Thank you so much, I figured out why, and how it works finally! it was reallly helpful, and am serioulsy looking fowrad to another motion tips!! Thanks again!!
I watched a couple guides on walk cycles already but this one tought me the most things so far. I never thought about moving the keyframes of the limbs 1 frame further, it adds so much to the movement. Thanks a lot of this! Btw, in your Character Animation Launch Pad page, in the 'Do I have to pay extra to use Limber?' question, I think that you forgot to add the answer.
I would appreciate if you explain it from scratch bcz there are no tutorials that explains how to do it from illustrator layers to after effects shape layers.
Why easing keyframes for feet? If you leave it this way you’ll have hard times moving your character along surface. Always Leave it linear, while on the ground.
the problem i have, is, whats the best way to set up a story, where you need the walk cycle, but then you need the character to look good in a standing pose, have you guys covered that? great video btw!
Hi, I love your tutorials. Thank you so much. I have a question. I have seen you use rotate on 'right ankle controller' in your 'launchpad course'. I cant do it. it has effects applied on. How cud u rotate it? its in the part where u showed walk cycle. Please kindly let me know . Thank you.
Open the rotation property of the ankle controller, and then open the expression on that property. The first line may have 'false' in it...Change false to 'true', and then you should be able to rotate the controller freely. That is the old way of doing it. Nowadays, I'll add an angle control pseudo effect to the ankle controller, and then pick whip the rotation property of the foot itself to that angle rotation control. That way I bypass the need to mess with the controller settings.
Thank you so much for such a detailed tutorial! I was trying to follow along, but than stuck on a problem while animating rotation of the foot. In my case the rotation property of the ankle controller is inactive, because it already has "Limber IK Start Rotation" expression applied, I can't keyframe it myself. Does anyone know how to solve this problem?
If you've already created your rig, then in the expression on the rotation, change the first line from "false" to "true". Then go into your Limber preferences and make sure "user rotation" is checked, then you'll never have to touch that expression again.
Random question, but I rigged a character with Limber, and I don't know how to zero the arm/leg position before animating. Duik has this feature but not sure how to do in Limber?
I am a bit lost of how I can do this walk cycle without limbers anti pop. Everytime I try to do It using Duik, the legs goes cazy and unfornately there are some jobs I cant use limber. Is It necessary to cut the down pose?
When I copy the keyframes from Right Ankle to Left Ankle (X and Y position) It copies the exact value of the position, and the movement of the other leg is not correct... :S
I really need help on how to stop making it look like my walking character is sliding across the floor when I want to move my character from point A to point B.
loopIn only works if you've moved the set animation further down the sequence. It creates a loop before it reaches the set keyframes. loopOut does the opposite. However if you want it to create a loop before and after, use "loopIn() + loopOut() - value;"
This is the best walk cycle tutorial on the earth ever! My first time I enjoyed to animate a walk cycle:)) Thank you veeeeeeeery much!
Thank you so much, I figured out why, and how it works finally! it was reallly helpful, and am serioulsy looking fowrad to another motion tips!! Thanks again!!
You're very welcome!
I watched a couple guides on walk cycles already but this one tought me the most things so far. I never thought about moving the keyframes of the limbs 1 frame further, it adds so much to the movement. Thanks a lot of this!
Btw, in your Character Animation Launch Pad page, in the 'Do I have to pay extra to use Limber?' question, I think that you forgot to add the answer.
Good catch on the FAQ. And thanks for the kind words!
I would appreciate if you explain it from scratch bcz there are no tutorials that explains how to do it from illustrator layers to after effects shape layers.
Nice breakdown John!
thanks man! this was great
Why easing keyframes for feet? If you leave it this way you’ll have hard times moving your character along surface.
Always Leave it linear, while on the ground.
the problem i have, is, whats the best way to set up a story, where you need the walk cycle, but then you need the character to look good in a standing pose, have you guys covered that? great video btw!
This is something I have taught in the course
Thank you so much !!!! you best ! )
Glad it helped!
Hi, I love your tutorials. Thank you so much. I have a question. I have seen you use rotate on 'right ankle controller' in your 'launchpad course'. I cant do it. it has effects applied on. How cud u rotate it? its in the part where u showed walk cycle. Please kindly let me know . Thank you.
Open the rotation property of the ankle controller, and then open the expression on that property. The first line may have 'false' in it...Change false to 'true', and then you should be able to rotate the controller freely. That is the old way of doing it.
Nowadays, I'll add an angle control pseudo effect to the ankle controller, and then pick whip the rotation property of the foot itself to that angle rotation control. That way I bypass the need to mess with the controller settings.
@@TheKeyframeAcademy Thank you so much.
Clever as ever
thank you so much😘
This is a perfect tutorial!!!
Precious lesson! Is there a way to get this anti-pop feature or something similar inside Duik? Thanks!
I don't think so.
super Cool Work👍
how would you make the character stop and perform an action then continue walking?
Thank you so much for such a detailed tutorial! I was trying to follow along, but than stuck on a problem while animating rotation of the foot. In my case the rotation property of the ankle controller is inactive, because it already has "Limber IK Start Rotation" expression applied, I can't keyframe it myself. Does anyone know how to solve this problem?
If you've already created your rig, then in the expression on the rotation, change the first line from "false" to "true".
Then go into your Limber preferences and make sure "user rotation" is checked, then you'll never have to touch that expression again.
@@TheKeyframeAcademy holy shit, thank you!!!!!
How do you make the walking stop? This is in loop but what if i wanted it to stop after several step how to make it stop with loopOut/In function on
Random question, but I rigged a character with Limber, and I don't know how to zero the arm/leg position before animating. Duik has this feature but not sure how to do in Limber?
I am a bit lost of how I can do this walk cycle without limbers anti pop. Everytime I try to do It using Duik, the legs goes cazy and unfornately there are some jobs I cant use limber.
Is It necessary to cut the down pose?
A little too crunched to look. Someone reply with the course price please. Really enjoying this guys style of teaching.
149
@@TheKeyframeAcademy thanks.
Walk cycle is hecking hard!
Aaaaaaaa!
But how do I get the character to move forward?
Do I then simply use a further composition in which I then move the character composition?
When I copy the keyframes from Right Ankle to Left Ankle (X and Y position) It copies the exact value of the position, and the movement of the other leg is not correct... :S
I really need help on how to stop making it look like my walking character is sliding across the floor when I want to move my character from point A to point B.
This is somethign I cover in my course
@@TheKeyframeAcademy Is the course something you do at your own pace or is there a set schedule?
Your own pace@@PalomaMcClain
Hello there,
Can you provide me Take shape script link?
switching from ik to fk didn't work out for me, i couldn't catch up how did you do it
loopin() doesn't work for me. still stops after 1 second. however loopout() works.
if loopin isn't working, its likely because you haven't constrained your work area.
loopIn only works if you've moved the set animation further down the sequence. It creates a loop before it reaches the set keyframes. loopOut does the opposite. However if you want it to create a loop before and after, use "loopIn() + loopOut() - value;"
Hello there,
Can you provide me Take shape script link?