Animation Timing

Before diving into the animation process, let’s take a look at the timing, which is what will define the speed of the animation (see Figure 12.4).

Image

Figure 12.4 Another view of the Timeline, showing the poses on the top row and the frame numbers on the bottom row

What Figure 12.4 represents is the frame numbers in which you should create the poses for the animation. Even though the poses are shown using this specific timing, you can create them in different frames and place them later using the animation editors (especially in the Dope Sheet). You can even use different times if you want to make Jim walk faster or slower. Basically, what you can see in the Timeline is that each main pose appears every 10 frames.

Let’s now study the process you can follow to create the animation and add keyframes easily:

1. Set your animation to start from frame 0 and end at frame 40.

2. Pose your character in frame 0 with the first contact pose. Set a keyframe to all the bones of the rig (you can select the Whole Character keying set and, with any bone selected, just press I).

3. Select all the bones (A) and copy this pose by clicking the button on the header or press Ctrl + C. Go to frame 20, paste the mirrored pose by clicking the button on the header (or Shift + Ctrl + V). Set a keyframe. Move the timeline to frame 40 and paste the pose normally (Ctrl + V). Set another keyframe. You now have all your contact poses in place! The reason for creating those keyframes first is that now, if you go to the frame 10, you’ll have an intermediate pose almost ready.

4. Pose the character so he looks better and make sure the pose for his feet is good to go (one on the floor and the other in the air). Insert a keyframe, copy this pose, and mirror and paste it into frame 30. Set another keyframe.

5. A few frames after the contacts (poses 1 and 4), adjust the poses to place the foot in front, completely on the ground, and keep elevating the back foot on its toes while you slide it back. These simple poses (also called breakdowns) will give a more natural look to your walk cycle.

6. Adjust the poses and copy them to the other moments of the animation. Also, if you want to make everything smoother, you can adjust the animation curves in the Graph Editor: if a curve is looking very rigid and not smooth at all, modify it while you play the animation to get instant feedback.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
3.15.168.199