Animation Basic Basic Animation 2
Hello
I'm Park Junyoung, in charge of the basic 3D animation lecture
In this lecture, based on the character set that we have created
1 second, 24 frame length
cycle animation will be made
Jumping in place
Walking in place
Running in place
These three movements will be created
In addition, the blinking animation will be inserted
Shall we execute maya?
Blend Shape animation
In this lecture, we will start with blend shape
We will proceed from there
What blend shape is
It creates a modeling data target and
it copies the target
it orders to copy the shape
It is a type of morphing tecnique
Instead of explaning, showing you how it is done
seems to be efficient
First, this part which the binding is done
This Eye Left object will be copied
Before that, I pressed on Eye Left
If you want to set it from the Outliner
You can press the F key
As I mentioned before
What is seen from the view port, when selecting something and pressing on the F key
It is the same thing
Ctrl+D on this
I will Duplicate this
Then 1 will be created in the back
You can tell that it has been copied, right?
But if you look on the right side
If you implement binding for the bone and modeling object
It will be locked like this
So this object that is locked
Select the channel box, click on the right button
Unlock Selected
The reason why we do this is because
It won't move if it is not unlocked
If it is locked up in gray
Then click on Unlock Selected
Ctrl+C like before
And click on Unlock Selected
Like this
The reason why I clicked on Unlock Selected is because
It needs to be squashed like this
but it can't be squashed if it is locked, right?
I will simply squash it like so
Click right to Freeze
If you press on F8 after selecting these two
Even if they are different objects, simultaneously
It can be set to vertex mode
Create this to vertex mode
And if it is set to vertex mode again
then it will be separated
Normally, select two from here and to operate simultaneously
You can press on F8
Then face mode will be operated at the same time
Vertex mode, edge mode can all be done at the same time
First, set to vertex mode and
in the middle
Select vertex mode
Then I will put it up to the front and back
But it can't be just set up
If you look on the left side, there is the Select Tool
If you click on it twice
Tool Settings will pop up
From over here, Soft Selection
If you press on it
It provides feather value to the vertex that I have selected
Also to the others standing next to it
it can also influence them as well
So if you lift it up like this
This value can be given more
about 1.5 additionally
Like this, it can be done easily
It is kind of easy
I made it into a smiley face
In this conditon, the previous
EyeLeft1, EyeRight1 will be
Blinking with EyeLeft underbar Blink
It will be set as EyeRight underbar Blink
And these can be hidden by presing on Ctrl+H
It turns gray from the Outliner as well
But in the channel box
it will be Visibility off
It is turned on again when pressing on number 1
It will turn off after typing number 0 in this condition
The shortcut key will be Ctrl+H, Shift+H
It will turn on when presing Shift+H
It is turned off after pressing Ctrl+H
Let's leave it like this
First, from the left eye
click on EyeLeftBlink
select the eye
Deform, Blend Shape
Make sure to check that Check topology is turned on
Apply
Then from input node, on top of skincluster
Blend Shape will pop up
Click on this
Bring the mouse over to the view port
While pressing on the wheel
You can see that right and left will change this way
Same as before, select EyeRight Blink
Select EyeRight
Deform, Blend Shape, Appy
Something called Blend Shape2 has appeared
You can operate it like this
Something that appears in the blend shape input node
the name can be modified by double clicking on it
So EyeLeftBlinkBS
Like so, the naming that only you would recognize
it can be modified like so
And this will be connected to the head joint area
How will that be done?
If you look at the head joint area
In the channel box, Translate and Rotate
There are even Scale, Visibility
I will be inserting two more channels in here
If you press on Edit, Add Attribute
Write EyeBlinkLeft on the top
Minimum 0, Maximum 1
If you press on Add, one more will be created
Same as before, EyeBlinkRight 0 and 1
Apply
So if we move this back and forth
Its eyes will be blinking
How can it be connected?
Windows, General Editors
If you open up Connection Editor
it looks a little complicated but
It is not complicated at all
In the Connection Editor
after selecting the head controller
Since there are these channels in the head controller
Reload Left
If you scroll to the bottom, these two appear
Select the eye
Choose the LeftBlinkBS of the input
Edit, Select Node, Reload Right
You can see that it says weight
If you press on this weight
This part, where we have set the value
It can be seen
So connect the left like so
If it is connected, it will pop up in yellow on the channel box
It sets the connection
In addition, click on the right and left eye
Select Node
For this, select the right eye
Then it is finished
Then like so
The bear is not that pretty but
It has a face, right?
And there is one more thing that needs to be done
You can make this face but
When a facial expression is set while the face is rotated
It becomes weird
If you look at the input node
there is a history that says
the skincluster has been binded
It is because rather than the skincluster, this blend shape is
on the top
So the blend shape and the skincluster's
order needs to be rearranged
Not only from maya but
from blender or max as well
According to the order of the history
whether smooth binding comes first or
blend shape comes first
Depending on the order
a twisted event like this might happen
So this order needs to be set in the right way
So how it's done is
it changes the history of the input
So if you are clicking on the right
a menu called Inputs can be found
Then there, if you press All inputs
List of input operations for eyeleft
Because this is the EyeLeft
Drag this using the wheel key in the middle of the mouse
Drag it down or up
which allows you to change the order
For this, as well
then the order of this input has changed
Then it turned out fine, right?
The one that is from the past
will always be accumulated in the bottom history
So the recent one will be accumulated on the top
So once the blend shape eye movement
has been executed first
The binding of the bone and the geometry of the eye
will be operated. That is how you should consider it
When rigging, if you don't have basic knowledge like this
Even when you make something
it tends to be twisted
So after working hard on the binding
Overlaying the blend shape on eyes, nose and lips
Lips move, eyes blink and wink
You have made all this but
When the face is rotated
The beautiful facial expression of the eyes, nose and lips
don't follow along
but instead stay in the same place
Tragedies like this could happen
It is a simple function
These situations happen when you don't know this function
which will make you frustrated when working
Now, re-save the bear rig file
Work cycle animation
Now, we will be working on animation
So, before going into the animation
Ctrl+Shift+S
Press File, Save Scene As
and I will create a separate animation file
From now on, into a 24 frame 1 second long looping
the animation will be proceeded
Now, the animation method
will be a method called pose to pose
What pose to pose is
On important timing
designate the action first
and the movements will be inserted in between the actions
It is a method that splits and inserts
There is an opposite concept called straight ahead
What straight ahead is
it doesn't designate the action from start to finish
but it keeps on proceeding
So pose to pose
proceeds while calculating
the action from start to finish is
already planned out in the head
and the actions are split in the middle
The calculation is relatively done
in this method
Straightahead will do some of the calculation but
it doesn't designate from start to finish
It follows the time order at once
in order to proceed
so a coincidence or
a fun moment that is coincidental
can be found through it
But compared to pose to pose
it isn't planned out throughly
and it takes more time
Sometimes it finishes faster
It is an intuitive, spontaneous approach
So 3D animation or 2D animation
often use the pose to pose method
In case of straight ahead
It is often used in stop motion
But 3D or 2D
can use the straight ahead method
There is no rule saying that it can't
So if it suits you while working
you could use the straight ahead method
No one will stop you or
regulate you
With the pose to pose method
We will create a work cycle
First, I will set the primary pose
To start with, I will slightly twist the body
I have set the pose
and then this pose
will be copied onto the 24 frame
There is no need to copy through Ctrl+C, V now
Currently, the controller that I have grabbed and moved
After selecting all of it
Do the same in the 24 frame
Press on the S key and insert it
In any case, it is the same thing
And then in the 12 frame
Opposite from the current pose
the location of the left foot and right foot
It will be proceeded in the opposite location
First, I will start with the body
It would be best to insert -14 accurately
It was - over here, so +8
It was - over here as well, so +
And now I will move on to the legs
Copy the 9 frame of the left leg
to the 12 frame of the right leg
You can paste it on
Then on the other hand, the 0 frame of the right leg
to the 12 frame of the left leg
It needs to be pasted
This is for the legs, but it is slightly different for the arms
Since the arms is a rotational movement
it is slightly different
The 0 frame of the left arm was -26
then to the 12 frame of the right arm
+26.045 should be inserted
The 0 frame of the right arm was -36.119
+ for the 12 frame of the left arm
It needs to be done like this
Like this, to look at it simply
It turns out like this when being played
I mentioned it once in a previous lecture
Before proceeding the animation
open up Preferences
And make sure to set the Time Slider to 24
That way, we can tell if it is being
proceeded into a 24 frame
And this part, the bottom of the arm
The 0 frame of the left arm is -30.577
then to the 12 frame of the right arm
insert +30.577
And for the 0 frame of the right arm, it is 23.483
Alter this to a -
This is how it should be inserted
If we play it now
it moves in a sliding motion
Then from here
From 0 frame to the 12 frame
it needs to be split
Therefore
One from the 3 frame, one from the 6 frame
one from the 9 frame, that is how it should be split
The current poses are one and two
The 24 frame that reverts back to the original condition
If we count what is identical to the 0 frame
There are a total of 3 poses
Now, I will split it once more
First, compared to other poses
I will split the waist part, first
From this condition to the 3 frame
the waist needs to move down a little
And 6 frame, 9 frame
And slightly move up from the 6 frame
Move up quite a lot from the 9 frame
Like so, move up and down
Move up and then back down
Like so, from the 12 frame
to the 24 frame which is the applied range
Now, I only operated the up and down movement
So 1,2,3,4
On to this area of 3 frame
Ctrl+C the Translate y-axis
Insert indentically in the 15 frame area
Since there is an Auto key
When you just change the location of the key
You can see that the key is naturally inserted
And insert more of number 4
If it is operated like so
You can see the bouncing, right?
Only the waist has been inserted but
It feels more like actually walking
In this condition, maybe
If the legs can be set a little more
It will feel more like actual walking
Currently, this left foot
looks like it is slightly kicking the surface
Instead, lifting the leg and stretching it
then landing on the surface is the movement that we need
So move over to the side view
Make sure to give the feeling of slightly kicking the surface
It is stepping on the surface, right?
So, the leg needs to be acting
like it is slightly lifting up
Like this
Kick and lift
And over here, before landing
The movement of stretching the leg is a necessity
Like this
It looks good until now, right?
And the rest, 15 frame
In this part, take the foot downwards
Bring down the leg that was lifted
and make the foot which had the front lifted, into a flat version
Then the knees are able to be bended
This part still needs to be flat
From here, the foot seems to stretch out a little bit
And it would be nice if the heels are slightly lifted as well
Then stretch the leg upwards
It would be nice to have the heels lifted a lot
This part is where the leg gets the longest
I will play it
The left side is finished
Now we will move on to the right side
Copying and pasting the left side
will be a great idea
So this part from the 15 frame
after copying it
paste it to 3 frame
Let's play it after setting it
We can see that the bear is walking
Very cute
It is moving its head side ways
If the head moving looks too dizzy
You can adjust it
It turned out like this
Hold it, and now for the arms
For the arms, the upper side
doesn't have any work to be done
Only the bottom part needs to be worked on
I will start with the left arm
For the left arm, it moves to the front
and before moving backwards
It would be nice to bend it once in this frame
And when moving from the back to the front
It would be nice to straighten it at about 18 frame
Now, if we proceed with 23 frame
It is played without any pause
The arm is straightened and then folded
Straightening and folding looks very natural
Create 23 frame again
Do the same at 6 frame
This was 43.993
Take out the - from 18 frame
and insert it
This one was -2.231 in the 18 frame
Take out the - from the 6 frame
And make it into a +
It being cut off abruptly
it is the same movement for the 0 frame and 24 frame
The others move one frame at a time but
Only for these, when they overlap from here
it moves two frame at a time
which is why it feels disconnected
In this case, set it to 23 frame
and continue the looping
In order to make it cuter
If the center of mass is moved
it can result to a more appealing movement
When only one foot hit the surface
Normally, looking from the front
It looks like it might collapse to the right
Usually, if this happens
the center of mass will move
When two legs are on the surface
it allows the body to be on the center of the grid
the more that one leg is lifted
It would be nice to rotate the body slightly to the opposite direction
I will do the same in the opposite way for this side
I will adjust the face rotation as well
so that it can face the front from time to time
Make sure to adjust it that way
And if there is more to add
it is to continue the connection of center of mass
When both feet are on the surface
It allows the pelvis and the shoulder to be parallel
But when the body is
when one of the leg is lifted
The pelvis on the side of the lifted leg
tends to move downwards
Quite slightly, like this
But when the pelvis has
a slight slope
opposite from the pelvis
There will be a slope for the shoulder
In order to make the face parallel
To set the parallel from the angle
It is a unique trait
I will try to play it once again
It seems like there is more bouncing
And lastly
I will make the eyes blink once
It isn't very detailed
but there is a certain movement
And while we are at it
Let's try to move the tail as well
The tail keeps on
moving like this to the side
It is called follow through
The tail itself does not have the urge
But the body moving
We will try to make it move along
with a delay of about two frames
Making it delay a bit
The tail is moving along
Run cycle and Jump cycle animation
Now, let's try to run
24 frame was enough for the work cycle
but run needs to be faster than 1 second
I will set it as 12 frame
and create a cycle
As you know from doing the work cycle
run cycle isn't difficult as well
First 0 frame, 12 frame, 6 frame
the pose needs to be set first
At first, I will create the running pose
As you know from doing the walk
At the very first
it is a scene where the leg is spread
The bear is running
Do the same
Select all of it
Add the key to 12 frame
After inserting the key to 6 frame
Copy this key
but make sure to check the slope when copying
And copy it based in the slope
Again
The key of 0 frame and 12 frame
Opposite from the 6 frame
I will copy it in the opposite direction from the 6 frame
The leg movement from 0 frame
move over to 6 frame and in the opposite foot
Paste it on
But the values need to be checked
It is okay to do the same for some parts
But there are other parts where it can't be done in the same way
There must be those parts
For now, there isn't bouncing
and it is simply running
In 0 frame and 12 frame
just operate it in the opposite way
And in the middle
in parts of 2 frame and 4 frame
I will insert a in between
2 frame is for landing
Instead. compared to 0 frame
It moves downwards
4 frame is for jumping
Set it to the side
Move downwards and jump for 0 frame
Landing
Move downwards
Jump and land
While moving like this, the legs
will be lifted upwards slightly more
Jump
Looking from over here, from 0 frame to 2 frame
I will insert one more key
It looks very good
Same for the other side
I will insert the key
First, 8 frame to 2 frame
The opposite for the X axis
10 frame to 4 frame
And the X-axis is a -
If I play it, the bear is running
Compared to work cycle, the run cycle
doesn't have many key frames that needs to be set
If you want it to run vigorously
Instead of just giving rotation to the shoulders
It is nice to modify the location value as well
The run cycle is finished quickly
and
Lastly, the jump cycle
will be proceeded
The jump cycle will be done with a 24 frame
The jump cycle will have a similar concept
to the jumping mall that we have covered previously
First
set the HipCtrl
and we will proceed from there
Before the jump of jump cycle
the anticipation
needs to be done first
In this condition
I will set the anticipation
until 8 frame
In this condition, the 16 frame
and 12 frame in between
Let's execute the jump
Then jump and land
Set the landing to about this much
Reaction
Anticipation, action
and then reaction, this is how it is done
And then the foot
Make sure to set the foot again
It would be nice to modify the feet a little more
Set it front and back
From the side view
when jumping
Make sure that it can slightly hit
Before hitting the surface, like this
It would be more fun to do it that way
And when the waist is bending
It would be nice to bend it slightly more
And for the head and waist
If it moves along later than the pelvis
It will be better
about 2 frames
It seems like too much
Instead of shaking it too much
it would be better to shake it slightly
In this case, animation graph
So now, the bear is
tilting its head down
It is the Rotate X part
I will move the X downwards
gradually
Same for over here as well
And lastly, let's do the arm
For the arm, lift when moving down
Whoosh when jumping
Lifting up when coming back down
reverting back to its original state
The jump cycle is almost finished
Lastly, the tail part
Make it lift up when moving down
Whoosh when moving up
Currently, I used both pose to pose and
straight ahead
Overall, the key
for body movement which already had the pose
I used pose to pose
For arms and tail
I didn't know how it would turn out
I looked back at the timeline
and set the key on the spot
This is straight ahead
You can proceed like this
And while we are at it
I will make the eyes blink as well
It is not an incredible movement but
This walking, running, and jumping
In other animations
It can be considered as the most basic step
Let's do an overview of
what we learned in this lecture
First, for the blinking animation of the character
We learned about blend shape
Second, the key for three cycle animation
was set using the pose to pose method
Today, what you worked on
The walking and running motion
looks simple but
it is actually a quite difficult movement
It is an action that
we see on a daily basis
So if there are small awkward parts
It can be easily seen
You didn't take the maya class
for over 10 times
But you finished a hardcore work
I truly appreciate your effort
Overview Blend shape animation Proceeding blend shape Blend shape: morphing method that follows the shape by identically copying modeling data target
Double click on Select Tool When checking on Tool Settings Soft Selection Soft Select, it can affect the other vertex
Select EyeLeft_Blink and apply Deform Blend Shape Check topology after checking
Set value after inserting name to Edit Add Attribute Long name After selecting one eye, choose EyeLeftBlinkBS of INPUT, click on Edit Select Node
The history order needs to be arragned well to decide the priority between smooth binding and blending shape
Work cycle animation pose to pose method Split and insert movements between actions that have already been designated for important timing
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
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
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
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
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
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
Create jump cycle Able to proceed with 24 frame Insert jump action in between 12 frame and 16 frame, insert anticipation, action, reaction
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
Body motions use pose to pose method while tail uses straight ahead method