:21.577 In other animations 616 00:54:21.577 --> 00:54:24.993 It can be considered as the most basic step 617 00:54:24.993 --> 00:54:26.983 Let's do an overview of 618 00:54:26.983 --> 00:54:28.458 what we learned in this lecture 619 00:54:28.458 --> 00:54:31.597 First, for the blinking animation of the character 620 00:54:31.597 --> 00:54:33.805 We learned about blend shape 621 00:54:33.805 --> 00:54:36.706 Second, the key for three cycle animation 622 00:54:36.706 --> 00:54:39.557 was set using the pose to pose method 623 00:54:39.557 --> 00:54:41.280 Today, what you worked on 624 00:54:41.280 --> 00:54:42.904 The walking and running motion 625 00:54:42.904 --> 00:54:44.290 looks simple but 626 00:54:44.290 --> 00:54:47.924 it is actually a quite difficult movement 627 00:54:47.924 --> 00:54:49.379 It is an action that 628 00:54:49.379 --> 00:54:50.577 we see on a daily basis 629 00:54:50.577 --> 00:54:52.953 So if there are small awkward parts 630 00:54:52.953 --> 00:54:55.686 It can be easily seen 631 00:54:55.686 --> 00:54:57.042 You didn't take the maya class 632 00:54:57.042 --> 00:54:58.706 for over 10 times 633 00:54:58.706 --> 00:55:00.666 But you finished a hardcore work 634 00:55:00.666 --> 00:55:02.141 I truly appreciate your effort 635 00:55:02.633 --> 00:55:03.618 Overview Blend shape animation Proceeding blend shape Blend shape: morphing method that follows the shape by identically copying modeling data target 636 00:55:03.618 --> 00:55:04.611 Double click on Select Tool When checking on Tool Settings Soft Selection Soft Select, it can affect the other vertex 637 00:55:04.611 --> 00:55:05.529 Select EyeLeft_Blink and apply Deform Blend Shape Check topology after checking 638 00:55:05.529 --> 00:55:06.579 Set value after inserting name to Edit Add Attribute Long name After selecting one eye, choose EyeLeftBlinkBS of INPUT, click on Edit Select Node 639 00:55:06.579 --> 00:55:07.614 The history order needs to be arragned well to decide the priority between smooth binding and blending shape 640 00:55:07.615 --> 00:55:10.115 Work cycle animation pose to pose method Split and insert movements between actions that have already been designated for important timing 641 00:55:10.115 --> 00:55:12.575 Used mostly in 3D or 2D animation straight ahead method Doesn't designate from start to finish Proceeds at once based on the time order Used in stopmo 642 00:55:12.585 --> 00:55:14.243 Create walking pose Insert the identical pose into 24 frame by copying Select the overall controller, press on S key from 24 frame to insert 643 00:55:14.243 --> 00:55:16.068 Sets the left and right foot in opposite location from 12 frame Open up Preferences before proceeding the animation to set the Time Slider to 24 fpsx1 644 00:55:16.068 --> 00:55:17.565 Move the body to the other side as much as the leg is lifted The pelvis and shoulders need to be parallel if the foot is on the surface 645 00:55:17.565 --> 00:55:18.686 Run cycle and jump cycle animation Create run cycle Create pose for 0 frame, 6 frame, 12 frame Based on pose when legs, body, and arms are running 646 00:55:18.686 --> 00:55:19.669 Insert the leg movement of 0 frame into the 6 frame of the opposite leg/ running hard needs location value modification as well as shoulder rotation 647 00:55:19.669 --> 00:55:20.680 Create jump cycle Able to proceed with 24 frame Insert jump action in between 12 frame and 16 frame, insert anticipation, action, reaction 648 00:55:20.680 --> 00:55:21.568 Modify to more waist bending as well as feet hitting the surface when jumping Head and waist needs to move 2 frames slower than the pelvis 649 00:55:21.568 --> 00:55:22.446 Body motions use pose to pose method while tail uses straight ahead method