Walk Cycle Tutorial for Blender Rigify
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- čas přidán 11. 04. 2019
- Detailed step by step tutorial for creating a Walk Cycle Animation using Blender and Rigify. Part 1!
Part 2 and 3 in Full Playlist: • Animation Tutorials
In the first part of this series we use a combination of posing and curve editing using the Graph Editor to create a walk cycle for the lower body. In the next videos we will complete the walk cycle and take the animation and character to Unreal Engine 4.
The character is the "Survivor" from Mixamo rigged in Blender 2.8 with rigify rig. Uefy Script ( rakiz.com/uefy ) was used while rigging the character to make it's bone hierarchy compatible with Unreal Engine. However this video is about creating a walk cycle and you don't need the script to follow along.
website: rakiz.com/uefy
=========
List of 3rd party assets with copyright and licensed distribution terms as follows:
Audio Copyright:
All background music is from CZcams Audio Library only - / audiolibrary
Sunrise Drive - South London HiFi (Royalty Free Music)
Character Mesh from Mixamo/Adobe - mixamo.com
Copyright by Adobe
(License provides Royalty Free use to make commercial games and videos)
bit.ly/mixamoeula
bit.ly/fuseeula
Unreal Engine Marketplace Assets - unrealengine.com/marketplace
Copyright by Epic Games
(License provides Royalty Free use to create commercial streamed videos)
bit.ly/ueasset
Blender License: (Opensource GPL)
bit.ly/blenderlicense
#blender #animation #rigify
Part 1 - Lower Body: (this video)
Part 2 - Upper Body: czcams.com/video/ErobSedJtsA/video.html
Part 3 - Export: czcams.com/video/Z9BYQMox7zo/video.html
Finally, a comprehensive tutorial of a walk cycle in blender that isn't 8 years old, thanks
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@@fdfsdsfds2831 don't really remember commenting this lol but most blender walk cycle tutorials I had found before this were from like blender 2.3, and they were fucking shit. This one was the first good one I found I guess
Walking really hasn't changed! 🤣
To switch to euler : in pose mode select all bones with A then CTRL + R and choose XYZ Euler, I found this on a forum and it saves a lot of time : )
thanks a lot
I've never seen anyone give such a basic yet comprehensive example of the graph editor. Thanks!!
Great tutorial! Easy to follow and nice use of the graph editor! Best walk cycle to date!
Great. A lot to learn here. Thanks!
Thanks for your time. Seen a few walking cycle tutorials, but yours includes the graph editor. Well done and thanks.
Wow. I was waiting for this for years. Thank you so much ❤️
Fantastic series!!!!! I'm looking forward to more of your content, Thankyou! 😍
Thanks a lot, this is the best explanation I've seen so far of how to use the graph editor.
One of the better tutorials I've seen. Great job!
Amazing detail. I have watched other walk tutorials but yours is quite detailed and the use of graph editor is quite unusual & helpful
Your tutorials are a great help! Thank you so much!
this is one of the best tutorial it is well explained, simple but really informative just ready the brain for compiling those information. thank you so much!!! I learned a looooooooooooooooot!!!
This is freaking awesome dude. You didn't skip anything.
Watching this video all these years later and it is still a great refresh on animation in Blender
Amazing!!Thanks for your work!!This is the best Animation tutorial for blender ,Hope to see more animation tutorial like this.
Thank you Rakiz. All your stuff is excellent.
So helpful and detailed, bonus points for including subtitles.
i hope to get more Animation Tutorial like this too.
Amazing tutorial!!
Very good job done. Great tutorial dude. I watch your tutorials again & again. I think it's one of the best tutorials of walk cycle in blender.
This felt like a master class in character animation.
Fantastic tutorial!
Thank you for great and clear tutorial! :)
I used this tutorial on most of my characters so thank you for this cool tutorial
Thanks for the video. I liked the pace and also the explanations of the function of each point. Well done.
Thank you so much for this! My opinion doesn't mean much, but to me the animation looked really nicely done :)
an excellent tutorial!
I wish I could like this more times. great guide - thank you
You're amazing, thank you so much for this.
amazing video. I've learned so much!
I am totally new to character animations, it is 10x harder than I thought, but it looks doable. Thanks! Now I understand that I need to take many things into consideration to animate properly
yes, its really much harder than it looks, quite a technical hurdle to overcome , before you can be creative
Awesome!
Great Video Farooq !
Great tuto.
Amazing tutorial, thanks
Thank you so much for doing that, finally I learn walk cycle in a proper way.
Great tutorial! thank you!
Amazing, great tutorial.
:O ok im not scared of animation anymore. thanks for the effort.
awesome tutorial ! thank you
Awesome. Can't believe I never thought of checking for a paste opposite shortcut... I was literally about to include a custom function into my own ue4 rigging plugin...
Thank you. This is a very detailed and helpfull video. Keep it up!
You're an amazing teacher thank you.
I know i'm late to comment here, but i wanted to say: THANK YOU SO MUCH FOR THIS! I'm doing a project in 3d animation and tried doing it in blender to learn the program, and it is insanely difficult to find a tutorial telling you what hotkey they even pressed, most people somehow don't do that.. This is so helpful and i'm learning to make a walk cycle, but more importantly, how to use blender as an animation tool in general! Thank you so much!
Please, make more videos about animation. I love your explanation in this video!
thank you so much ^^ for you share your ledge for everyone. I love this video.
This is really a very good explanation
Really useful tutorial. Keep up great job
Wow! Thanks so much!
Thank you! Much appreciated!
Great tutorial sir. I'm really really very glad to get this tutorial. It saved me many many valuable hours in trying to learn rigging & walk cycle animation. Had the arms moved with the legs it would have been better. I've subscribed your channel & pressed the bell icon & like button as well.
Amazing skills
Dude i love you!!!! Greetings from Brasil
really nice
nice,i like step by step.
super like! thank you for the sharing
Thank you, thank you, thank you. Finally someone covers proper rotation order and which solver to use. I have been scouring blender tutorials trying to find out if I should keep the rigify solver in Quaternians or Euler. Easy to follow step by step, please keep the fantastic work coming! I instantly subscribed after watching the first few minutes!
We set the rotation mode to Euler because we use the graph editor to procedurally modify animation in this video. Doing so with quaternions would be difficult to understand. But in other circumstances If we were to rely only on pose to pose animation. Quaternions might be a better solution because they do not suffer from gimbal lock. The correct mode to use really depends on the situation at hand.
@@RakizFarooq Thanks for the info! And thanks again for the amazing tutorials! :)
@@RakizFarooq what about for unity export?
Very useful & helpful tutorial sir.
very nice
thanks so much
Great bro. Plz make more Animation techniques for poses as well.
Thank you man 😢😍😍
Wow 1k likes and only 14 dislikes great video my dude!
good stuff. I kind of knew the process, but not the subtleties of doing it ie which order to do the tweaks in etc
Thanks for sharing your knowledge, I am new to rigging and especially with Blender 2.8, your script is also amazing - just grabbed a copy wish me luck! :)
Thank you for the purchase, I appreciate your support! I should mention to anyone else reading that this series is about animation and the techniques shown here should be applicable to any animation software. You don't need the script or even blender to follow along.
Rakiz Farooq really hope you can cover more animation techniques with blender and unreal 4. Am working my way through your older UE posts.
Fantastic tutorial! Is there a follow-up video that covers using this cycle to have the character move and deal with the sliding issues?
Hey can you do a tutorial on making animations for true fps. Like how to reduce head shake in animations?
10 outta 10.
My graph editor just showed flat lines? but still, my model now walks like Kate Moss in the '90s
This is a great tutorial! One big question I have: I understand the point of the F-Curve Cycles Modifier, and it totally solves looping issues I've had in the past. But because it then repeats the keyframe action indefinitely in both directions on the timeline, it interferes with any animation I might want to do after the walk cycle (for example: a character performs its walk cycle for a few moments, then stops and does some different animation). How do you manage the infinite repetition of movement that the modifier creates?
I export the animation to fbx in ( czcams.com/video/Z9BYQMox7zo/video.html ) where only the main loop is exported with baked keys on all frames. Once in the game engine it can easily be blended into other animations. If you are working with Blender only then you can use additional tools like the NLA editor and other methods to manage and blend different animations seamlessly.
I captured something in most of the characters (Human) I mean it looks like that character is going to fall if you can just make torso bone a little bit higher in all of the poses and make a distance between legs (in Y-Axis) in contact poses less it will be great
As mentioned in the video this is a starting point not the end product. You are meant to experiment and change things around. If you really want to improve on this tutorial try adding some stretch and squash. Rigify has some nice controls to assist with that.
Excellent video, thank you. One small glitch (for me): I had my Default Interpolation set to."linear". I could have used a heads-up in the beginning of the video telling me to turn it to Bezier before recording the animation. Oh, well, I'll do it again tomorrow and I'll get it right then.
I think the default setting for interpolation is bezier.
@@RakizFarooq Yup, it is. It's just that it's not rare for me (and other renderers, I believe) to change it to linear. And as I'm getting old, I forget to change it back, sometimes (as was the case). Once again, thanks for a great tutorial.
Please please dude, make tutorial on how to convert this static walk cycle into a progressive one. Lots of love and respect from India.
Is there a way to save markers inside actions? If you create a new action in order to make a new animation (for example, a jump), you will have the old markers from the walk cycle, but if you delete those and create new ones for the jump animation, you won't have the old ones if you need to modify the walk cycle alter on
Can you then assign this to a curve path?
Love the tutorial! I'm struggling with the shift+ctrl+v, my pose isn't flipping - the legs and feet seem to just stretch down 🤦♂️ plz help
It might not be one of these but some things to check:
- Make sure the controls are in IK mode
- Turn IK_Stretch value to 0.0 for the limbs
- Make sure the mouse cursor is inside 3d viewport both for Ctrl + C and Shift + Ctrl + V
I do not get any issue with copy/paste for pose flipping.
This is great and really pratical, would you mind doing a run cycle animation tutorial too?
At 13:00-14:00 How is it that you are doing a direct control c and control v from frames 4 to 16 and frames 10 to 22 and the walking pose is inverted? Shouldn't the poses look identical if you do that?
hi,am a new comer in blender,i enjoy the project.do you have any idea on how i can make it, to my own animation videos? i had been trying to practice for months now,but it does not work out.
good sir
Very nice video. Could you explain how to use the walk when displacing the character in a 3D environment?
I use the animation with a Character Controller built in a game engine to move the character around based on user input.
Sir kya ham walk motion bana ke save kar sakte hai or us motion ko dusare character par use kar sakte hai...
My body mesh bounces but the bones stay in place. How do I fix it?
Man, great tutorial, so detailed. There is a reason to change for euler Angles or is just your preference?
We need some controls to be in euler angles because we use the graph editor to directly manipulate the curves. This would be very difficult with quaternions.
@@RakizFarooq I just ask because I was follow your tutorial but forget to change before hand, but my animation was virtually the same
Euler angles are 3 values, each graph representing an axis. Quaternions are 4 values. They are not the same. You could scale and move them around but if you want control and for the numbers to make sense you need euler angles.
@@RakizFarooq thanks for reply 👌👌
how did you get solid ground undernearth your character? my characters legs dont react with the ground
Enable IK mode for your animation rig. For rigify you select the foot control and set the FK-IK slider to 1.0 in Rig Main Properties.
hey, I followed every up to the graph editor section but my graph lines are flat instead of curved. is there a way to fix that?
The graph editor shows data for the currently selected control in the viewport. Make sure you've selected the bone you want to modify.
when i copied and pasted the hips to frame 13, it did not copy it flipped, just the same pose as frame 1 ?
it worked in the end, not sure what I did wrong :)
Hi, can you make a tutorial for the root motion in UE4 ? It doesn't work and I don't know how to translate pelvis to rootbone. Do you have an idea ?
Around 2:27 in the video keep the 'root' control on. It's the large circular control on the floor. Place all your root motion translation on that control only.
@@RakizFarooq I dont understand that you mean by "Place all your root motion translation on that control only." I just need to activate the root bone in the menu N? Or is there something else to do for UE4? Thanks for tuto
could you do a run cycle tutorial??
If you add a collision detect on the feet, and animated this over rough terrain, would the feet collide/interact or go through the terrain
It is a bit more complicated than that, but essentially yes you can do that. Since this character was rigged to match the Epic Skeleton by using Uefy Script. It gets feet IK exported by default. So I can put animation keys on the IK feet to match the actual feet. This way when the animation gets exported I always know where the feet would have been in the original animation versus where they are now if collision detection moved them in the previous frame. I can use this information and other data to get decent walking on uneven terrain using the game engine.
For a beginning animator as in just started yesterday, how quickly do you think one could learn until they could make a relatively simple 1 min animation complete with characters and simple background?
This is not something you could learn over a weekend or two. You practice until you get good, could take years.
on 5:20 how did you do that his leg is not stretching? i followed your tutorial by mo model get transformed and his leg followed the Y axis all the way long, your moved up a little bit without streching
Select the foot IK control and set "IK Stretch" to 0.0 in rig main properties panel.
@@RakizFarooq thanks
bro in the up position (U1) the pose height must be the tallest but in the tutorial, it's not when the pose is in pass position (P1) at that time the height is tallest can you tell me a way to fix it. I learnt a lot from this video but if you could just tell me how to fix this issue I would be so grateful.
The tutorial shows you how to use the graph editor and timeline animation keys. If you don't like something you can change it.
It's little past from upload but I think somebody can help me. At 5:19 while moving rig in Y axis mesh automatically lifts foot. But in my case the mesh is stretching. How can I solve this ?
Select the foot control in Pose Mode and set IK_Stretch to 0.0 in Rig Main Properties.
@@RakizFarooq Thank you
Why doesn't Blender or Rigify has automatic walk cycle?
pls help: when im trying to reverce pose by pressing ctrl shift v, the character is just moving his legs randomly, not like your character. xzy euler is on and i have tried to fix this problem for 4 hours now. i have readed almost every forum and nothing helps :( im using blender 2.83 and its littlebit differend than your versio of blender. sorry about my english, its not my native language.
By default pose is copied and flipped across the x-axis. For this to work your character must be facing across the y-axis with it's sides to the x-axis.
@@RakizFarooq Thanks for your response. sadly the problem is not there. i have already tried to rotate the charecter. no efect. can it be the bone rollings or bone names it cannot be because rigify names bones automatically? when i push ctrl alt v, legs just moves a little to the random directions :(
OK the problem was in bone rollings. so if anyone else have this same problem, recalculate the bone rolls in edit mode to face foward (ctrl + n in blender 2.83). hope this helps someone. it took a littlebit too much time to figure this out for me :D
You you also might want to regenerate the rig after you have fix the rollings.
Why after i press G, move the mouse, the rig can follow to move, BUT the character stay still ? What's the wrong ? Who can tell me ? Thanks in advance !
Sound like missing weight paints
Thank you so very much for making this tutorial, I am quite new in animation, so I follow it intensely! :) - I have a few quick questions.. At 7:13, I don't get any yellow bar that indicates the animation when I pres ctrl+v.. - Also, at 14:31, my graph looks flat and not curved like yours.. I can also see that my hip rotation is Quatermion and not Euler.. I thought I selected all the bones earlier and chose Euler, but something must have f*cked up.. - Is there a way for me to change them now, or do I need to restart? Again, thank you for the tutorial, it is very helpful!
You can drag the timeline up and expand the summary on the right side to see individual bone name and bars. In newer versions of Blender you might need to keep the mouse cursor inside the timeline while copy/pasting.
If your curves are coming out as straight lines in the graph editor make sure you switch to using Bezier interpolation mode.
@@RakizFarooq My active key frames are all set to Bezier for their interpolation mode, but my lines on the graph are still all flat.
5:22 When I move the rig controls, the mesh stays with the control. I.e., the feet dont lift off the ground if the controller is axis locked. Thoughts?
Also, my knee's bend on the x-axis. I think there's something wrong with the IK bones?
Turn IK stretch down to 0 in the rig main properties
nice, but i don't see my keyframes in the timeline which makes it kind of annoying.
Drag the timeline panel border up by the edge to show the area with the keyframes.