-[Pierre]在本视频中 我们将开始设置脚的动画 - [Pierre] In this video, we will start animating the feet
基于躯干运动的根 based on the root of the torso motion.
第一件事 The first thing to do
就是把我们刚才创建的运动的长度增加一倍 is to double the length of the motion we just created.
我们需要重复这个上下循环 And we need to repeat this up and down cycle.
选择所有曲线控制器后 With all my curve controllers selected,
我将复制它们 I will duplicate them.
但首先 确保第一个控制器 But first, make sure that the very first controller
最后一个是完全一样的 and the very last are exactly the same.
然后按Shift+D进行复制 Then press Shift + D to duplicate
并按动画的长度进行偏移 and offset by the length of your animation.
在我的例子中 36帧 In my case, 36 frames.
所以我的整个循环都是72帧 So that my whole cycle run through 72 frames.
同样 这是我为这部动画选择的节奏 Again, this is the rhythm I have chosen for this animation.
您的动画可以更快或更慢 Your animation can be faster or slower.
从那里 我将按Alt+H取消隐藏我的控制器 From there, I will press Alt + H to un-hide my controller,
选择“可见性”属性“骨骼” select the visibility property bone
他们将重新启用腿 and they will re-enable the legs.
由于腿使用反向运动学机构 Since the legs are using an inverse kinematic mechanism,
我们只需要设置脚控制器的动画 we will just have to animate the foot controller.
使用这种动画方法很酷 The cool thing with this animation method
就是很容易调整任何控制器的位置 is that it's easy to tweak the position of any controller
通过稍微偏移曲线 by slightly offsetting the curves.
如果我想提高角色的上下运动 If I want to raise the up and down motion of the character,
我只需要选择根控制器 I just need to select the root controller
然后偏移整个曲线 and offset the whole curve
在曲线图编辑器的y轴上 on the y-axis in the graph editor.
上下运动将发生在更高的位置 The up and down motion will occur higher,
为足部运动提供更多空间 giving more space for the foot motion.
但这没关系 即使看起来不好 But it doesn't matter, even if it doesn't look good
我将能够回到这条曲线上 I will be able to get back onto this curve
可以任意抵消 and offset it at will.
从那以后要做的第一件事 The first thing to do from there
是根据躯干的运动来定位我们的脚 is to position our feet based on the motion of the torso.
一般来说 向上的姿势 Generally, the up pose,
躯干处于其最高点的时刻 the moment where the torso is at its highest point
接近传球姿势 is close to the passing pose.
通常会稍微延迟 It is generally slightly delayed.
当脚接触地面时 躯干下降 When the foot contacts the ground, the torso goes down.
当脚向后拉时 躯干也会上升 And when the foot is pulling back, the torso is raising.
由于躯干几乎处于第20帧上的最高点 Since the torso is almost at its highest point on frame 20,
我会将脚稍微移回到这个框架上 I will slightly move the foot back on this frame.
在第0帧 And on frame zero,
当躯干处于最低点时 whenever the torso is at its lowest point,
我会把脚往前推 I will push the foot forward.
我们的想法不是要100%准确 The idea is not to get 100% accurate
但只要创造几个里程碑 but just create a few landmark
在我们使用曲线和调整节奏之前 before we use the curve and adjust the rhythm.
最后 这只脚将是第三个 或者是背上的第三个 Finally, the foot will be third or away on the back
只要我们刚打了俯卧姿势 whenever we have just hit the down pose.
然后当角色推另一条腿时 And then when the character is pushing on the other leg,
当前的脚将抬起 the current foot will be raising.
这里的想法是只在一个轴上工作 The idea here is to work only on one axis
就像我们对躯干做的一样 as we did for the torso,
设置脚的位置 setting the position of the foot
就在它离开地面之前 just before it leaves the ground.
最后 我需要找到时机 Finally, I need to find the moment
这只脚会回到前面 where this foot will get back forward,
这应该发生在尸体坠落之前 and this should have happen just before the body is falling.
脚接触地面 The foot contact the ground
然后是躯干向下的姿势 and then we have the down pose of the torso.
我们的动画一点也不好看 Our animation doesn't look pretty at all
但至少我们有主要的地标 but at least we have the main landmarks.
由于脚的向前运动基本上是线性的 Since the forward motion of the foot will be mostly linear,
我将选择脚的所有关键帧 I will select all the key frames of the foot,
按V键并将控制柄类型更改为矢量 press V and change the handle type to vector.
就像我们以前对松鼠角色所做的那样 As we did before with our squirrel character,
我们将考虑循环是线性的 we will consider the cycle to be linear,
表示角色以恒定速度移动 meaning that the character is moving at a constant speed.
因此 我可以在键33之前删除键框 Hence, I can remove the key frame prior to key 33,
因为我们需要的只是关键帧 because we just need to key frame,
一个起点一个起点 one starting point and one and point
创建此线性运动 to create this linear motion.
让我们切换到图形编辑器 Let's switch to the graph editor.
为了在地面上获得正确的步伐 To get the right pace of the foot when on the ground,
我需要从第60帧插值回第33帧 I need to interpolate from frame 60 back to frame 33
通过整个循环 through the whole cycle.
因为第59帧或第60帧标记了力矩 Because frame 59 or 60 mark the moment
我们的角色与地面接触 our character is contacting with the ground,
而第33帧是脚离开地面的时刻 while frame 33 is the moment the foot is leaving the ground.
所以这个平台是不正确的 So this plateau is not correct
也不是第0帧和第33帧之间的插值 nor the interpolation between frame zero and frame 33.
但是我能做什么或者我应该做什么 But what I can do or what I should do,
因为我犯了个小错误 because I've made a slight mistake,
是从第34帧复制关键帧到第105帧 is to duplicate the key from frame 34 on frame 105,
代表第72帧 循环结束 which stand for frame 72, the end of the cycle,
加上第33帧 plus frame 33.
这样 在第60帧和第105帧之间 This way, between frame 60 and frame 105,
我有脚贴在地上的整个动作 I have the whole motion of the foot sticking to the ground
使用正确的插值 with the right interpolation.
从那里 我可以进入第72帧 循环的结束 From there, I can go on frame 72, the end of the cycle,
并在此频道上插入关键帧 and insert a key frame on this channel.
我现在可以复制到这个关键帧 I can now duplicate to this key frame
然后在第0帧移动它 and move it on frame zero
并将两者都设置为“自由”或“向量” and set both to free or to vector.
现在 第一个关键帧和最后一个关键帧都是相同的 Now, both the first and last key frame are the same
他们有正确的插值 and they have the right interpolation
脚在地面上以正确的速度移动 and the foot is moving at the right speed on the ground.
现在我只需要做上下运动 Now I just need to work on the up and down motion
在第33帧和第60帧之间 between frame 33 and frame 60.
我们也可以调整时间 We can also adjust the moment
脚离开了地面 the foot is leaving the ground,
我想这可能会晚一点发生 I think it could happen a little later.
现在我们知道了如何修正插值 Now that we know how to fix the interpolation
在动议的开始和结束之间 between the beginning and the end of the motion,
那很好 that's perfectly fine.
另一件要考虑的事情 The other thing to consider
当脚在地面上作直线运动时 is that while the foot has linear or motion on the ground,
它在空中不会有直线运动 it won't have linear motion in the air.
通过旋转这个手柄 By rotating this handle,
我将创建一个稍微向后超调 I will create a slight overshoot backward
好像脚是向后伸出的 as if the foot was projected the backward
因为它离开地面时的惯性 because of its inertia when leaving the ground.
完成此行编辑后 With this row editing done,
我将切换到Z位置曲线 I will switch to the Z location curve
他们只需添加一个新的关键帧 and they will simply add a new key frame
在着陆姿势之间 在接触姿势之间 between the landing pose, between the contacting pose
以及脚离开地面的姿势 and the pose where the foot is leaving the ground.
像往常一样 您可以在这里看到最终曲线 As usual, you can see here the final curve
对于Y轴和Z轴 for both the Y and Z axis.
就像我对躯干所做的那样 为了获得令人满意的重量感 As I did for the torso, to get a satisfying sense of weight,
我会做一个轻微的高原或移动停止 I will make a slight plateau or moving halt
就在脚落地之前 just before the foot hit the ground,
因此 它将有一些困难的时间来提高 so that it will have some kind of a hard time to raise.
它会在着陆前保持在空中 速度非常快 It will stay up before landing very quickly
因为它很重 because it's very heavy
而机器人是在释放脚 and the robot is kind of releasing the foot.
因此 它在曲线上创建了某种很好的对比度 So it creates some kind of nice contrast on the curve
当前在动画上转换的 that currently translates on the animation.
这个方法的棘手之处 The tricky thing about this method
就是一次只关注一个动作 is to focus on one motion at a time.
在这里 你可能会发现这个运动看起来有点奇怪 And here, you may find out the motion looks a bit weird
因为脚没有旋转 because there is no rotation in the foot.
但是我们将在脚上输入一些旋转 But we will input some rotation in the foot
稍晚些时候 slightly later on.
一次只关注一个频道 Just focus on one channel at a time,
一次一个控制器 one controller at a time.
甚至关注控制器本身的运动 And even focus on the motion of the controller itself.
不一定是整个机器人的运动 Not necessarily the motion of the whole robot.
与其他任何动画技术一样 As any other animation technique,
你需要一点时间来适应它 it will take you a bit of time to get used to it
但是对于这种动画来说 它非常方便 but it's very handy for this kind of animation.
在我们称脚的基本运动为向下之前 Before we call the base motion of the foot down,
我想把脚稍微向前推 I want to slightly push forward the foot
就在它降落之前 just before it lands.
为此 我稍微旋转了手柄 To do so, I've slightly rotated the handle
就在接触姿势之前 just before the contacting pose,
让脚向前一点 so that the foot gets a little more forward
在它落地之前 before it hits the ground.
从那里 我可以调整脚的向上运动 From there, I can adjust the up motion of the foot.
毫不犹豫地跟踪动画的圆弧 Don't hesitate to track the arcs of your animation
使用我们在上一章中看到的运动路径 using the motion path we have seen in the previous chapter.
在下一个视频中 In the next video,
我们将使用脚滚控制器 we will use the foot roll controller
在脚踝和整个脚上增加一点旋转 to add a bit of rotation on the ankle and on the whole foot.