Thank you so much for making this series. I've tinkered with Blender for about 2 years or so now and I've never done anything with character creation and rigging. I always just figured it was going to be way over my head so I never bothered. This is such a good series and really explains how to do it correctly. I'm an electrician by trade but I've been learning how to make video games in my spare time. For me to follow along with this series (rather successfully) just shows you are great at explaining everything. Some people just go way too fast and don't explain a thing when making tutorials. I am absolutely looking forward to rest of this series. Keep up the great work! I've watched a pile of your tutorials and they have all absolutely helped.
These tutorial continue to amaze me with both quality and speed! The amount of 50 minute videos I watched on blender cannot amount to the information given in 12 minutes. Great job!
Sometimes I feel like the people who design Blender's UI are intentionally trying to make the experience as frustrating as possible and want to be SURE no one learns it by rearranging EVERYTHING at least once a year.
This tutorial is of great help. I spent like 6 hours trying to make a simple walk cycle yesterday, I really need to watch more tutorials to get a better grip on things lol. Thank you for the content, btw your voice is so relaxing and perfect for tutorials.
Wanted my character to have a nice ass animation. Spent hours on it, specially in weight painting (what a head ache). Now it may not be perfect, but I think I managed to make some improvements. Thumbs up if you think aesthetic asses are important.
Shouldn't have to. In 2.79, you just select the left-side bones, press W, and select Symetrize. It does everything by itself, but better, and it doesn't add any numbers at the end.
The Reverse animation loop wont work correctly, even though I selected all parts, the reverse animation playback perfectly, the hips will move but the rest of the parts will stay stationary
If you are still having issues with your animation not flipping correctly with the CTRL + SHIFT + V part, I had to re-symmetrize my bones so the .R bone names were reset. As far as I could tell my bones names were correct, but something was off about it and the re-symmetrize fixed it for me. I did loose some progress on this walk animation, but it wasn't too bad. It looked like something about my leg or IK bones was incorrect, maybe from some tweak I did along the way in past tutorials.
How can I make sure that the model's feet stay on the ground?, like at around 1:07 you grab the character and pull it down slightly, the foot doesn't follow through the ground, how can I do that? (Thanks in advance!)
I know this is 7 months late but I hope this helps other people; you have to make sure that the leg Ik bone rotation is on the ground at the point, as the leg can't go past it
I'm not sure whether u'll c this suggestion, just let u know actually we can adjust the motion on every frame, hence u can move to the frame that u think the feet aren't at the right place, adjust the feet to be align with ground line and highlight the respective(or all) bones then press i
So, just from my experience, this is where your videos get a bit outdated. I know you probably will never look at the comments section of this video, but an update to this playlist would be AMAZING. I admit I still need to watch your more recent videos, but trying to find quality videos on this stuff can be difficult and you do it pretty well!
I'm a web developer learning C# and Unity for fun/as a creative outlet - I thought animation would be way out of my league but I've got a cute walk cycle going that I'm really happy with :D Thank you for this series!
PSA: For anyone having trouble with 5:33 (Pasting the flipped pose), Blender is smart enough to flip bones based off their names. In order to do that your opposite bones need to have the same name, with some kinda direction. (Ie. Knee_L and Knee_R is valid, but Knee01 and Knee02 wont work) For Blender 2.8+: You need to also do the copying and pasting from the DopeSheet panel, rather than the 3D View. 1) Select your armature on the 3D view and Copy 2) Move timeline cursor to 13 seconds and then press Shift+Ctrl+V
My Left and Right side are named properly using the Symmetrize tool, but when I SHIFT+CTRL+V the right side is just wonky. The legs pose is okay but the arms and chest are just all out of whack. Any suggestions?
Excellent tutorial! At 1:02-1:03 when rotating the ITL ligament, the foot moves in the opposite (downward) direction. How would one switch directions? I tried looking to "parent" connections and inverse kinetics but cannot identify the proper procedures for switching ITL rotation direction!
Hey all! If you're having trouble with the feet twisting in ways they really shouldn't and the Ctrl+Shift+V operation not inverting the pose correctly, this will be because the IK bones behind the heals are twisted around. To fix this you can follow these steps: 1. in edit mode, delete the IK bones and reset the pose if needed (in pose mode, select all the bones with A and then Alt+R followed by Alt+G. 2. make sure the 3D cursor is set to the world centre (Shift+C). 3. Add a new bone, the bottom of this bone should appear between the feet/ancles and go up into the torso of the character model. 4. Select the bone and rotate on the Y-axis by -90 degrees so it points out behind the character model and scale it down so it roughly matches the size of the old IK bones 6. Duplicate the bone and move the duplicate along the x axis until it is in line with one the feet. remember to make a mental note of how far you move it so you can move the other the same distance in the oposite direction so it is behind the other foot. 7. move both the bones back on the Y-axis if needed. 8. rename the new bones to something appropriate (like IK.L and IK.R) 9. select a lower leg in pose mode and add the new IK bone for that side to the inverse kinematics modifier, then do the same with the other lower leg. that should fix the issue.
@@cerenmetin4955 pressing shift + A will open the add menu, from there select armature. If you already have an armature that you want to add a new bone to, go I to edit mode and then you can either extrude the new bone from an existing one, or you can duplicate a bone to create a child of the first selected bone that is not directly connected.
FOR THOSE THAT HAVE SOME BONES NOT FLIPPING PROPERLY Make sure to go back into edit mode and recalculate the normals of your bones with cntrl+n. This solved my problem. It may solve yours.
Hmm I tried recalculating normals on the X View Axis and my whole model got out of whack. Wondering what the implications of that are? Did Do something wrong in the initial rigging process?
Sir, I am stuck at the second cycle. Cuz everytime I try to "Shift Ctrl V" it, only few of the keyframes pasted while most of them didn't. Could you tell where I did wrong? I tried to redo my walk cycle so many times from scratch but nothing changed. Help me please
@@AgriasOaks99 hey sry for answering this late but after reading threw the comments I found the problem. All you have to do, if you still havn t found a solution is deleting everything after the dot but not the L. example : upperLeg.L and not upperLeg.L.001
Great tutorial! Just got one problem :( When I am trying to insert the reverse keyframes for the second step the rotation of my legs doesn‘t get reversed (I got my lower leg part slightly rotated to the inside), so when reversing the frame the other leg gets rotated outwards and looks... broken... So basically it is not reversing all of my rotations Does anyone have advise?
I've been having a bit of a problem with the Paste reverse. Every time I implement it, my character's arms and head fly up into the air. The only parts that of the model that work properly when doing this are the legs. I've been using the Shift+C the Shift+Ctrl+V method as you state in all 3 of your walk animation videos and this always seem to happen.. is there a setting in blender that could be causing this or am I just doing something wrong? Any help would be greatly appreciated. Thank you.
Same problem with the legs they are just not changing and that's a trash but you can check first position and just change position of the hand or legs manual i do that and work is shitty but worked
I had the same problem, and this is what I did to fix it. (1) Check bone names. They have to be the exact same names with only the L or R being different. (2) Reset the roll of the bones (Front view > edit mode > A > Ctrl + N > View Axis).
I had this happen, as well. Make sure your arm and leg bones are named the same, except the .r and .l end. I also manually changed my bone rolls to 0.0 for every single bone, and applied the change in object mode to the armature. It worked for me. I believe this happens because the scale and rotation are not applied at the object level. Alt+A in object mode will apply scale and rotation.
check your arm and leg bone names. For example my right leg bone names are: Leg1 R, Leg2 R, Foot R, Toe1 R, Toe2 R, Toe3 R, Toe4 R, Toe5 R and same with left leg bones, but R is changed to L
When you animate and you use the hip to bring the model down, how are you keeping your characters feet from sinking into the ground. Im using a basic riggify and when I move the pelvic bone the entire model fallow. This makes proper foot placement hard.
I have a problem with 1:00 whenever I rotate the Leg IK.L the left foot rotates in another direction. Like instead of maintaining the straight foot figure it bends like a shape of a boomerang.
Why is mine not paste-flipping anything that's a child ????? I'm totally worked up I've been looking this up for days. When I paste the keyframes, only the neck,chest,body and hips bone flip-paste. Not the legs!
This is probably coming a little bit late, but have you named them .l or .r? Only if you name them properly will Blender know that for example the left arm is the mirror of the right arm
@Reviyee Hay i stepped on this problem 2 times now (thought first time i did something wrong or different than in the tutorialxD) so its pretty simple the naming of the bones gone wrong and so if you copy-flip-pose blender only recognizes the non copyandpasted names(hip-head-spine-neck). you just have to clear up the name (for example :probably the bone "shoulder.R" is named to "shoulder.R.001" -> so just delete the numbers after the "R") i know this is fricking late :D and probably the other comments already helped ._.
Why does no one ever put these characters with animations on marketplaces for free... which is why I'm saying props to you my good sir for adding it as a dropbox!
in case your i thing doesn´t work for that animation keyframe BS just use the record button, do your thing and then turn it off. On again for next keyframe and so on so forth.
Apply the scale and rotation of the object and the armature in object mode by pressing Alt+A. That may be why we are seeing distortions when using the IK constraint. Also, bone rolls need to be the opposite from the other side. IE arm.l boneroll = 90 then arm.r boneroll needs to be -90. Otherwise, the reverse animation will not work.
I know this is 9 months old but when you press I, you selected locrot or something similar instead of location. If you want some rotation you will have to limit the IK bone through the bone setting on the left or you will have to reanimate it using location only instead
Hi. My characters ankles turn outwards whenever he takes a step. I set up the ik bone and the pole target exactly like you did, but I feel i my have left something out, since your character's feet always stays perpendicular to the ground. If that helps, I am using Blender 4.2, but I think this is a me issue. Thanks for the help in advance.
@Sebastian Lague, the video 0:43 mentions a link to your reference poses will be in the video description but I don't see it. Thanks for the great series!
Why does moving arm moves one of leg vertices? It's 100% blue and not in the vertex group of the bone. I removed it and replaced with a new one to fix and it worked
CTRL + SHIFT + V to copy and flip the keyframes will not work unless you have the same bone names on each side of the armature. Most people suggest naming the bones similar to "UpperArm.R" as a naming convention.
This is a nice tutorial man. I make animations using the rigs of Sims 4 characters, and the rigs themselves aren't as clean and nice as these ones. Everything is separate for each body part, meaning I can't lift the foot and have it bend the knee automatically. I have to move the foot, then move the calf, then the thigh. This makes animating rather difficult and time consuming. So looking at a running or a walking animation, I always thought, "This much be the hardest animation I could make..." I've learned a lot from your video, though. I'm looking forward to applying what I've learned here in my next animation. Thank you. :)
Oh, and I learned something new about this rig. I can't do the Ctrl+C and Shift+Ctrl+V because the rigs of the arms are so different. If I copy the pose in reverse, the arms flail way back like my character is about to dive into something. They don't copy over perfectly. Just something interesting aha. I can copy and paste the legs though
thank you so much for this great tutorial! If there is also a tutorial about walk animation for animals (dog for example) in Blender from you, I would be happy..
For the first part of the walk cycle at 6:02 only my characters top half moves. the feet stay where they are. This has happened several times and I can't figure out what I'm doing differently. Does anyone know?
TrenchcoatsandMisery 24 you probably already checked that, but that happened to me when i forgot to press A to select all bones before inserting the keyframe...
In your given end-of-video file in animation when leg goes behind the body toes going in upward which is not the same as end in this video can you give me the file with correct animation like in this video?
Thank you. This is so useful. However when I follow the step at 8.52 the left feet and leg deform. I tried to do it one by one but that even didn't do the trick.. How can I fix this? Is it possible to replace keyframes? I tried it but with one it says right after that "f-curve with path ".."foot_tweak.R" cannot be keyframes, ensure that it isn't locked or sampled and try removing f-modifiers". I looked into it how I can delete f-modifiers but I don't see them and I cannot delete the keyframes either..
Walking Animations, the feet get quite chalanging once you have more toony characters. Seriously having bigger feet can be quite tricky since they tend to glitch trough the ground.
@@TomSuckAtFinance Check the bones if they have the same name with their counterpart, only thing that should differ is (R) and(L). I actually forgot to delete just one point(.) in the left leg, so it messed up my rigs leg region.
Hey there, thanks for this video. Got a question - when I use CTRL + SHIFT + V for inverse keyframes like you do to get the opposite pose at the beginning and end of a moving cycle, do you know if the effects of this feature is different in Windows from Mac? It seems when I try to follow your tutorials, I have one arm that "mirrors" across on all axes - so like, my arm wouldn't just swing to the opposite side from front/back view of the character, it seems to point UP from the character, etc. Any thoughts you can share about that?
Mine does the same thing. I don't know how to fix that, so what I did was just copy the legs over, and manually adjusted the arms. All rigs are different so sometimes the arms don't copy the same way. Mine just flail straight back/up if I try to copy and paste.
Okay why can't I add keyframes. Seriously they apparently changed Blender so much in 2.8 that I've had to look up probably 5 things in this series so far because of outdated UI. I'm running out of energy constantly looking this shit up. So right now I'm in the action editor and I have all the bones selected, but when I click insert keyframes nothing pops up in the editor. it's just blank. EDIT: I had to sleep on it and cool off. Looked it up, APPARENTLY I was supposed to hover my mouse over the viewport when I inserted the keyframes and not in the dope sheet. Wow, Blender is so user friendly
Hi Sebastian. Nice tutorial! I think I messed something up though and I only saw that when I tried to duplicate the frames 13 and further on. It only copies the hip through head bones, so it seems I somehow removed the mirror of the arms and legs (and the other two). Can I re-mirror them at this stage or do I need to start over?
If I move the foot of my rig up from the ground, it stays in that position if I move the hip bone downwards. It doesn't move and stop against the "ground" like in the video. Anyone know what I've done wrong? Ps. this series is awesome!
Thank you so much for making this series. I've tinkered with Blender for about 2 years or so now and I've never done anything with character creation and rigging. I always just figured it was going to be way over my head so I never bothered. This is such a good series and really explains how to do it correctly. I'm an electrician by trade but I've been learning how to make video games in my spare time. For me to follow along with this series (rather successfully) just shows you are great at explaining everything. Some people just go way too fast and don't explain a thing when making tutorials. I am absolutely looking forward to rest of this series. Keep up the great work! I've watched a pile of your tutorials and they have all absolutely helped.
lololololololol you T H I C C
@@itzgrey6688 wrong comment
For all blender 2.9 users-
At 0:22 you can find the selector at the top left where you can see a grid icon or press F12.
ayyyyyyyyyyyyyyyyyy this tut still holds up
thx alot
Omg Thank you
These tutorial continue to amaze me with both quality and speed! The amount of 50 minute videos I watched on blender cannot amount to the information given in 12 minutes. Great job!
Your voice is so smooth, it doesn't even turn my speakers on from sleep mode. A+
You sound like the "host" of a late night smooth jazz music station :D
Nuts. This has all changed. I had high hopes, but Blender tutorials on RUclips have a shelf life in 2 months.
I get what you mean, but this tutorial still holds up pretty good, tho you have to pause sometimes and google the new location of tools and stuff.
Sometimes I feel like the people who design Blender's UI are intentionally trying to make the experience as frustrating as possible and want to be SURE no one learns it by rearranging EVERYTHING at least once a year.
This tutorial is of great help. I spent like 6 hours trying to make a simple walk cycle yesterday, I really need to watch more tutorials to get a better grip on things lol. Thank you for the content, btw your voice is so relaxing and perfect for tutorials.
thats a dope sheet.
Not4Ucrafter nope thats dope as sheet 😂
get out
How to place an other character ? ppllllzzzz help me
How to put another object in these walking
HumanlikeMortal funny in aviation dope mean a shrinking Solution
hahahaha
Sebastian, you are the best Blender teacher I ever watched on RUclips! Congratulations and many thanks. :)
This tutorial is dope!
You deserve to be more famous ;P
Thanks a lot, it really helped me to understand more how smooth and good animation is made ^^
I'have seen a quite few animations before but none so perfect like yours! Congratulations for your excellent work!
Thank you sir, I've been trying to find a good blender walk cycle tutorial for years.
Wanted my character to have a nice ass animation. Spent hours on it, specially in weight painting (what a head ache). Now it may not be perfect, but I think I managed to make some improvements. Thumbs up if you think aesthetic asses are important.
I fixed my issue with the SHIFT + CTRL + V by removing the .001 on the R bones. Hope this helps.
big THANKS
that was the only solution, since this feature reverses the names from L to R in this case we had already a duplicate 001 to deal with ;)
It worked! Thank you so much!
Shouldn't have to. In 2.79, you just select the left-side bones, press W, and select Symetrize. It does everything by itself, but better, and it doesn't add any numbers at the end.
Love u
The Reverse animation loop wont work correctly, even though I selected all parts, the reverse animation playback perfectly, the hips will move but the rest of the parts will stay stationary
Thanks for all the good work on these tutorials, I followed your cave generation series as well. All very much appreciated.
1:55 - It's better to select them both and then press S for scale then X to move them only on the X-axis
i always thought i was terrible at animating but i was so proud of the animation i created with this tutorial. Thank you so much!
If you are still having issues with your animation not flipping correctly with the CTRL + SHIFT + V part, I had to re-symmetrize my bones so the .R bone names were reset. As far as I could tell my bones names were correct, but something was off about it and the re-symmetrize fixed it for me. I did loose some progress on this walk animation, but it wasn't too bad. It looked like something about my leg or IK bones was incorrect, maybe from some tweak I did along the way in past tutorials.
that was the solutiuon for me, thanks!
THANK YOU! I was seriously losing the plot wondering why the legs weren't moving!
bro you are the best, a life saver. im not gonna forget your help my entire life. thank you
been trying to do a walk animation for hours on my own without knowledges, 10min tuto, never did so well xD TY
Please Help: Is there another way to paste the "reverse key frames" at : 8:57
I can´t flip the dope sheets.. ( Shift Ctrl V doesn´t work )
I fixed my issue with the SHIFT + CTRL + V by removing the .001 on the R bones. Hope this helps.
How can I make sure that the model's feet stay on the ground?, like at around 1:07 you grab the character and pull it down slightly, the foot doesn't follow through the ground, how can I do that? (Thanks in advance!)
I know this is 7 months late but I hope this helps other people; you have to make sure that the leg Ik bone rotation is on the ground at the point, as the leg can't go past it
@@xxsettingsxx401 Can you explain a bit more please, or will I only understand if I watch the other tutorials?
I'm not sure whether u'll c this suggestion, just let u know actually we can adjust the motion on every frame, hence u can move to the frame that u think the feet aren't at the right place, adjust the feet to be align with ground line and highlight the respective(or all) bones then press i
You have helped me tremendously!! Amazing and simple. I finished mine in half an hour. While doing with pdfs took me 4 hours and a lot of mistakes.
So, just from my experience, this is where your videos get a bit outdated. I know you probably will never look at the comments section of this video, but an update to this playlist would be AMAZING. I admit I still need to watch your more recent videos, but trying to find quality videos on this stuff can be difficult and you do it pretty well!
I'm a web developer learning C# and Unity for fun/as a creative outlet - I thought animation would be way out of my league but I've got a cute walk cycle going that I'm really happy with :D Thank you for this series!
This is so so cool man! Thank you for these tutorials, really. I never thought animation would be this 'simple'.
Fantastic work, pal. Very clear, very good tutorial. Thank you.
If you're having problems with shift + ctrl + v not working for the legs, make sure the IK bone for the foot doesn't have that .001 in it's name
I double checked every fucking bone, but it still only works for some^^
Thank you
i have that problem too, but i dont have the 001 name, what can it be?
PSA: For anyone having trouble with 5:33 (Pasting the flipped pose), Blender is smart enough to flip bones based off their names. In order to do that your opposite bones need to have the same name, with some kinda direction. (Ie. Knee_L and Knee_R is valid, but Knee01 and Knee02 wont work)
For Blender 2.8+: You need to also do the copying and pasting from the DopeSheet panel, rather than the 3D View.
1) Select your armature on the 3D view and Copy
2) Move timeline cursor to 13 seconds and then press Shift+Ctrl+V
Still doesn't past the arms, only the legs.
@@Justfillintheblank well yeah you need to change the arm names to match that _L and _R format too
My Left and Right side are named properly using the Symmetrize tool, but when I SHIFT+CTRL+V the right side is just wonky. The legs pose is okay but the arms and chest are just all out of whack. Any suggestions?
Excellent tutorial! At 1:02-1:03 when rotating the ITL ligament, the foot moves in the opposite (downward) direction. How would one switch directions? I tried looking to "parent" connections and inverse kinetics but cannot identify the proper procedures for switching ITL rotation direction!
best tutorial teach from the start till export to unity,
sebas you the best! ty so much
man you are the best although i am not done yet i can see the progress i love it
Simple and effective, I loved your tutorial, dude, definitively subscribing! Thank you!
Hey all!
If you're having trouble with the feet twisting in ways they really shouldn't and the Ctrl+Shift+V operation not inverting the pose correctly, this will be because the IK bones behind the heals are twisted around. To fix this you can follow these steps:
1. in edit mode, delete the IK bones and reset the pose if needed (in pose mode, select all the bones with A and then Alt+R followed by Alt+G.
2. make sure the 3D cursor is set to the world centre (Shift+C).
3. Add a new bone, the bottom of this bone should appear between the feet/ancles and go up into the torso of the character model.
4. Select the bone and rotate on the Y-axis by -90 degrees so it points out behind the character model and scale it down so it roughly matches the size of the old IK bones
6. Duplicate the bone and move the duplicate along the x axis until it is in line with one the feet. remember to make a mental note of how far you move it so you can move the other the same distance in the oposite direction so it is behind the other foot.
7. move both the bones back on the Y-axis if needed.
8. rename the new bones to something appropriate (like IK.L and IK.R)
9. select a lower leg in pose mode and add the new IK bone for that side to the inverse kinematics modifier, then do the same with the other lower leg.
that should fix the issue.
How can I add a new bone?
@@cerenmetin4955 pressing shift + A will open the add menu, from there select armature. If you already have an armature that you want to add a new bone to, go I to edit mode and then you can either extrude the new bone from an existing one, or you can duplicate a bone to create a child of the first selected bone that is not directly connected.
You are a live saver! Thank you so much for this awesome tutorial :D
FOR THOSE THAT HAVE SOME BONES NOT FLIPPING PROPERLY
Make sure to go back into edit mode and recalculate the normals of your bones with cntrl+n. This solved my problem. It may solve yours.
One thing to add to this: try recalculating the normals around the active bone.
Hmm I tried recalculating normals on the X View Axis and my whole model got out of whack. Wondering what the implications of that are? Did Do something wrong in the initial rigging process?
Sir, I am stuck at the second cycle.
Cuz everytime I try to "Shift Ctrl V" it, only few of the keyframes pasted while most of them didn't.
Could you tell where I did wrong?
I tried to redo my walk cycle so many times from scratch but nothing changed.
Help me please
Agrias Oaks i have the same problem, but mine doesn t change at all did you find a solution ?
@@capten272 Unfortunately, no brother.
No souls give answer till this second.
Did you change all the names of the bones like you should? Upper Leg.R and on the other side should be: Upper Leg.L not Upper Leg.L01
@@AgriasOaks99 hey sry for answering this late but after reading threw the comments I found the problem. All you have to do, if you still havn t found a solution is deleting everything after the dot but not the L. example : upperLeg.L and not upperLeg.L.001
@@capten272 I name my part this way, "Right Upper Chest" without dots. Are those okay?
Ty so much, it helped me starting a animation.
Spoiler alert: These tutorials are still helpful. Thanks man :D
Thank you for the download links. I just need it to test out something for studying and this is what i need.
8:46 can I try to use ctrl v instead? apparently when I shift ctrl v, only the arms are the one moving instead of the legs?
I also have the same issue..not mirroring the arms correctly.
right mouse button for moving the frame cursor incase u flipped ur rightmouse left mouse settings
thank you, I needed that! :)
THANK YOU SO MUCH !!! IT'S SO QUICK EFFICIENT
Great tutorial!
Just got one problem :(
When I am trying to insert the reverse keyframes for the second step the rotation of my legs doesn‘t get reversed (I got my lower leg part slightly rotated to the inside), so when reversing the frame the other leg gets rotated outwards and looks... broken...
So basically it is not reversing all of my rotations
Does anyone have advise?
@bayboose is this down to holding down shift as well? so ctrl V copies as normal and ctrl SHIFT V copies in reverse?
Wow. I would never imagine this is so simple
I've been having a bit of a problem with the Paste reverse. Every time I implement it, my character's arms and head fly up into the air. The only parts that of the model that work properly when doing this are the legs. I've been using the Shift+C the Shift+Ctrl+V method as you state in all 3 of your walk animation videos and this always seem to happen.. is there a setting in blender that could be causing this or am I just doing something wrong? Any help would be greatly appreciated.
Thank you.
Same problem with the legs they are just not changing and that's a trash but you can check first position and just change position of the hand or legs manual i do that and work is shitty but worked
I had the same problem, and this is what I did to fix it.
(1) Check bone names. They have to be the exact same names with only the L or R being different.
(2) Reset the roll of the bones (Front view > edit mode > A > Ctrl + N > View Axis).
It's CTRL+C not Shift+C to copy
I had this happen, as well. Make sure your arm and leg bones are named the same, except the .r and .l end. I also manually changed my bone rolls to 0.0 for every single bone, and applied the change in object mode to the armature. It worked for me. I believe this happens because the scale and rotation are not applied at the object level. Alt+A in object mode will apply scale and rotation.
@@wagnificent2847 Thank you.
when a try to shift + ctrl +v in 12:40 only the hips , spine , chest , neck , head . are past and the others are not . what can i do ?
check your arm and leg bone names. For example my right leg bone names are: Leg1 R, Leg2 R, Foot R, Toe1 R, Toe2 R, Toe3 R, Toe4 R, Toe5 R and same with left leg bones, but R is changed to L
Thanks for this video man. Making an animation for a project and this really helped me start my walk cycle.
bro, i love you thanks
When you animate and you use the hip to bring the model down, how are you keeping your characters feet from sinking into the ground. Im using a basic riggify and when I move the pelvic bone the entire model fallow. This makes proper foot placement hard.
I loved your video! I actually have a project due for my class, and this video turned out to be very helpful!
I have a problem with 1:00 whenever I rotate the Leg IK.L the left foot rotates in another direction. Like instead of maintaining the straight foot figure it bends like a shape of a boomerang.
Great video! Thanks for this tutorial!
Why is mine not paste-flipping anything that's a child ????? I'm totally worked up I've been looking this up for days.
When I paste the keyframes, only the neck,chest,body and hips bone flip-paste. Not the legs!
This is probably coming a little bit late, but have you named them .l or .r? Only if you name them properly will Blender know that for example the left arm is the mirror of the right arm
@Reviyee
Hay i stepped on this problem 2 times now (thought first time i did something wrong or different than in the tutorialxD)
so its pretty simple the naming of the bones gone wrong and so if you copy-flip-pose blender only recognizes the non copyandpasted names(hip-head-spine-neck).
you just have to clear up the name (for example :probably the bone "shoulder.R" is named to "shoulder.R.001" -> so just delete the numbers after the "R")
i know this is fricking late :D and probably the other comments already helped ._.
Why does no one ever put these characters with animations on marketplaces for free... which is why I'm saying props to you my good sir for adding it as a dropbox!
in case your i thing doesn´t work for that animation keyframe BS just use the record button, do your thing and then turn it off. On again for next keyframe and so on so forth.
best teacher ever
Apply the scale and rotation of the object and the armature in object mode by pressing Alt+A. That may be why we are seeing distortions when using the IK constraint. Also, bone rolls need to be the opposite from the other side. IE arm.l boneroll = 90 then arm.r boneroll needs to be -90. Otherwise, the reverse animation will not work.
i have been using blender for more than 5 years and yet i haven't seen a better video
Very clear and precise. Thank you, sir!
Make sure you have "Simplify" turned on in the Rending Properties tab
Great animation tutorial...can u pls guide The F key mentioned at 0.32 Sec , where is it found in Blender 3.4.1
Instead of typing in -0.05 and 0.05 to move the IK bones it's easier to select both and 's' scale, then 'x' push on x-axis
Sebastian Lague You are the best guy in this WORLD! :D :D :D :D :D
THANKS FOR THESE TUTORIALS! :D :D :D :D :D
6:00 - My legs....their not ¨walking¨, only bending slight... what have I done wrong?
I know this is 9 months old but when you press I, you selected locrot or something similar instead of location. If you want some rotation you will have to limit the IK bone through the bone setting on the left or you will have to reanimate it using location only instead
Hi. My characters ankles turn outwards whenever he takes a step. I set up the ik bone and the pole target exactly like you did, but I feel i my have left something out, since your character's feet always stays perpendicular to the ground. If that helps, I am using Blender 4.2, but I think this is a me issue. Thanks for the help in advance.
@Sebastian Lague, the video 0:43 mentions a link to your reference poses will be in the video description but I don't see it. Thanks for the great series!
+Mr C. Oops, thanks for alerting me. I'll upload it as soon as I get home.
9:36 why don't you copy over the specific keyframes that you have changed rather than everything ?
Great, to the point, thanks again, keep up the great work. The first thing I am going to animate is my char doing the moon walk, just kidding.
Please make a video on how to walk sideways too. Thanks!
This really helped me with my walk cycle. Thanks so much
Why does moving arm moves one of leg vertices? It's 100% blue and not in the vertex group of the bone.
I removed it and replaced with a new one to fix and it worked
Great tutorial series, it helped me a lot
CTRL + SHIFT + V to copy and flip the keyframes will not work unless you have the same bone names on each side of the armature. Most people suggest naming the bones similar to "UpperArm.R" as a naming convention.
Bro you just saved me
Thank you, this was really useful and helped a lot. Excellent tutorial!
THIS IS SO SICK
This is a nice tutorial man. I make animations using the rigs of Sims 4 characters, and the rigs themselves aren't as clean and nice as these ones. Everything is separate for each body part, meaning I can't lift the foot and have it bend the knee automatically. I have to move the foot, then move the calf, then the thigh. This makes animating rather difficult and time consuming. So looking at a running or a walking animation, I always thought, "This much be the hardest animation I could make..." I've learned a lot from your video, though. I'm looking forward to applying what I've learned here in my next animation. Thank you. :)
Oh, and I learned something new about this rig. I can't do the Ctrl+C and Shift+Ctrl+V because the rigs of the arms are so different. If I copy the pose in reverse, the arms flail way back like my character is about to dive into something. They don't copy over perfectly. Just something interesting aha. I can copy and paste the legs though
thank you so much for this great tutorial! If there is also a tutorial about walk animation for animals (dog for example) in Blender from you, I would be happy..
so when I try to move my hip bone it moves the whole rig in pose mode. how do I make it so it doesn't do that?
When you created the rig, you parented every bone to that hip bone. It's supposed to do that. Maybe you wanted to rotate it but moved it instead?
I have the same problem
@@novavii9663 REad BenjiBot's comment
@@alekosthecrow Yea I fixed it
You are amazing buddy amazing, hats off......!!
You're really good at this!
For the first part of the walk cycle at 6:02 only my characters top half moves. the feet stay where they are. This has happened several times and I can't figure out what I'm doing differently. Does anyone know?
TrenchcoatsandMisery 24 you probably already checked that, but that happened to me when i forgot to press A to select all bones before inserting the keyframe...
how did he get it to collide with the ground
For some reason my foot and IK bones do not rotate up and down! The IK bone stays horizontal the whole time, anyone know why this might be?
In your given end-of-video file in animation when leg goes behind the body toes going in upward which is not the same as end in this video can you give me the file with correct animation like in this video?
Thank you. This is so useful. However when I follow the step at 8.52 the left feet and leg deform.
I tried to do it one by one but that even didn't do the trick..
How can I fix this?
Is it possible to replace keyframes? I tried it but with one it says right after that "f-curve with path ".."foot_tweak.R" cannot be keyframes, ensure that it isn't locked or sampled and try removing f-modifiers". I looked into it how I can delete f-modifiers but I don't see them and I cannot delete the keyframes either..
how did you get it into wireframe but still have the armature movement at 12:24?
There's a surface setting in the orange cube. If it says Wire, click it.
for some odd reason my animation kind of jitters when i ends on a loop plz help i even set the end animation setting to 24
So hello if you see this i have a problem when i move my leg back or front then the whole leg twists and when i fix it its in the right side twisted
Check the inverse kinematics are set properly !
Walking Animations, the feet get quite chalanging once you have more toony characters. Seriously having bigger feet can be quite tricky since they tend to glitch trough the ground.
big thxs to you bro! amazing tutorial!
5:30 i did everyting you showed but legs didnt reverse , they just move a little bit but no walk animation , arms are fine.
Dianaka same
@@TomSuckAtFinance Check the bones if they have the same name with their counterpart, only thing that should differ is (R) and(L). I actually forgot to delete just one point(.) in the left leg, so it messed up my rigs leg region.
That lad is a chap alright. Just look at that posture. More like posh-ture, amiright?
Hey there, thanks for this video. Got a question - when I use CTRL + SHIFT + V for inverse keyframes like you do to get the opposite pose at the beginning and end of a moving cycle, do you know if the effects of this feature is different in Windows from Mac? It seems when I try to follow your tutorials, I have one arm that "mirrors" across on all axes - so like, my arm wouldn't just swing to the opposite side from front/back view of the character, it seems to point UP from the character, etc. Any thoughts you can share about that?
Mine does the same thing. I don't know how to fix that, so what I did was just copy the legs over, and manually adjusted the arms. All rigs are different so sometimes the arms don't copy the same way. Mine just flail straight back/up if I try to copy and paste.
Okay why can't I add keyframes. Seriously they apparently changed Blender so much in 2.8 that I've had to look up probably 5 things in this series so far because of outdated UI. I'm running out of energy constantly looking this shit up. So right now I'm in the action editor and I have all the bones selected, but when I click insert keyframes nothing pops up in the editor. it's just blank.
EDIT: I had to sleep on it and cool off. Looked it up, APPARENTLY I was supposed to hover my mouse over the viewport when I inserted the keyframes and not in the dope sheet. Wow, Blender is so user friendly
My Shift-Ctrl-V isn't workings? What version of Blender is he using?
OK!? Upgraded to newest version and now my numbers dont work?!
If you mean the numbers for changing views, you may have to go into user prefs > input > emulate numpad.
Excellent tutorial! I can finally make a realistic walk animation now :)
Hi Sebastian. Nice tutorial! I think I messed something up though and I only saw that when I tried to duplicate the frames 13 and further on. It only copies the hip through head bones, so it seems I somehow removed the mirror of the arms and legs (and the other two). Can I re-mirror them at this stage or do I need to start over?
If I move the foot of my rig up from the ground, it stays in that position if I move the hip bone downwards. It doesn't move and stop against the "ground" like in the video. Anyone know what I've done wrong? Ps. this series is awesome!
Okay, it worked magically the next day. No idea what happened... problem solved, I guess!
That tripped me up, too. For future reference, if you pull the IK bone further down below the foot it will allow it to drop more.
Spot on, Note when moving the IK bone forward he has it locked to the Y Axis.
Thanks, draggedbystone.
hello, i'm having issues with this same thing, i have tried having the IK bone locked to the yaxis but it wont work