In this lesson, we're going to look at a really basic character movement, which you will probably
use a lot moving forward.
And that is the walking animation.
So we're going to be creating a walk cycle, which the character that you see here is going to continuously
take steps forward and we're going to make this loop so we can add it on to a background and maybe make
the landscape see.
We have three projects in the resource pack.
We have autumn leaves, Autumn Park, background and character by Freepik.
So this is our character.
We have a background like this.
I already color coded everything, name the layers and all that, and the autumn leaves is just a bunch
of leaves that we're going to add on top of our scene as a final element.
We don't really need to organize anything and then we have our character, which is just the layers
that make up the character stuff.
And if you are planning on designing things yourself, make sure you keep the ground joint in the body.
Let me just show you what I mean.
So this is the foot.
First of all, the limbs need to be separated.
So this is a foot and then lower right leg goes on top and notice the knee is circle to.
This circle needs to be the case for all the joints, so the needs to be a circle, the ankle, those
right there needs to be a circle.
The hip needs to be a circle.
The elbow shoulder.
Anything that is necessary for movement needs to be circle.
Here we have up her right leg again to circle.
And then we have the hip, which is also a circle, so the hip makes the right leg upper right leg complete.
And then we have the neck.
It's come up here, we have the neck and then we have the body separated.
We have the back strap.
This is just additional accessories, the head, the hair, the bag itself.
Then we have lower arm.
Which, again, circle and the elbow.
And then finally, we have upper arm.
Also notice that we don't have we only have one set of limbs, we only have one arm and one leg.
That is because it's easier to finalize one of the arms and just duplicated for the other arms.
Are we going to fix the anchor points and all for the right arm and then duplicate right arm to make
the left arm save us some time?
First of all, let's go ahead and just color code our layers, which will be easier to look at just
like this one.
So if I know that I need to animate the bushes, I would only be working with the green layers.
So, so like both arm layers, make these yellow anything related to the head.
Let's make it.
Rent.
The bag needs to be another color body.
This independent Nick is also part of the head and we have leg layers make that purple.
And finally, we have another independent layer, so usually which is color coded are things.
And now we have to connect the anchor point to their rightful positions.
So let's start with upper arm.
We're going to.
There is a bunch of ways to do this, you can either guess where the connection point is, or you could
just let me turn off all the other layers for a second.
You can just select both of those limbs.
Hitti lower the capacity to find that connection point, which is a point in which the circle connects.
So upper right arm connects to the click away.
Upper right arm clicks connects to the body, so it just goes up there, but lower right arm needs to
connect to that circle.
Because that's our elbow right now is to bend at the elbow point then, so the back bring the bring
the opacity back.
I didn't make the arm separate because we don't really need to focus on that.
But you could definitely get a character that has a separate arm and then you would do the same thing
for the arm, so you would make the arm anchor point come to the wrist connection point the bag.
There's a need to connect to anything which is want to bring it.
Bring the anchor point here, because the movements will be done based off the body, the hair, there's
a need to connect to anything the head needs to connect to the next.
Just bring that blow.
The back strap can stay as it is the body needs to connect.
Let's remove those.
The body needs to connect to the hip, so bring hip.
And if we select both a T and lower the opacity.
Oh, we're doing it for the head.
Do it for the body and the hip.
You can see that there is a connection point right there.
So on body, get your anchor point and put it in that dark area.
And hip stays independent, so it doesn't need to connect to anything.
And then we have the.
The leg to work with so we can turn off body for a second.
Fair enough, hip and turn on these layups.
So lower leg, upper leg, foot, hip to lower their capacity to find those connection points.
Click away, get your anchor point tool and put this guy on that dark area that you see lower right
arm goes on the knee.
Upper right leg, we need the hip for this, so we can clearly see where we need to go, so this just
goes on the hip.
Thanks so.
And then we can just so like all of these, bring back their capacity.
All right, let's bring all of our layers back, and now the anchor points are in the right position,
and this will just make them more smooth animation.
So if I were to move up her right leg and see that it moves her slits connected, then I'll show you
how the movement works.
Now we need to parent them.
So lower right arm connects to upper right arm.
Or you can use this drop now.
Menu upper right arm connects to body back and connective body to because she's holding it close to
her body.
Hair goes to the head, head goes to the neck.
Extra goes the bag because her connected body goes to the hip, neck, goes to the body.
Upper right leg, hip, lower right leg, upper right leg, right foot, lower right leg and hip is
just independent.
Let's hit on all of these now because I first decided to write Anchor Point and then I connected in
the leg if I hit are on upper right leg, you can see the leg moves in one piece and it's moving at
the right time, so it's moving according to the hip.
And that's just a regular movement, so.
That's why we connected the layers and also said the right anchor points.
All right, so for the foot, we actually don't want them to be connected to head, not on foot, so
everything is connected except for foot and hip.
OK, now that we did this, we can select all the leg layers control D.
First, let's change the color to something else, orange.
Oops.
And then we can rename these layers to Upper L four left like just change the name.
So because we already did the parenting and all on the right leg, we don't need to do this again for
the left like layers, we simply just duplicated.
And that's just a lot easier to get all the left like lawyers and bring it below.
Everything's the below hip as well, because it's on the other side through the same thing for our get
both control the change, the color.
It's kind of blending in blue.
And just rename these layers.
This is upper arm.
This one is lower alarm.
Again, we're going to bring these below everything, because it's on the the opposite side, even underneath
the lake, as you can see, the arm goes in front, but on the other side it would go behind.
OK, so we have that.
Make sure that the parents are OK.
Upper left arm, body, lower right arm.
Make sure it's on upper arm, not right arm and check the same thing for the body.
So elford independent upper leg, upper leg goes to hip.
All right.
Now that we checked everything.
Let me first show you the other project.
We also did the same thing here, except we didn't parent anything.
And now that we have our characters and our layers ready, we can go ahead and start animating.
I'll see you guys in the next part.