I just get to know you yesterday, pretty small words but your videos are believe me very very very very helpful, u have all the videos i needed and you explained them soo clearly. I learned how to do lipsing by watching your whole 2 videos on lipsing tutorial yesterday. I hope one day you get the recognition you deserve buddy. Respect
This got flagged for moderation unfortunately (not sure why). I released it so you can refer back to it if you need. You gave me a great idea though, I'm going to look to do a future video on quadruped walks.
I'm glad the video helped. While this is just the standard walk, a limp would be a bit of a variation. I would start with the walk, then change some of the motion on one of the legs. While it would depend on the type or amount of limp. Is it slight, like the character has a hurt toe, or more severe, like the character has been bitten by a tiger! I'd start off with some reference, perhaps a video of you acting out what sort of limp. Then incorporate that into the walk. The character would, most likely, have it's weight over the stronger leg, and would take quicker steps with the strong leg, as it would not want to put too much weight on the weaker leg. I help this helps.
@@StephenAnimates Hey, I did the animation, filmed myself for reference and the result was pretty great, it was some kind of a "limp for life" because the character had a severe injury years ago. so it needed to be not too hard and not too soft. I was wondering if, during the translation, it needs variation of speed, like faster on the weak leg and slower and the strong leg, in the end I went if a normal translation with no change of speed and it seems to work well... Anyway, walks are definetely a thing to practice multiple times, especially walks with translations
It does take practice. It often helps to create different types of walks with different rigs, or even different locomotion, such as a skip or a run. Video reference is such a great way to figure out what you want. Things will also happen in the reference video that you may not expect which you can then incorporate into the animation. For what you want to do, it would certainly be a different pace on one leg than the other. When translating the rig (the control) and animating the character forward for each step, keyframe the control to stop. This is so the foot will not look like it's sliding on the ground when the character has weight on it. I hope that helps.
I just get to know you yesterday, pretty small words but your videos are believe me very very very very helpful, u have all the videos i needed and you explained them soo clearly. I learned how to do lipsing by watching your whole 2 videos on lipsing tutorial yesterday. I hope one day you get the recognition you deserve buddy. Respect
Thanks, I appreciate that. I do get a lot of recognition in what I do. Good to hear you say that though.
@@StephenAnimates you have earned it by the ways of explaining how to animate👀 💯💯
Thank you for this! I'm going to take this info and attempt it with a quad-walk! Wish me luck and I'll report my findings, haha!
Video Tags for Myself Later:
7:23 Measuring Feet
11:57 Moving Character Forward
13:47 Moving Knees
16:08-21:15 Foot Movement/Placement
21:55 Body Movement In-Betweens
23:23 Foot Adjustment
26:43 Cycle/Cycle with Offset
You're welcome future me!
This got flagged for moderation unfortunately (not sure why). I released it so you can refer back to it if you need. You gave me a great idea though, I'm going to look to do a future video on quadruped walks.
that's exactly the video I was looking for ! However, what if the character is limping for example ?
I'm glad the video helped. While this is just the standard walk, a limp would be a bit of a variation. I would start with the walk, then change some of the motion on one of the legs. While it would depend on the type or amount of limp. Is it slight, like the character has a hurt toe, or more severe, like the character has been bitten by a tiger! I'd start off with some reference, perhaps a video of you acting out what sort of limp. Then incorporate that into the walk. The character would, most likely, have it's weight over the stronger leg, and would take quicker steps with the strong leg, as it would not want to put too much weight on the weaker leg. I help this helps.
@@StephenAnimates Hey, I did the animation, filmed myself for reference and the result was pretty great, it was some kind of a "limp for life" because the character had a severe injury years ago. so it needed to be not too hard and not too soft. I was wondering if, during the translation, it needs variation of speed, like faster on the weak leg and slower and the strong leg, in the end I went if a normal translation with no change of speed and it seems to work well... Anyway, walks are definetely a thing to practice multiple times, especially walks with translations
It does take practice. It often helps to create different types of walks with different rigs, or even different locomotion, such as a skip or a run. Video reference is such a great way to figure out what you want. Things will also happen in the reference video that you may not expect which you can then incorporate into the animation. For what you want to do, it would certainly be a different pace on one leg than the other. When translating the rig (the control) and animating the character forward for each step, keyframe the control to stop. This is so the foot will not look like it's sliding on the ground when the character has weight on it. I hope that helps.