2nd pass blocking
2nd pass animation
polished walk cycle
2nd pass blocking
2nd pass animation
polished walk cycle
In my walk cycle Jacqui helped me with the sliding feet problem by undoing what I had done trying while trying to fix the sliding heel, and by making the graph straight again on that part of the cycle for Z translate for the feet. We looked at the length of the stride to see if it equaled the addition of the length of the parts of the steps but that was correct. It actually required typing in minutely higher values on the Z translate of the global control… Voila! his foot is now firmly planted as he walks forwards.
Today we did a new animation using straight ahead animating. We had to remember to include all the things we learnt in the first lesson like staging, anticipation, follow through etc. We were given a rig called Moom created by some clever person and he is very cute. It was much faster than the other way of animating and we did it all in 1 lesson. SO MUCH FUN!!!
I can’t resist playing with Moom and improving him. Best homework ever. I made his arms swing in arcs, first to the front to balance him as his body leans back in the crouch in anticipation of the jump and swinging down then up to the front in his jump.
Today we polished the walk.
We added the values of the right foot at frame 1 and 12 and then put that amount in the CoG control at frame 12 and 0 at frame 0 then cycled it with offset so that the walk continued forwards.
We had to play blast our walks and look for the faults. We spent the rest of the time polishing, fixing faults and making the curves nice and smooth.
More polishing of the walk cycle. I had the problem of the foot sliding backwards as the heel hit the ground. I tried to fix it on the graph but I made it worse so that the whole foot kept sliding slightly and I need expert help. I will ask Jacqui.
More work on the walk cycle today- 2nd pass animation.
I saw that my un-figure of eight in the motion trail of the hips was not acceptable because it is too jerky even in a man , so I fixed it but he still has a manish bum flick.
We focused on 2nd pass animation which is improving timing and spacing.
Timing is the beat and spacing is the transition from beat to beat.
We experimented with timing by dragging all the keys at frame 3 and 15 forward by 1 frame to see how it looked different. We continued this moving of keys and made him have a limp by making 1 step fast and 1 slow etc.
Then we changed spacing by altering curves eg to make the toe hit the ground more sharply and we moved his front foot up at the front as it swings forward to make the toes miss the ground. Also we checked to make sure all curves were nice and rounded.
Then we did the same for our own walks, which is harder. I had put some curves backwards til I realised with some help from Jacqui.
I am looking at my curves and there are many that are not the same on both legs, probably because I was fixing one leg earlier, so I am comparing curves and where the keys are and values and making the worst leg the same as the best. I deleted most keys in the hips rotate Y axis and it is much smoother now. I found it challenging to get the move from ball roll to foot rotate X to be a smooth transition so that the foot doesn’t jump or fall underground at the point of lift off, but perseverance did it, by comparing the graphs of ball roll and rotate X and making them both straight and the same angle there.
I made the walk cycle twice as long on the dope sheet to see how it looked but it’s too slow. I did it again stretching it on the graph editor to frame 36 and it looks much better
1st pass animation- modifying tangents and adding details.
We changed the settings on the animation preferences to auto instead of clamped and stepped. Then we changed the hips curves to spline and the feet curves to plateau but Jacqui said at first to do the feet curves flat to keep the feet planted on the floor.
We work on 1 part of the body at a time and 1 or 2 curves at a time, layers again, then copied the values to the other side to keep it even.
We gave package man a more manly walk by making his little hip swings less rounded and more clipped with small flicks of his bum in rotate Z.
By selecting all the keys then clicking view, then infinity, then curves, then post infinity, then cycle- the curve repeated ad finitum, same with pre infinity which similarly repeats it before the curve. This helped in adjusting curves at the start and end keys.
By again selecting all the keys, then clicking animate then create editable trail, the curve of the movement of the body part became visible at the character. This made it possible to see where movements needed to be altered to make nice arcs. The hips made a figure of eight and the feet a kind of semi-circle from the side and an arc leaning out at the top from the front.
Then we caught up on buffer curves which the drama of lockdown had caused us to miss last lesson- click curves then buffer curves and the place of the original curve is visible when you change it and you can return to it buy clicking swap buffer curves.
Again we endured the suffering and humiliation of having everyone in the class try to find everything that they can that’s wrong with our individual animations, it is good for the character (I mean mine not the model’s) but also very helpful in seeing ways to improve the walk. I have to rotate Y more in the hips so that the hip swings forwards more with the foot, swing the feet out more because I am making him walk like a woman and bend the back foot up, ball roll, in the up pose to bend that leg a bit because it is too straight.
I did the same for my characters walk…. this is when I made his hips not be a figure of eight any more.
We continued blocking the walk cycle today. 1st we moved all the key frames to every 3rd one.
We looked at our own and each others walks again and noticed that women bring their heels in as the walk. Then we altered the translate X of the feet swing them out in the middle of the lifted part of the walk and we turned the feet out a bit using ball twist. It swings out or the heel swings in just before hitting the floor in the up pose.
The foot rolls as we walk. We rotated X and roll ball to roll the foot and the ball.
Last we added some flick to the toes.
We then looked at our own animated walks and suggestions were made to improve them.
We had a ‘lockdown lockdown lockdown’ in the middle of class and hid under the desks and we didn’t get to learn about buffer curves but I had a nice rest lying flat on my back and studying how they kept all the electric cords neat.
I worked on my own walk animation and the 1 for class. I made the suggested improvements of bringing the hips forwards to give a lean into the walk, lowering the hips a bit so the up pose could be higher than the passing pose and increasing the up and down movement in the different poses so there is more difference between poses and this gave it more life.
I did the 2nd pass blocking- adjusting roll of the feet, ball twist to turn out the foot and translate X to swing the foot around the other leg and toe tap to flick the toes in follow through. I adjusted the hips also adding some Y rotation to swing it forwards with the forward foot a little, but it wasn’t enough.
I increased rotate X of the feet on the pass through because the angle was static from the down pose and it needed variation.
We learnt the characteristics of a walk today. It was as always a fun class. We took turns walking around for each other. This is what we learnt about the walk cycle:
5 poses of a normal walk
contact pose– foot hits ground, do this extreme pose first at the start and end, defines the walk, character eg rich or poor, determines the stride- big or little, is the normal height of the walk
up pose- high point, back foot pushes up do 3rd. I had the raise it up on the back foot to correct my drawing.
contact pose– foot hits ground, do this extreme pose first at the start and end
Adding the other step so it can cycle seamlessly- note the head moving up and down
Hip swing back and front and up and down making a figure eight
Feet roll on the ground
Then we followed Jacqui and did it in Maya. We did these things to make package man’s legs do the walk cycle:
I downloaded Maya 2014 because my 2013 version was playing up a bit and also so I could open files I had saved in class as a binary file, my 2013 couldn’t open them.
I blocked some of my own legs walk cycle referencing my sketches and play blasted it… fun fun fun 🙂