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05 - Animation
5th January 2017
Finishing up the Walk Cycle. Here we fill in the minute details and explore the principle of Secondary Action.
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8th March 2017 - 02:14
Well, this is a very good tutorial Dillon. I really learn too much from you.
For a young person as you are, you probe to be a great teacher.
1st May 2017 - 02:25
@cristknohr: I'm so glad you like it :)
27th January 2017 - 00:41
Hi Dillon, Just to let you know thoroughly enjoyed your tutorial and thought I'd have a go. You can see my basic walk cycle at the link.
1st May 2017 - 02:24
@Daddios: The walk cycle looks great :D Archibald looks super cute, excellent job!
23rd March 2017 - 06:15
Hello, excellent work, thank you for answering my previous doubts. Today I would like to ask, if after the final rendering of the character, some modification is made to the skeleton (Armature), since in the downloadable file I saw a rigging similar to glasses on the eyes, one circular over the nose and also in the mouth. If so, where could you find a reference on how to do this. Will there be something similar in the cloud ?.
1st May 2017 - 02:29
@arayabarrioseduardo: Yes! I didn't cover it because it's based on personal preference, but if you want custom bone shapes (like the glasses), simply follow these steps!
Create a separate mesh with the shape you want (i.e. glasses for eyes). Name this something like B_Shape or B_Glasses for organization.
Select the bone you want to replace with the shape in pose mode.
Go to the bone options tab (looks like a bone) and scroll down to "Display" and under "Custom Shape" select the name of the mesh you just made.
Check the Wireframe option just to the left of that.
And that's it! You can adjust the shape of the custom bone shape to fit the rotation, scale and position of where you want the handle to be by selecting the mesh and making those changes in EDIT mode. Ultimately, it's nothing more than a visual aid for your cursor to grab and see more easily. Hope this helps!