When i started animating,i was so depressed to see how amateurs animator's walk cycles were so godman perfect and mines so robotics..... Now i awakened my sharingan and can tell these people just imported Adobe''s Mixamo mocaps animations and "forgot" to say it's not made by them in the descriptions.
:D my animations succcc too :D mixamo animations are shit for custom models. i cant model a good model so never actually foccused on good animation lol
Lmao ikr, People always get surprised when i say i do all of my animations from scratch. Everyone uses premade animations and (refines) them these days xD
Dude, I still end up getting having that happen. I'll get depressed and think "wow, mine just still doesn't look like this, I should give up" just to later find that what I was looking at was mocap anyway.
Some additional tips: - Do not exaggerate hips rotations too much, even if you try to accomplish a very feminine cat walk, too much looks unprofessional and more like a cartoony walk cycle parody. The margin between a satisfying and stupid look is very thin - Do not forget a slight up axis bounce during the passing pose. It's one of the adjustments that can make the difference between wow and meh - In any movement animation there should always be a visible hint of momentum towards the movement direction (upper body leaning, hips slightly toward footstep) - Do not forget hips (especially x) movement. If you look at your walk cycle and don't understand why it still looks weird, one factor might be due to the hips being glued in place
Why why he selected all bones and keyed them, doesn't that make for a very crowded depshgraph? Saw many times only key actually bones which have changed. Same goes for that scale, if you don't use it, don't key, right?
thank you for this comment I was wondering if I was weird for animating the hips going forward and back to give the illusion of moving forwards and backwards. my current problem is my top half isnt cooperating. I use maya's human IK. ( I know its a shitty choice but I need it for the game project I am working on with a team). s there a way to get the upper half not to be as shaky?
@@g24eva27 Hi Brenda, hopefully you got it sorted! I'm afraid it's impossible to tell what the problem is without seeing the animation, though I can give you some tips that may or may not help you. For my own workflow I learned that for the upper body an IK chain is essential to keep it straight. My personal favourite setup: An IK chain from abdomen to chest and one chain from chest to head, so I have a little more control over torso bending. I'm using Blender so I'm not sure if the next tip is of any help to you: Parenting IK targets correctly is also important. If you parent the Upper Body IK target i.e. to the hips, then the upper body will inherit the rotation of the hips, which would look awful of course. I leave the Upper Body IK target unparented for walk/run cycles, as it's easier to fine adjust it this way, without having to take the whole body animation into account. Same goes for hands and feet. Sometimes an IK target might be keyed at a too far away position at a specific point during the loop, so the controlled body part kind of stretches unnaturally towards it repeatedly. So, make sure all body parts controlled by IK are always bent at least a little bit.
@@erfrid I figured my problem out. Everything looked off because I was rotating the torso and spine too much. One day I want to make my own rig. Sure this would help when I do
One more important detail you might have forgotten: when she steps forward, her foot does not simply move in a straight line forward; rather, it is place directly in front of her. It's as though she is walking along a tightrope, placing each foot directly ahead of herself, along the middle line of her walk trajectory. I suspect this single movement detail is what provides the proper rotation to the hips. Don't know if this explanation is sufficient, but I hope so. Thanks for your instructional videos. They are very helpful. And Blender is, by far, the best.
The rotation of the hips happens because the hip bone is wider and shorter, the ball and socket is tilted a little forward and in, the femur is at a larger inward angle when looking straight on giving a thigh gap, and the whole pelvic bone is tipped forward arching the lower spine slightly. All to fit a human brain through the birth canal. It causes them to run and walk slightly less efficiently. Positioning the rigs bones better would help.
What I've done for my degree work on animation, is a video. I took 2 cameras, one for front view another for side view. I've asked a friend to walk straight, sir down and up and so on. Later I've expedited frames into Photoshop and painted skeleton over her to study motion. Heck, I've even put some tape on her joints, to discern them easily. Then I've imported into Max, yeah I did it in Max, that was quite a few years ago. And I was able to match poses to those skeletons I've painted over her. Cool thing was that I had perfect frame times. It looked natural as heck.
Hey I just wanna say this video helped me a shit ton, not just on how to make a walk cycle but also just animating in general. I've been using this technique as a base for all of my animations so far. So thank you soo much for this beautiful video
DUUDE, while standing both feet go on their place, left in left side and right in right side. But when you walk the foot on the floor goes to the middle, aligned with the head. I'm confident that that's a good chunk of the difference between the real walk and the animated one. Please try it and tell me how it goes.
My tip: Body also moves up an down while walking. When foots are apart height reduces and when legs are closer heights is increased a bit. In the middle of the walk cycle when the legs comes closer, straighten the leg touching the ground and raise the whole body higher.
Yeah I was thinking the same, this example of his didn't seem to move the torso one bit up and down. Also adding secondary animations will create nice momentum
You can hire the most beautiful girl to capture the movement, or you can just ask Yougurt Cap, and he will do that for a beer or two. The man has been perfecting the art of hip-wiggle to the point of making those Victoria Secret models look like bad animation themselves.
for anyone who needs a more precise explanation, there is a lady on youtube called Fabyliss that offers a video called "leg brush_FREE lesson, walk with confidence". It's a lesson for walking ladies, but it's perfect for showing animators how the legs and feet turns when they pass and brush against each other.
Faaan-tastic tutorial! Every couple of months I try out a new walk cycle, and it's really hard to get it right, if at all. After showing how you could add a reference video into the blender workspace, I'm really inclined to see if I can find a reference animation and try to recreate a walk cycle from that!
Your animation is missing a bobbing up and down motion. It seems to all get absorbed into the twisting of the hip. Also in the catwalk motion there's a follow action to _everything_ in the upper body after the movement of the legs and hips, so it would be worth moving those keyframes forward in the timeline.
I noticed that as well,looks so weird when torso is just stick solid in place. Now up and down and no slight back and forth movements. I've seen some walks where this is done so nice, makes it look flawless :
I'm not sure I'm correct, I'm no animator and don't have much experience. But it always looks like the momentum or movement from the legs and hips goes up a bunch t into the torso. Also it moves a bit back and forth, correct?
I noticed that in those sequences of women walking, their heads seemed to have a little sway from side to side. I was trying to put my finger on what is that little thing that's missing from your animation, and I think this is it. It's very subtle, though.
Same thing to me. When I made the character Priscilla from Claymore as my first 3D character, I also faced the same situation of making a walking animation for female characters, even watching a considerable number of tutorials. The animation lacked some things to be a nice and smooth female walking animation. A follower of mine told me one of the tips is to film yourself in different angles to have a basis for 3D animation. I also believe the Mocap suit is a good way to make animation.
Something important to remember is to bring the character up when the leg they’re standing on is straight under them! If the head is in the exact same place the entire way through and the character’s knee has to bend under them because of that it’ll look a little awkward. Also if you’re aiming for that runway model high-heeled strut as shown here, the foot on the ground is going to be inwards towards the middle rather than straight under the hip. The leg also bends less than when you’re walking without heels, that’s why the hip movement is exaggerated wearing them.
Btw if you can't afford a mocap suit then you can try using OpenPose AI to detect body pose estimation in 3D space with 2 cameras. Here is the addon for Blender: gitlab.com/sat-metalab/blender-addon-openpose I haven't tried it myself but I wanted to throw it out there as an option. It also probably requires some programming knowledge plus a graphics card with at least 6GB of memory to get it working. Best of luck to those who choose to go this route.
@@darrennew8211 Most gameplay type animations can be found in the CMU Mocap database or Mixamo. I would only use a mocap suit for something like cutscene animation, although I don't think these services are available to me for cheap in India so it doesn't even matter lol.
luckily, wherever that comment went, that one day is no longer necessary, because apparently we now have motion capture and rendering software so great that you can dance in front of a camera hooked up to a program and it will turn you into a perfectly animated 3d version of yourself, unfortunately idk the name of it right this second, but i did just see something about it in the past week or so
First off love your tutorials. Wish they were longer but luv them non the less. This video right herer is a life saver for me. I've been tryiny to work on my female walk's for the longest but was always putting the hip sway on the wronge keyframe. My walk cycles have improved 10 fold thanks to you. I've been wanting to work on my animated shorts & films for a while but needed to nail my animating first ( & build all of my assets. Thanks to you I'm closer to that goal. Now if only I could get that spring bone breast jiggle settings right, lol. Would you consider making a tutorial on scaling rigged character's? I use MB- Lab for my humanoid character creation but after I finalize them they need to be scaled to real world proprotions ( Imperial) so that my simulations work correctly, but when I try to apply the scale, the numbers change unless I apply all transforms to deltas which I'm not really sure what that means. Example, I'll scale a character to 5ft 5 in. but when I apply the scale the height becomes like 10ft or something crazy like that. It's a huge headache. Thnx in advance. ruclips.net/video/oCVhrDcoSz0/видео.html You helped me make this.
I think your motions looks great. But i feel like they transition to quickly in some spots and snap from on frame the the next in other places. Could probably be a bit smoother with a bit of tuning. Looks fairly good though. Better than my animations. Lol i intentionally made my first player model for my game a floating robot to get around walk animations
Question: it seems spine is parented to hip. when you move the hip in video the upper body keep straight. Is it because there are some control rigging?
The proper term for this kind of "woman's walk" is actually called a Catwalk! And is mostly done in the runway during a Fashion Show. It gets its name from the way cats walk. One leg in front of the other.
No woman actually walks like that in real world. What if I want a woman who runs fast in the game? In that catwalk style, she will stumble upon her feet in seconds.
The main problem with your animation that you struggle with is that her neck is anchored in place. In reality, the spine acts like a pendulum during walking. L4 vertebrae equivalent is the anchor point, and the spine is swaying left and right. When the left foot is front touching the ground, the neck should be at the peak of it's movement left and vice versa for the right foot. If you add this, you'll have the perfection. Bear in mind that the total distance traveled for the neck is under 3cm for men and between 3-5 for women. A small thing, but it's that difference that makes the magic happen. !!!!!!!! DO NOT forget to adjust head rotation, because our natural balance system always keeps the head 90 degrees to the ground. In other words prevent her head from dangling :D Sorry for my bad english, it's my fourth language ;)
3 things I noticed that needs some consideration: 1. Gravity. During the lead foot plant, gravity is doing all the work, so it's a faster downward movement than the vault and lifting of the back foot. This also reflects in the bobbing of the hips and head. It gives the pop in the bob'n'sway on the catwalk, so to speak. 2. Knees. The supporting leg always has the knee extended straight to give the most support possible and should not bend in the slightest while the foot is planted. ESPECIALLY while wearing high heels. This also contributes to the bobbing of the hips and head, due to the vaulting motion of the supporting leg. 3. Width of the tread. Women generally have a narrower gait than men, due to the lower center of gravity. This also contributes a lot to the sway of the hips while walking. Some factors, like pregnancy, do widen the gait, but the catwalk strut you're showing here is tightrope narrow, so bring them footsies close to 0 on the X axis when they're planted and curve the swing around the other leg when moving them forward.
does anyone know why whenever i try to animate in blender i have to animate bone structure? but instead in this video he edits juts moving the hips around
almost good, you forgot to cross legs during walking, you should animate like she is walking on the stright thin line. The feet should be in line each other, not next to another.
I know this is a long shot since this video was made 2 years ago but here goes..........Is it incorrect to add a forward and back motion to the hip area to give the illusion of moving forward? I find it extremely awkward animating with everything standing mostly in one place.
i hate the fact that im a complete idiot when is comes to blender. like ive animated before but for the life of me i cant get the frames to paste correctly its so annoying. i paste them and nothing changes. i flip them and nothing changes. the way i do it i go to the frame press "a" on the display so it selects all the bits for posing the character and then paste it or paste it in reverse. the keys show up but nothing happens with the model... im so annoyed
I'm a little lost on how this rig is setup, having come from the spine rigging tutorial. Is the horizontal circle that goes around the hip your spine1? Or is it some other bone? I assume the hips, the heads of those bones, are parented to that vertical hipsway bone to give you that hip motion without rotating the whole spine.
Oh wow... Blender seems to make it so easy to pose and move parts on a body. So glad I"m learning to model and animate with this as SFM was just to much of a pain to use.
Great examples are: Claire Redfield in Resident Evil 2 Remake, Aloy in Horizon Zero Dawn, Lara Croft in the Tomb Raider reboots, and Princess Zelda in Breath of the Wild.
Add a empty before feet on first pose.. Then timeline to second pose And adjust the root bone that empty should become back to the first feet It could help sometimes. Or watch feet sliding tutorials on blender(in case if you don't get)
When i started animating,i was so depressed to see how amateurs animator's walk cycles were so godman perfect and mines so robotics.....
Now i awakened my sharingan and can tell these people just imported Adobe''s Mixamo mocaps animations and "forgot" to say it's not made by them in the descriptions.
:D my animations succcc too :D mixamo animations are shit for custom models.
i cant model a good model so never actually foccused on good animation lol
Lmao ikr, People always get surprised when i say i do all of my animations from scratch. Everyone uses premade animations and (refines) them these days xD
Primarily animating pron I'm sure, degenrate
@@muammar88 Which add on??
Dude, I still end up getting having that happen. I'll get depressed and think "wow, mine just still doesn't look like this, I should give up" just to later find that what I was looking at was mocap anyway.
Behold, your worst nightmare, walking -
but behold, our savior to the resue from this nightmare!
Man , appreciate your efforts for 15 mins of fun
Hello,
I would like you to give the source of the first person image on the thumbnail, I need it
mine was always weight paint
i cast fire ball
Some additional tips:
- Do not exaggerate hips rotations too much, even if you try to accomplish a very feminine cat walk, too much looks unprofessional and more like a cartoony walk cycle parody. The margin between a satisfying and stupid look is very thin
- Do not forget a slight up axis bounce during the passing pose. It's one of the adjustments that can make the difference between wow and meh
- In any movement animation there should always be a visible hint of momentum towards the movement direction (upper body leaning, hips slightly toward footstep)
- Do not forget hips (especially x) movement. If you look at your walk cycle and don't understand why it still looks weird, one factor might be due to the hips being glued in place
Definitely correct on the thin boundary between satisfying and stupid look.
Why why he selected all bones and keyed them, doesn't that make for a very crowded depshgraph? Saw many times only key actually bones which have changed. Same goes for that scale, if you don't use it, don't key, right?
thank you for this comment I was wondering if I was weird for animating the hips going forward and back to give the illusion of moving forwards and backwards. my current problem is my top half isnt cooperating. I use maya's human IK. ( I know its a shitty choice but I need it for the game project I am working on with a team). s there a way to get the upper half not to be as shaky?
@@g24eva27 Hi Brenda, hopefully you got it sorted! I'm afraid it's impossible to tell what the problem is without seeing the animation, though I can give you some tips that may or may not help you.
For my own workflow I learned that for the upper body an IK chain is essential to keep it straight. My personal favourite setup: An IK chain from abdomen to chest and one chain from chest to head, so I have a little more control over torso bending.
I'm using Blender so I'm not sure if the next tip is of any help to you:
Parenting IK targets correctly is also important. If you parent the Upper Body IK target i.e. to the hips, then the upper body will inherit the rotation of the hips, which would look awful of course. I leave the Upper Body IK target unparented for walk/run cycles, as it's easier to fine adjust it this way, without having to take the whole body animation into account. Same goes for hands and feet.
Sometimes an IK target might be keyed at a too far away position at a specific point during the loop, so the controlled body part kind of stretches unnaturally towards it repeatedly. So, make sure all body parts controlled by IK are always bent at least a little bit.
@@erfrid I figured my problem out. Everything looked off because I was rotating the torso and spine too much. One day I want to make my own rig. Sure this would help when I do
One more important detail you might have forgotten: when she steps forward, her foot does not simply move in a straight line forward; rather, it is place directly in front of her. It's as though she is walking along a tightrope, placing each foot directly ahead of herself, along the middle line of her walk trajectory. I suspect this single movement detail is what provides the proper rotation to the hips. Don't know if this explanation is sufficient, but I hope so. Thanks for your instructional videos. They are very helpful. And Blender is, by far, the best.
The rotation of the hips happens because the hip bone is wider and shorter, the ball and socket is tilted a little forward and in, the femur is at a larger inward angle when looking straight on giving a thigh gap, and the whole pelvic bone is tipped forward arching the lower spine slightly. All to fit a human brain through the birth canal. It causes them to run and walk slightly less efficiently. Positioning the rigs bones better would help.
Your tutorials have gotten me to finally start using blender for animation. Thank you for making animation seem so simple!!!!
"seem so simple"
@@SteveG1007 it never was, so it is
What I've done for my degree work on animation, is a video. I took 2 cameras, one for front view another for side view. I've asked a friend to walk straight, sir down and up and so on. Later I've expedited frames into Photoshop and painted skeleton over her to study motion. Heck, I've even put some tape on her joints, to discern them easily. Then I've imported into Max, yeah I did it in Max, that was quite a few years ago. And I was able to match poses to those skeletons I've painted over her. Cool thing was that I had perfect frame times. It looked natural as heck.
That's so cool, kind of like rotoscoping.
Hey I just wanna say this video helped me a shit ton, not just on how to make a walk cycle but also just animating in general. I've been using this technique as a base for all of my animations so far. So thank you soo much for this beautiful video
DUUDE, while standing both feet go on their place, left in left side and right in right side. But when you walk the foot on the floor goes to the middle, aligned with the head. I'm confident that that's a good chunk of the difference between the real walk and the animated one. Please try it and tell me how it goes.
yooo
that went right over my head
@@ImranBinAbdulKhalique Did I make a dirty joke without realizing?
@@Zancibar I dont know, XD....i just didn't understand what you were trying to say
quite close you got it there. a little bit more nuances and it should look realistic enough
2B's walk is the gold standard.
Saints row 3/4 has the best walk cycle I've seen.
I can confirm that these rigging tutorials work for animating a 3D stickman.
You sure do love them fancy walk cycles
Yes, a graceful feminine walk is the best music for the eyes.
Damn, this is next level breakdown of mechanics. YOU ARE A WIZARD
i didnt know theses technic, i was trying to do smth for hours.. u just saved my day brotha
My tip: Body also moves up an down while walking. When foots are apart height reduces and when legs are closer heights is increased a bit. In the middle of the walk cycle when the legs comes closer, straighten the leg touching the ground and raise the whole body higher.
Yeah I was thinking the same, this example of his didn't seem to move the torso one bit up and down. Also adding secondary animations will create nice momentum
the advice about the hip sway being off beat....thank you, that helped a ton!
Bruh....all i can tell is, you're a genius. I subscribed
You can hire the most beautiful girl to capture the movement, or you can just ask Yougurt Cap, and he will do that for a beer or two. The man has been perfecting the art of hip-wiggle to the point of making those Victoria Secret models look like bad animation themselves.
Yogurt Cap has become too powerful
Can one learn this power?
Arkham Asylum Harkey Quinn was mo-capped by a man: ruclips.net/video/aGL1pIQVJVo/видео.html
One of my favourite things of Nier Automata were the animations, but to get at that level I would need 2 lifetimes
No shame in screen-capturing a reference video and tracing the animation to learn.
@@rohitaug That's a good idea! If only Nier Automata had videos on a large video sharing website..
wait, I know, Vimeo!
for anyone who needs a more precise explanation, there is a lady on youtube called Fabyliss that offers a video called "leg brush_FREE lesson, walk with confidence". It's a lesson for walking ladies, but it's perfect for showing animators how the legs and feet turns when they pass and brush against each other.
love ur tutorials they are the best
i need a good tutorial on a simple yet perfectly balanced rig like this. this is all we want
Wow 👍 .blenda ☺️ it's becoming more realistic.
Very nice tutorial, and straight to the point!
A man of culture, as usual.
Your tutorials have helped me so much🙏
Superb! Your videos are genius!
I loving your tutorials so much because they are short!
Just amazing.
Thank you
Faaan-tastic tutorial! Every couple of months I try out a new walk cycle, and it's really hard to get it right, if at all. After showing how you could add a reference video into the blender workspace, I'm really inclined to see if I can find a reference animation and try to recreate a walk cycle from that!
Your animation is missing a bobbing up and down motion. It seems to all get absorbed into the twisting of the hip. Also in the catwalk motion there's a follow action to _everything_ in the upper body after the movement of the legs and hips, so it would be worth moving those keyframes forward in the timeline.
I noticed that as well,looks so weird when torso is just stick solid in place. Now up and down and no slight back and forth movements. I've seen some walks where this is done so nice, makes it look flawless :
I'm not sure I'm correct, I'm no animator and don't have much experience. But it always looks like the momentum or movement from the legs and hips goes up a bunch t into the torso. Also it moves a bit back and forth, correct?
Finally found someone who agrees with me, female walking/running cycles are quite difficult for male minds to process.
I haven't tried it out yet but I loved the concise tutorial and just wanted to let you know.
I noticed that in those sequences of women walking, their heads seemed to have a little sway from side to side. I was trying to put my finger on what is that little thing that's missing from your animation, and I think this is it. It's very subtle, though.
perfect
Amazing helpful video thanks :)
Bayonetta’s walk is the best animated walk I’ve seen.
You serious? It's terrible o.O
Thanks a lot for a ... and only.... tutorial on how a female walk cycle should be set up :) thumbs up
Same thing to me. When I made the character Priscilla from Claymore as my first 3D character, I also faced the same situation of making a walking animation for female characters, even watching a considerable number of tutorials. The animation lacked some things to be a nice and smooth female walking animation.
A follower of mine told me one of the tips is to film yourself in different angles to have a basis for 3D animation. I also believe the Mocap suit is a good way to make animation.
Very nicely explained.
Something important to remember is to bring the character up when the leg they’re standing on is straight under them!
If the head is in the exact same place the entire way through and the character’s knee has to bend under them because of that it’ll look a little awkward.
Also if you’re aiming for that runway model high-heeled strut as shown here, the foot on the ground is going to be inwards towards the middle rather than straight under the hip. The leg also bends less than when you’re walking without heels, that’s why the hip movement is exaggerated wearing them.
Btw if you can't afford a mocap suit then you can try using OpenPose AI to detect body pose estimation in 3D space with 2 cameras. Here is the addon for Blender: gitlab.com/sat-metalab/blender-addon-openpose I haven't tried it myself but I wanted to throw it out there as an option. It also probably requires some programming knowledge plus a graphics card with at least 6GB of memory to get it working. Best of luck to those who choose to go this route.
You can also rent motion capture suits (or even entire rigs/studios) for surprisingly cheap, if all you're capturing is a few animations.
@@darrennew8211 Most gameplay type animations can be found in the CMU Mocap database or Mixamo. I would only use a mocap suit for something like cutscene animation, although I don't think these services are available to me for cheap in India so it doesn't even matter lol.
Wow love it
Brilliant!
Thank You so so much
luckily, wherever that comment went, that one day is no longer necessary, because apparently we now have motion capture and rendering software so great that you can dance in front of a camera hooked up to a program and it will turn you into a perfectly animated 3d version of yourself, unfortunately idk the name of it right this second, but i did just see something about it in the past week or so
nice but one thing you forgot is adding a little bit off body up and down movement
I cant keyframe all selected . It doesn't give me the option to lock rotation.
Damn hopefully I can achieve this type of smooth animation
First off love your tutorials. Wish they were longer but luv them non the less. This video right herer is a life saver for me. I've been tryiny to work on my female walk's for the longest but was always putting the hip sway on the wronge keyframe. My walk cycles have improved 10 fold thanks to you. I've been wanting to work on my animated shorts & films for a while but needed to nail my animating first ( & build all of my assets. Thanks to you I'm closer to that goal. Now if only I could get that spring bone breast jiggle settings right, lol. Would you consider making a tutorial on scaling rigged character's? I use MB- Lab for my humanoid character creation but after I finalize them they need to be scaled to real world proprotions ( Imperial) so that my simulations work correctly, but when I try to apply the scale, the numbers change unless I apply all transforms to deltas which I'm not really sure what that means. Example, I'll scale a character to 5ft 5 in. but when I apply the scale the height becomes like 10ft or something crazy like that. It's a huge headache. Thnx in advance.
ruclips.net/video/oCVhrDcoSz0/видео.html You helped me make this.
I think your motions looks great. But i feel like they transition to quickly in some spots and snap from on frame the the next in other places. Could probably be a bit smoother with a bit of tuning. Looks fairly good though. Better than my animations. Lol i intentionally made my first player model for my game a floating robot to get around walk animations
I think one more thing we can do is to add a follow-through on hand swing.
Question: it seems spine is parented to hip. when you move the hip in video the upper body keep straight. Is it because there are some control rigging?
Does the paste flip only work with an IK rig? I have a normal rig and when I paste my mode flipped she looks like she’s jumping over a rainbow
The proper term for this kind of "woman's walk" is actually called a Catwalk! And is mostly done in the runway during a Fashion Show. It gets its name from the way cats walk. One leg in front of the other.
No woman actually walks like that in real world. What if I want a woman who runs fast in the game? In that catwalk style, she will stumble upon her feet in seconds.
@@soilenvideot Pretty simple make her go on all fours.
If i try to move it it justs slize forward. I've got the walk cycle perfect. Any ideas? Thank you!
The main problem with your animation that you struggle with is that her neck is anchored in place. In reality, the spine acts like a pendulum during walking. L4 vertebrae equivalent is the anchor point, and the spine is swaying left and right. When the left foot is front touching the ground, the neck should be at the peak of it's movement left and vice versa for the right foot. If you add this, you'll have the perfection. Bear in mind that the total distance traveled for the neck is under 3cm for men and between 3-5 for women. A small thing, but it's that difference that makes the magic happen. !!!!!!!! DO NOT forget to adjust head rotation, because our natural balance system always keeps the head 90 degrees to the ground. In other words prevent her head from dangling :D Sorry for my bad english, it's my fourth language ;)
I do this for almost 4 year and I still wanna light myself up
Cool tutorial
It'd be funny if you got a kinect and used that for motion capture lol
ive seen setups where people use multiple to capture you at different angles for more accuracy
3 things I noticed that needs some consideration:
1. Gravity. During the lead foot plant, gravity is doing all the work, so it's a faster downward movement than the vault and lifting of the back foot. This also reflects in the bobbing of the hips and head. It gives the pop in the bob'n'sway on the catwalk, so to speak.
2. Knees. The supporting leg always has the knee extended straight to give the most support possible and should not bend in the slightest while the foot is planted. ESPECIALLY while wearing high heels. This also contributes to the bobbing of the hips and head, due to the vaulting motion of the supporting leg.
3. Width of the tread. Women generally have a narrower gait than men, due to the lower center of gravity. This also contributes a lot to the sway of the hips while walking. Some factors, like pregnancy, do widen the gait, but the catwalk strut you're showing here is tightrope narrow, so bring them footsies close to 0 on the X axis when they're planted and curve the swing around the other leg when moving them forward.
My eagle eye skill will help me for this animation
does anyone know why whenever i try to animate in blender i have to animate bone structure? but instead in this video he edits juts moving the hips around
0:59 "But that is not today." :D
would be nice if ya told us your viewport settings so we can get smooth animation like that during playback
Thank I'm about to make mine walking 🥰
almost good, you forgot to cross legs during walking, you should animate like she is walking on the stright thin line. The feet should be in line each other, not next to another.
Did you eventually get that mocap suit?
I know this is a long shot since this video was made 2 years ago but here goes..........Is it incorrect to add a forward and back motion to the hip area to give the illusion of moving forward? I find it extremely awkward animating with everything standing mostly in one place.
Make more Animation like this please 😍.
in this whole video, i learnt how girls walk. we men are easy
i hate the fact that im a complete idiot when is comes to blender. like ive animated before but for the life of me i cant get the frames to paste correctly its so annoying. i paste them and nothing changes. i flip them and nothing changes. the way i do it i go to the frame press "a" on the display so it selects all the bits for posing the character and then paste it or paste it in reverse. the keys show up but nothing happens with the model... im so annoyed
What is that rig with axis n fancy widgets ?
I'm a little lost on how this rig is setup, having come from the spine rigging tutorial. Is the horizontal circle that goes around the hip your spine1? Or is it some other bone? I assume the hips, the heads of those bones, are parented to that vertical hipsway bone to give you that hip motion without rotating the whole spine.
And also where do you get your references like that site with different animations on it that you traced from
I know you didn't ask me but this might help you nonetheless: ruclips.net/p/UURvspTjApofA2Yg3i10gTdQ&feature=plcp
I appreciate it
How can i moved around? Please answer
ha ha ha best toturial cometary ever
Rokoko will do just fine for about almost 3 bands
how do the toes bend?
Where were you, my whole night. 3 minutes of my confusion with women solved😪
You should have just gotten a review of orthopedics book. Not the use thousands of dollars spent in motion tracker. But good video none the less.
Just use Cascadeur, dude. It calculates the centre of mass for you.
Plz can you teach us how to turn walk or pivot during walk
And as always awesome video
Waiting for the effect tutorial
I can stand back to back with you on that 1
Can you download Rig and this model somewhere?
Oh wow... Blender seems to make it so easy to pose and move parts on a body. So glad I"m learning to model and animate with this as SFM was just to much of a pain to use.
SFM isn't that much of a pain. Then again that could just be my 10000+ hours talking
Hey, i know that this video has been uploaded month ago, but you should try cascadeur. I find this programm realy powerful
How many year have you been in 3d modeling ?
Great examples are: Claire Redfield in Resident Evil 2 Remake, Aloy in Horizon Zero Dawn, Lara Croft in the Tomb Raider reboots, and Princess Zelda in Breath of the Wild.
zero dawn i threw up
@@monkeyrobotsinc.9875 you crazy?
Can't u use da mixamo female walk?and use that rig to instruct ur rig animation??
Though a models strut is beautiful to watch, it's NOT a realistic or normal walk cycles. It's over exaggerated! It's is very sexy though 🤩
Does that mean we will have the man version with Blendo ? I'm sure he's feeling lonely...
flip not working to me
yes
hehe... yeah boiz
can you do root motion as well pls:D
Bro, it's almost like dance walking in a way.
This!!!
My character looks like sliding when im setting it to walk on certain distance, any tips?
Walking speed is not matched to animation speed.
Add a empty before feet on first pose.. Then timeline to second pose
And adjust the root bone that empty should become back to the first feet
It could help sometimes.
Or watch feet sliding tutorials on blender(in case if you don't get)
Can u tell me how to make a slow motion effect on my animations?