OK, we're back working on this walk cycle, I just to open up this scene 11 walk cycle start and so
I'm going to select everything and you notice I'm grabbing maybe some things I don't want to grab.
Let's just make sure we have joints and geometry selected off.
I'm going to click and drag again.
And I think it's because this locator selected.
Everything's located under that.
So it looks like we have geometry, like when we don't actually.
So I'm going to dislike that.
And with all these key none you can see our last key is on frame 20.
So if we wanted to see this kind of loop, we would reduce it down here.
But we know currently we only have one step and we need to duplicate this over to the other side.
So because our animation ends on frame 20, we need to double that to frame 40 so we can just type 40
in here.
And now we can start to mirror these poses over onto the other side.
So currently all the animation stops here, but we know we want this pose back at the end because we
want this to loop one entire time.
So for this to loop one entire time, we need to start with our right foot forward.
And that goes and now it's back and now it needs to come back for it again, meaning it needs to be
back in this pose that we have on frame one.
So because we know that we can actually just middle mouse drag this frame, I'm just going to hold on
middle mouse and drag it down to frame 40 and had a key frame there.
So now when we're after frame 20, we can see this kind of slides back forward.
So all we have left to do is add in this middle key frame here, which if we go into our graph editor,
it might be easier to see.
So it's spacebar.
I get the four of you, which I don't want someone headspaces bargain over the perspective.
You all hold down space bar and go to panels layouts.
Oops, two panes stacked and then I'll choose this one to be the graph editor.
I'll be a little easier to see these in betweens.
I'm just going to go ahead and hit S on these as well.
So we know, you know, this is kind of a landmark in between.
And when I say in between, that's actually a technical animation term.
In between are, you know, historically when you were drawing animation, you would have the key poses
and have the key artist's key animators draw those poses.
And then you'd hand those off to The Inbetweeners and those that was a whole position you were in between
her.
And when we're doing 3D animation, that is one person.
You're doing everything, you're doing the keyframes and you're doing the in betweens.
So we know this is an in between and it needs to match this in between, but with the other side.
So let's first start by taking a look at the COAG.
We can see that this is not the same.
Right.
We want this Y to be about the same as the other in between.
And it looks like we have to translate X, but instead of going the same way.
Right.
We don't want to go over the foot that's off the ground.
We want it to go the other way.
And if we wanted to mirror it exactly.
We need to take a look at this value.
We can see this value in the graph at over here.
So we have a negative one point one.
So we could just click this and drag it up to one point one.
And I'm just holding down shift and middle mouse dragging.
So it's about in the neighborhood, so, you know, the center of gravity needs to go over the foot
that's actually on the ground because that's where all the balance is going to go, right when we keep
our weight over our feet.
If not, we'll just fall over.
OK, so now we need to pick up this foot.
And if we look at frame 10, we can kind of see how this foot is picked up and we need to do the same
thing for this other side so we can see there's some value here, which looks like it's rotating and
it is about 45 degrees.
So if we click this and we go to the in between we're working on now, we know we can go ahead and drag
this to about 45 degrees.
And if you know just what happens when I click this and dragged it, nothing really happened are not
a lot happened, because if you look over here on the Y axis, you can see that we're working with very
small values.
So what I do is hold down shift command and Eirik right click and I can scale this down.
You can see how these values change.
So now it's a much bigger scale.
So now when I click a move that's going to move a lot further and when I let go, I can see the values
here.
Twenty one and we're looking for something like forty five ish.
That's close enough.
And they can drag this up so that the toe is just off of the ground.
And it's pretty close, and then we can make sure that this roll on this foot is all the way to zero
square to the foot roll and at zero.
And now let's play this back when it's baseball over this way and see it in full view here and a plain.
So now we basically have a walk is very generic and there's a lot left to do on it.
So in the rest of this course, I want us to polish this right.
It doesn't take much to get to this stage of it.
But really, you know, what separates a good animation from bad animation is that final 10 percent
that usually takes, you know, not 10 percent of the time.
It takes even more of the time proportionally.
So meaning we're going to spend a lot more time to make this look way more polished than it currently
is.
And so in the next lesson, we'll continue to break this down into even further poses, because when
we select this one, we look at it.
You know, we only have basically four poses because we know this beginning and end pose as the same.
If we click between them, we can see they're the same.
So that's a cycle.
And one other thing to keep in mind is we don't want to play the same frame twice currently while we're
playing this back, we're going from this frame all the way through or playing this frame again, and
then we're playing it again.
Right.
So if you actually want to loop this, we need to cut off that last frame because it's going to share
the same frame as that.
So when we play this back now, it should actually be a loop, like a proper loop.
We're not going to have duplicate frames here.
So you can already see when we start to analyze this, we have some new pops here at the back of this
stride.
I don't think we're getting it on the other side.
So there might be some inconsistencies on how we mirrored it.
We can evaluate that in the graph editor and as we further break things down in the next lessons.
Thanks for watching and I'll see you there.