Man, I'm super excited to do this. I wish the background was there when you started getting doing the foot because it was kinda black on black... but anyway, you got my heart! I'm excited to do this and thank you for sharing your magic!!! Alrighty, jumping in this way and then, I'll mess with the duik. Yours looks plenty good!
Lol this guy feeling so pro because he is so familiar with these particular softwares, so everything must be accelerated to the extreme to demonstrate his ability, guess.
I appreciate this tutorial because I needed a refresher. I had to slowdown playback which makes the presenter sound drunk 😂 still, glad for the information, especially the shortcut keys . Will also check out limber lite (because I’m poor) to play a little more later
This is super helpful, there's only one thing I'm struggling with. I have an additional hand layer with defined fingers. When trying to make my arm limb FK my hand is still technically parented to the wrist layer, but it doesn't move with the wrist at all. Has anyone encountered this? It's parented properly in IK, it's just FK that mucks it up.
Actually, I figured it out. By looking at one of your other walk cycle videos actually. For anyone else struggling with this: Select the limb you've created (e.g front wrist). On the Limber plugin menu click 'Add FK', you should find this in the green controller section. Now you should have a new wrist controller that should be auto named something like 'Front-WristFK' Parent your Hand layer to your new FK controller layer. Now you can follow along the tutorial exactly the same way by editing the Upper and Lower FK rotations of your original wrist layer. From what I can tell you don't need to use your new FK one for anything else aside from parenting (though please correct me if your experience differ). I hope this was helpful.
This is a really really great tutorial but after coming back to it 1000 times, I noticed something that is off. When he starts animating the body going up and down, it is actually supposed to be the opposite of what he does. The body moves down first and then reaches the peak height in the middle of the cycle, then back down. Still amazing tutorial and will continue to come back to it
And one more thing to add to this comment - the feet position movement CANNOT be bezier otherwise good luck getting the feet to anchor to the ground when the character is moving across
What I demonstrated in this video is correct. I think you may be misunderstanding my directions, and I don't blame you, this video is really fast paced. I need to do an update and slow it down. What you're describing though, is what I am doing. Thats why we start with the 3 "down" keyframes and then add 2 "up" keyframes in the middle of the down keyframes. A full "cycle" is essentially two steps. One step with the right leg, and one with left. What you're describing is only "half" of the cycle. "Down -> up ->Down"...But a full cycle is "Down -> up ->Down->up ->Down" So the body should bob up and down twice for each step taken. Then I offset the body keyframes 1-2 frames because the lowest point of the body is actually supposed to happen slightly after the foot taking the step makes contact with the ground. Walking is essentially catching yourself from falling while moving forward, so when your foot initially hits the ground the momentum of the body falling doesn't immediately get redirected back up but is delayed a bit. Hope that makes sense.
Also in regards to moving a character, you're right. It is extremely hard to create a looped walk cycle like this and animated it move horizontal and getting the feet to plant. But I have a totally different method for that.
FK if you're using something like DUIK or Limber. If you're using rubberhose or Deekay tool, you can keyframe the position of the wrist to move back and forth in an Arcing motion. Or something you can parent the wrist to the shoulder and then animate the rotation of the shoulder. Or, you can just create a shape layer for the upper arm, a shape layer for the lower part of the arm. Parent the lower part of the arm to the upper part of the arm, and then animate the rotation of the upper and lower like you would with FK.
i have a question if you can help me please ... i am working on a template called kyle worker style ... an after effects template .. one of the poses the character is moving from left to right but it is not travelling from one side to another it 's just like walking in place .. can you help me please ..how to make him move from one side of the screen to the other ??
@@TheKeyframeAcademythe problem is in eased keyframes:) it’s better to keep keyframes for feet linear. This way its much easier to move a character along the surface. With eased keyframes you’ll end up with sliding feet
My second foot is not looping back, it just jumps back to where the first foot is. I don't know what I did wrong. I thought I followed the tutorial word for word, but now I don't know.
Agree the second foot’s keyframes cut off outside of the work area? It’s so fast I can’t pause it to work out what you do to slide the second foot back
Hi there, love your videos. awesome and helpful... I have a query though... I'm trying to animate a back view walk cycle for a client, which technique would you recommend
Precomp, apply a fill affect, change that to whatever color you want the shadow to be. Then use cc slant, uncheck "stretch' and then play with the slant amount and boom you got a shadow.
Why prepare the position of the body with a "LoopIn()"? I only know the looping method with "LoopOut()". Where/how does this "come in handy" later? THX!
I'm using the loopin expression because I am shifting the body animation down 1-2 frames to offset it from the legs. If I were to use the loopout expression, that resulting "loop" wouldn't account from the two frames in the beginning. It's the same reason I use the loopin for the second leg as well, because I am shifting the entire animation to start halfway through my workspace. If I were to use the loopout, I'd have to shift my keyframes in the other direction, so that the middle of my leg animation would be on frame 1...I don't like doing that though because then if I want to change any keyframes in that first half of the animation, i can't because those keyframes are off the timeline.
Nicolas Trottier Hi! This was very helpful. Im still a bit confused about the loopin. Do you loopin all keyframed layers or only those that you offset to start a few frames after the beginning of the animation? I would think that the layers that are not offset would have to be loopOut, no? Thank you!!!!
Amparo Fontanet basically if you’re shifting your animations forward in time (from the first frame) you want to use loopin. If you’re shifting your key frames backward in time, ( which means you wouldnt be able to see the first keyframe because it would be shifted off the the timeline) you want you use loopout. Maybe I’ll make a video to explain this better.
@@TheKeyframeAcademy Thank you very much for replying so fast :) I have this problem: I want to use a comp of a walking cycle within another comp and loop the walking cycle comp. I'm doing the time remap and adding loopOut(); to the walking cycle comp but then the layers that have loopin in the walking cycle don't loop properly. Hope I'm explaining correctly...
I do both actually. But inside the precomp, instead of going through the work of animating both the front and back legs, or front or back arms, I just animate one, and copy it, and then offset the keyframes, and then apply loopIn or Out to the offset keyframes. If not I have to shift around keyframes or completely redo everything on the second limb. So looping in this case is less work IMO.
Alright. I'm completely losing my mind on something. Every time I create a new limb, the anchor point always pops to the right of it rather than on the bone end of the limb. I can't find anyone who's brought up this problem yet, and I'm throwing a hail mary that you see this comment. How do you get the anchor points to align properly with your limbs when you create a new limb?
yeah please dont make a whole tutorial and suddenly say you use a paid program without explaining anything and just giving a an explanation of parenting afterwards
One of the most underrated channel on TH-cam
WOW... most straight to the point tutorial ever!!!
It was very helpful that you zoomed in to show the functions! I wished you had a keyframe tutorial for beginners.
Great suggestion! Lets talk about this on Insta
You smashed it. The simplicity was fantastic.
To the ones saying the video is too fast, try slowing the playback speed from: SETTINGS / PLAYBACK SPEED - 0,75 worked well for me :D
You save my life bro!, Thanks for this one!
No problem!
thank you for this quick and to the point tutorial
Man, I'm super excited to do this. I wish the background was there when you started getting doing the foot because it was kinda black on black... but anyway, you got my heart! I'm excited to do this and thank you for sharing your magic!!! Alrighty, jumping in this way and then, I'll mess with the duik. Yours looks plenty good!
Holla!!
This is amazing.
Lol this guy feeling so pro because he is so familiar with these particular softwares, so everything must be accelerated to the extreme to demonstrate his ability, guess.
exactly what I wanted THANKS!
Glad it could help. Hopefully it wasn't too fast!
Super awesome and simple ❤
Really awesome, after long time new trick seen, thank you🙏
Welcome 😊
I appreciate this tutorial because I needed a refresher. I had to slowdown playback which makes the presenter sound drunk 😂 still, glad for the information, especially the shortcut keys . Will also check out limber lite (because I’m poor) to play a little more later
holla! Nice tutorial - thanks
Hey, thanks!
Just what i was looking for.. thank u buddy❤️❤️
Most welcome 😊
Man, you just nailed with your tutorial !
Muito obrigado
Thanks for sharing!
Perfectly explained mate!
Glad you liked it
Nailed it!
Thank you. Very useful tutorial
NIce and Simple, thanks
Glad you like it!
Great 🎉
Thanks 😎😃👍🏽
thanks! its really simple!
Thx for the video. I love it. It was a little to fast for me
Sorry about that
POrra, normalmente eu não comento em vídeo, mas mandou muito bem nesse, tanto no humor quanto no conteúdo! TOP
Obrigado!
Love You 😘 Thank you
Thank you for a great tutorial!
You're very welcome!
This is super helpful, there's only one thing I'm struggling with. I have an additional hand layer with defined fingers. When trying to make my arm limb FK my hand is still technically parented to the wrist layer, but it doesn't move with the wrist at all. Has anyone encountered this? It's parented properly in IK, it's just FK that mucks it up.
Actually, I figured it out. By looking at one of your other walk cycle videos actually.
For anyone else struggling with this:
Select the limb you've created (e.g front wrist).
On the Limber plugin menu click 'Add FK', you should find this in the green controller section.
Now you should have a new wrist controller that should be auto named something like 'Front-WristFK'
Parent your Hand layer to your new FK controller layer.
Now you can follow along the tutorial exactly the same way by editing the Upper and Lower FK rotations of your original wrist layer. From what I can tell you don't need to use your new FK one for anything else aside from parenting (though please correct me if your experience differ).
I hope this was helpful.
awesome
It's great. Thank you!
Thank you too!
4:55 he was gonna say "crap" lol...
😎 I don't know what you're talking about...
Great work
Thanks
Awesome tutorial ❤️
very nice
This is a really really great tutorial but after coming back to it 1000 times, I noticed something that is off. When he starts animating the body going up and down, it is actually supposed to be the opposite of what he does. The body moves down first and then reaches the peak height in the middle of the cycle, then back down. Still amazing tutorial and will continue to come back to it
And one more thing to add to this comment - the feet position movement CANNOT be bezier otherwise good luck getting the feet to anchor to the ground when the character is moving across
What I demonstrated in this video is correct. I think you may be misunderstanding my directions, and I don't blame you, this video is really fast paced. I need to do an update and slow it down.
What you're describing though, is what I am doing. Thats why we start with the 3 "down" keyframes and then add 2 "up" keyframes in the middle of the down keyframes. A full "cycle" is essentially two steps. One step with the right leg, and one with left. What you're describing is only "half" of the cycle. "Down -> up ->Down"...But a full cycle is "Down -> up ->Down->up ->Down" So the body should bob up and down twice for each step taken.
Then I offset the body keyframes 1-2 frames because the lowest point of the body is actually supposed to happen slightly after the foot taking the step makes contact with the ground. Walking is essentially catching yourself from falling while moving forward, so when your foot initially hits the ground the momentum of the body falling doesn't immediately get redirected back up but is delayed a bit. Hope that makes sense.
Also in regards to moving a character, you're right. It is extremely hard to create a looped walk cycle like this and animated it move horizontal and getting the feet to plant. But I have a totally different method for that.
Very Help full
Thank you!
SO SMART
Thanks
Wonderful Bro
Thanks
Nice thanks
guess Ill have to watch this some other time... im familiar with everything except that scene in 0:14 ... do you have a tenurial for that?
thank you
You're welcome
thank you so much
You're welcome!
Helpful!
Thanks for watching!
But how do you stop the feet from sliding
Got lost in the arm part... should I keyframe position for arm swing or just use FK?
FK if you're using something like DUIK or Limber. If you're using rubberhose or Deekay tool, you can keyframe the position of the wrist to move back and forth in an Arcing motion. Or something you can parent the wrist to the shoulder and then animate the rotation of the shoulder.
Or, you can just create a shape layer for the upper arm, a shape layer for the lower part of the arm. Parent the lower part of the arm to the upper part of the arm, and then animate the rotation of the upper and lower like you would with FK.
i have a question if you can help me please ... i am working on a template called kyle worker style ... an after effects template .. one of the poses the character is moving from left to right but it is not travelling from one side to another it 's just like walking in place .. can you help me please ..how to make him move from one side of the screen to the other ??
can you precompose this all and change its position? i.e. change move your walking person anywhere in your comp?
yes
@@TheKeyframeAcademythe problem is in eased keyframes:) it’s better to keep keyframes for feet linear. This way its much easier to move a character along the surface. With eased keyframes you’ll end up with sliding feet
omg you did it simply !!! but i am still under shock :D how did you do that!!
My second foot is not looping back, it just jumps back to where the first foot is. I don't know what I did wrong. I thought I followed the tutorial word for word, but now I don't know.
What loop expression are you using?
Agree the second foot’s keyframes cut off outside of the work area? It’s so fast I can’t pause it to work out what you do to slide the second foot back
My second foot isn't looping back too. I followed every single step. Did you managed to fix it?
how to make character animation walk from A to B with background position fix, tell me pleasee....
Have everything parented to your body layer, and move that from A to B
How do you get the rubber hose plug in? Or whatever you used? Is it free? I had no idea you could add these to make your animation easier. Thanks!
There is rubberhose: gumroad.com/a/128328819/DXCTF
I also commonly use Limber: aescripts.com/limber/?aff=84
@@TheKeyframeAcademy Thank you very much
@@johnacerra9752 No problem! Glad I could help!
great
1:24 I laughed soo hard that i farted
Check your pants
I usually go 1.5x ...on this one I had to go 0.25...great tutorial tho´
Hi there, love your videos. awesome and helpful... I have a query though... I'm trying to animate a back view walk cycle for a client, which technique would you recommend
Do you mean the character is facing away from the audience?
@@TheKeyframeAcademy yup.
Can i get ur projects files?
I will use Just practice
hand doesnt follow the arm when using FK it just rotates in place
if you're using Limber, you have create an FK controller, and parent the hand to that instead. Or I think there is a IK match FK button.
Thanks. I just added another joint and parented my hand to that
how to make the shadow following the character?
Precomp, apply a fill affect, change that to whatever color you want the shadow to be. Then use cc slant, uncheck "stretch' and then play with the slant amount and boom you got a shadow.
Why prepare the position of the body with a "LoopIn()"? I only know the looping method with "LoopOut()". Where/how does this "come in handy" later? THX!
I'm using the loopin expression because I am shifting the body animation down 1-2 frames to offset it from the legs. If I were to use the loopout expression, that resulting "loop" wouldn't account from the two frames in the beginning.
It's the same reason I use the loopin for the second leg as well, because I am shifting the entire animation to start halfway through my workspace. If I were to use the loopout, I'd have to shift my keyframes in the other direction, so that the middle of my leg animation would be on frame 1...I don't like doing that though because then if I want to change any keyframes in that first half of the animation, i can't because those keyframes are off the timeline.
Was that helpful or did I just confuse you more?
Nicolas Trottier Hi! This was very helpful. Im still a bit confused about the loopin. Do you loopin all keyframed layers or only those that you offset to start a few frames after the beginning of the animation? I would think that the layers that are not offset would have to be loopOut, no? Thank you!!!!
Amparo Fontanet basically if you’re shifting your animations forward in time (from the first frame) you want to use loopin. If you’re shifting your key frames backward in time, ( which means you wouldnt be able to see the first keyframe because it would be shifted off the the timeline) you want you use loopout. Maybe I’ll make a video to explain this better.
@@TheKeyframeAcademy Thank you very much for replying so fast :) I have this problem: I want to use a comp of a walking cycle within another comp and loop the walking cycle comp. I'm doing the time remap and adding loopOut(); to the walking cycle comp but then the layers that have loopin in the walking cycle don't loop properly. Hope I'm explaining correctly...
Plz tell us how to use one walk cycle again and again so that we can save our time plzz sir
Go watch my video on looping
@@TheKeyframeAcademy no bro i mean how to use one walk cycle in many videos is it possible???
When you copy and paste the back foot and move them from 1'', when it loops the foot isnt on the original place as you only set 2'' helpppppppp
add a loopIn(expression) to all the properties of the duplicated foot, then shift the keyframes down.
tks a lot
You are welcome
F the beginners tutorial let's go!
*20 videos later*
Where's that beginners tutorial?!
subbed :)
Why not just loop a precomp of one cycle instead of applying loops to several layers? 🤔
I do both actually. But inside the precomp, instead of going through the work of animating both the front and back legs, or front or back arms, I just animate one, and copy it, and then offset the keyframes, and then apply loopIn or Out to the offset keyframes. If not I have to shift around keyframes or completely redo everything on the second limb. So looping in this case is less work IMO.
how can i animate the legs without limber ?
you need some kind of IK rigging tool. Rubberhose is another option, or DUIK is a free option.
@@TheKeyframeAcademy Thanks for replying so quickly I'll try it 🙂
how did you do the shadows?
cc slant FTW
"then you create a keyframe" ok how do I create a dam keyframe?
how to stop after walking?
no more keyframes
a little too fast
Sorry!
Alright. I'm completely losing my mind on something. Every time I create a new limb, the anchor point always pops to the right of it rather than on the bone end of the limb.
I can't find anyone who's brought up this problem yet, and I'm throwing a hail mary that you see this comment.
How do you get the anchor points to align properly with your limbs when you create a new limb?
What are you using to create your limb?
@@TheKeyframeAcademy Limber. This happens right after I press the button to create a new limb.
@@bunkersketches1238 Hmm, are you talking about the anchor point of the Limb layer itself? or the hip/ankle controller layers?
@@TheKeyframeAcademy The hip/ankle controller layers.
@@bunkersketches1238 What happens when you try to reposition the anchor point with the pan behind tool?
You should show what u doing so ppl can understand what are you doing.
She is
tks bro
you make this look easy ! ITS NOT , LOL :P Im savy in AE and your techniques are SEXY AF. cant wait to follow this later . xo
this tutorial was sow fast
but how I animate character like hindi story
I don't know what that is?
lol
what are you saing ??? your so fast do this !!!
Slow down the playback my brotha
kwkwk.. learnig while Laughing
way too fast
you are so fast
yeah please dont make a whole tutorial and suddenly say you use a paid program without explaining anything and just giving a an explanation of parenting afterwards
tooooooo fastt
.
it was terrible you said too fast to no one cant understand
too fast
Sowee
@@TheKeyframeAcademy it's ok bro still educational keep it up
it was not helpful because im idiot
No don't say that!
Though i have lots of basic knowledge of AE, i cant get those stuff which are so fast
Im gonna unsubscribe the channel and dislike this
Sorry to see you go!
This is bullcrap
Why?
way too fast. You are not explaining this to experts. But people with middle knowledge of this. 0 out of 10
...sorry...
Thank you
.