Now that we have our walk cycle on a pretty good spot, no pun intended, because it's still sticking
on the same spot here, let's actually get it moving in space.
So let's think about how we need to do that.
To move it in space.
We need to figure out what distance it would need to travel and one stride.
And that's pretty easy to do based on the values that we put on the foot controls in the Z axis.
So if we take a look here, we can see we have an eight right there and we have a negative nine.
And we know if we scroll forward and we do the same thing here, we have the opposite on each other
for each of the feet there.
So what we can do is just pretty simple.
Math is eight plus nine is 17, but we need to do that twice because we have two strides across 40 frames.
So that'll be 34.
So let's get this back to zero.
It looks like accidentally maybe had some values here.
So I'm just zero that out.
And I'm going to open up the graph editor as well, which looks like I need to reset this panel by going
to panels, layouts, two panes stacked and then getting the graph editor up here.
And then I can just delete these other keys here, because we just want to zero it out and I'm in a
hole down command and shift and right click to get this all kind of framed up.
And I'm going to go back to the first frame and set a key by hitting us.
And then I'm going to go to frame 40 and drag this out to thirty four.
I can just type that number in here.
And you also want to keep in mind that this person, the skeleton character, is not slowing down.
It's a consistent walk.
So we don't want these tangent handles to be blind.
We want them to be linear.
So I'm going to go to the spline tangent here.
I think it has the wrong tool tip popping up for some reason right there.
Yeah, it says motion blur.
I think it thinks I'm doing these up here.
So it's just a little goofy thing.
Yeah.
Now it's fixed.
So it's called the spline tangent.
And so let's play this back.
And now we actually have our character walking in space.
And to get him to continue or her to continue walking straight, we need to cycle the animation.
So let's select all of the curves here.
And I'm just going to check off the joints and the geometry and I'm gonna select all of the curves.
I'm going to deselect the locator that we have translated this character in.
And so now I know when I select all the curves, I'm going to add a to make sure I frame up on all my
select all occurs.
I'm going to go to Curves, post infinity and I'm going to go to cycle.
And with the view infinity turned on, we can see these dotted lines and we can continue this animation
as far as we want to basically.
So now when we hit play, that animation will continue, but we need to do something special with the
locator itself down here, which is what is doing the translating.
We need to continue this same kind of trajectory of this speed over time with with the rest of the animation
so we can try to figure that out with more math.
Or what we could do is just select this key frame and with the spline tangent applied so we can see
the tangent handles are also going in the direction that we want it to go in.
We can go to Curve's post Infinity Linear, so that will keep the animation going.
So now when we hit play.
I'm just going to dislike the character so we can see it without at all selected, it will continue
going past the frame 40.
Now we have maybe some slight foot slides here, maybe not.
It's hard to tell.
Yeah, the feet might be sliding just a little bit, but that's nothing really difficult to clean up
its way, way quicker to do this if we need the character to walk a distance than it is to animate every
single step.
Right.
This is the power of cycles, right?
We can make a cycle and then we can have it continue as long as we have the math figured out for how
to translate it.
So it's pretty cool.
The other thing that this allows us to do is see and catch other things that we need to polish up.
So the next lesson we're going to take another look at how we can polish up this walk cycle a little
bit more now that we can see it moving in space.
So I'll see the next lesson.
Thanks for watching.