Hi Mark and thank you for inspirations considering workflows. I have little shortcut considering scaling keys. You could simply select keys in graph editor and in the value field on the status line type *=-1. So timing values with -1 is inversing values. In that way you could also offset keys in the time field such as +=10, -=10 etc.
@@ekapratama2894No, I can't. I mentioned animation layer as a technique to modify an existing animation ("base layer") in a non-destructive way, so you can enable/disable the modifications if you want. I hope that clarifies.
Thanks for this! I was wondering if the same tactic would work in blender, so I tried it, and it does! I'm no tutorial maker mind you, but here is how I made mine work. In blender's case, instead of Z being forward and backwards, its Y, so that's the keyframe range you would select on the graph editor for the foot control. Also, in order to copy it to the root bone, the root bone seems to need at least 1 keyframe active before you can paste the Y graph from the foot control. And in order to have the root bone keep moving forward into infinity, instead of using "Make Cyclic" on the root bone, you have to use "Linear Extrapolation" instead!
this same thing i am doing nowadays the walkcycle looks ok but as soon as i converted it into prograceive walk its start looking bit off. Thanks for this knowledge, really going to helps me alot.
Hey Mark can you do a video on world space locators. Like with a quadruped anim where the creature is running/walking and doing some behaviour stuff. Thanks.
Hi Mark, I'm trying to use your second method, but my foot is still sliding. I made sure the foot control for translate z is linear from frame 1 to frame 16. I copied the translate z and pasted it on the main controller of the whole body. I then scale it exactly like yours but it's still sliding.
If you work on a game, and the game designer or someone else doesn't matter, tells you that the speed of the walk cycle should be 200cm per second, how do you plan it before going into a lot of details in the walk cycle?
Great question! That might be a good tutorial topic. But, that is a scenario that happens quite often, even sometimes late in the process. Once we start playing it, and seeing it in-game, adjustments usually need to be made. The designers will usually speed up the walk in game, which means lot's of feet sliding. I use a free script to figure out speed inside of Maya, so I usually use that to setup the new speed design has given, then try to adjust my walk cycle to fit. Speeding up/slowing down the animation overall, adjusting the gate, etc. It's great if that happens very early on when the walk is like first pass, but having to adjust the speed of a polished walk happens a lot too.
I tested some fake scenarios on some locomotions that I did, and its really tough to adjust locomotions to a specific speed, I really think it could be an amazing idea for an in-depth tutorial because I have never seen a tutorial or something close to it anywhere and Im pretty sure its something that you do a lot as a game animator. Adjusting a walking speed is especially tough, because your feet are always on the ground, so from what I tested you can only adjust the speed of a walk cycle by shrinking or expanding how many frames your walk is. Jogging and running are a bit easier because you have in-air poses, so if you increase your in-air poses and decrease the time the feet are on the ground the cycles are faster, and the opposite is slower. but maybe there is an easier method to do those stuff that I don't know about. @MarkMastersAnim
I do the same thing to check if my walk cycle is not weird when developed in world space, as a matter of fact I even wrote a script which does the whole operation - back and forth - for me.
Hello Mark, you did very well! I want to ask how to make a character walking follow a curve. I saw others can easily do it, but I need to learn how to put an animated character on the turn. Should I export an animated character go first?
Constrain>Motion Path is the answer. Draw the curve with the CV Curve tool first, of course. Bonus Tip: Create a Motion clip with the Time Editor for a looping cycle and then you can use Scale Mode and Loop Mode to speed up or slow down the clip.
Yes same principles apply to the run cycle. But I’m trying to figure out how to get the translation to end at a certain frame. You know how to do that?
Hi everyone! I really need some help translating a creature run cycle forward and couldnt find any video for the same. Can Anyone help. Quadruped. cat.
Hi Mark and thank you for inspirations considering workflows. I have little shortcut considering scaling keys. You could simply select keys in graph editor and in the value field on the status line type *=-1. So timing values with -1 is inversing values. In that way you could also offset keys in the time field such as +=10, -=10 etc.
Straight to the point. Worked for me. I added the root motion to a new anim layer, so I can toggle on/off. Keep up the good work!
So you can make the character stop at a specific spot ?? If so how do I do this ?
@@ekapratama2894No, I can't. I mentioned animation layer as a technique to modify an existing animation ("base layer") in a non-destructive way, so you can enable/disable the modifications if you want. I hope that clarifies.
@@LFA_GM I see. Do you happen to know how I can make my character stop at a specific spot ?? Because my character kept going forward without stopping
@@ekapratama2894 you want to create transition animations ("Idle to Walk" and "Walk to Idle"). Mark has two videos in this channel. Check them out.
Thanks for this! I was wondering if the same tactic would work in blender, so I tried it, and it does! I'm no tutorial maker mind you, but here is how I made mine work.
In blender's case, instead of Z being forward and backwards, its Y, so that's the keyframe range you would select on the graph editor for the foot control.
Also, in order to copy it to the root bone, the root bone seems to need at least 1 keyframe active before you can paste the Y graph from the foot control.
And in order to have the root bone keep moving forward into infinity, instead of using "Make Cyclic" on the root bone, you have to use "Linear Extrapolation" instead!
Needed help with this and this wonderfully and super easy to follow and understand. Thankyou!
your method is so insane, you save me a lot of time thank you, i hope watch another video like that :D
this same thing i am doing nowadays
the walkcycle looks ok but as soon as i converted it into prograceive walk its start looking bit off.
Thanks for this knowledge, really going to helps me alot.
life time saver!! 👏
This works as it said in the title for walk cycle. But what to do when the character is somewhere else and he has to move from pos x to pos y?
thank you so much this is a game changer for me
can we apply this method to run cycle ???
How do i stop the cycle at a specific keyframe ? Because my character keeps moving forward without everstoping
Does the master control translation need to be zero at the start? Because I move my character around my environment and the translation is not zero.
Hi, can you tell us how to stop it at a specific time, please?
is it exactly the same for a run cycle?
Excellent, Thank You 🏆👍!
Thank you very much for this very helpful video.
Hi.thank you mark for your attempting💖
Do you have a tutorial of a treadmill walk cycle translating forward without having to use the all curve?
Hey Mark can you do a video on world space locators. Like with a quadruped anim where the creature is running/walking and doing some behaviour stuff. Thanks.
hi Mark, i'm using blender and can you show how to do it in blender with basic walk cycle
Thanks for the video 🙏
This is helpful 💯💯
Hi Mark, I'm trying to use your second method, but my foot is still sliding. I made sure the foot control for translate z is linear from frame 1 to frame 16. I copied the translate z and pasted it on the main controller of the whole body. I then scale it exactly like yours but it's still sliding.
yes this is what happening to me too
same here
This is very neat
If you work on a game, and the game designer or someone else doesn't matter, tells you that the speed of the walk cycle should be 200cm per second, how do you plan it before going into a lot of details in the walk cycle?
Great question! That might be a good tutorial topic. But, that is a scenario that happens quite often, even sometimes late in the process. Once we start playing it, and seeing it in-game, adjustments usually need to be made. The designers will usually speed up the walk in game, which means lot's of feet sliding. I use a free script to figure out speed inside of Maya, so I usually use that to setup the new speed design has given, then try to adjust my walk cycle to fit. Speeding up/slowing down the animation overall, adjusting the gate, etc. It's great if that happens very early on when the walk is like first pass, but having to adjust the speed of a polished walk happens a lot too.
I tested some fake scenarios on some locomotions that I did, and its really tough to adjust locomotions to a specific speed, I really think it could be an amazing idea for an in-depth tutorial because I have never seen a tutorial or something close to it anywhere and Im pretty sure its something that you do a lot as a game animator.
Adjusting a walking speed is especially tough, because your feet are always on the ground, so from what I tested you can only adjust the speed of a walk cycle by shrinking or expanding how many frames your walk is.
Jogging and running are a bit easier because you have in-air poses, so if you increase your in-air poses and decrease the time the feet are on the ground the cycles are faster, and the opposite is slower. but maybe there is an easier method to do those stuff that I don't know about. @MarkMastersAnim
I do the same thing to check if my walk cycle is not weird when developed in world space, as a matter of fact I even wrote a script which does the whole operation - back and forth - for me.
nice!thanks bro!
Does this method some how also work if I wanted the rig to follow a path curve
Yeah in theory this would work having it follow along a path as well.
Hello Mark, you did very well! I want to ask how to make a character walking follow a curve. I saw others can easily do it, but I need to learn how to put an animated character on the turn. Should I export an animated character go first?
Constrain>Motion Path is the answer. Draw the curve with the CV Curve tool first, of course.
Bonus Tip: Create a Motion clip with the Time Editor for a looping cycle and then you can use Scale Mode and Loop Mode to speed up or slow down the clip.
is anyone can tell me how to do this with 4 leg animal?
Very cool
i need this character . where i can download this character
Just curious does this apply to a run cycle cause damm I tried with a run and it still slides 💀
Yes same principles apply to the run cycle. But I’m trying to figure out how to get the translation to end at a certain frame. You know how to do that?
Thanks a lot
can you please make the treadmill walk cycle tutorial for beginners.
Thanks
it will be great if you do full body walk cycle tutorial
He did
@@ImHendro not step by step like run tutorial one
Cool
there's also using animbot to flip the curve :)
Cooool
it is also the method i use in blender with mine 😅
Where is the walk cycle tutorial
On my channel. Was uploaded a few weeks ago.
Hi everyone! I really need some help translating a creature run cycle forward and couldnt find any video for the same. Can Anyone help.
Quadruped. cat.