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    FACTFILE

    FOR

    Blender

    DIFFICULTY

    Intermediate / Advanced

    TIME TAKEN

    One day

    ON THE CD

    Full-size screenshots

    Blend file for Proog

    Textures

    Blend files for stages

    2,15, 21 and 26

    ALSO REQUIRED

    More supporting files can

    be found on our website

    Turn a simple walk cycle into a stroll with style! Improve your character animation in our Blender masterclass,

    which makes use of genuine rigs from the movie Elephants Dream, provided on the CD BY BASSAM KURDALI

    successsteps toW

    alk cycles are one of the staples

    of 3D character animation. Yet its

    all too easy to end up with bland,

    robotic movements. In this tutorial,

    you will learn how to create a walk with personality,

    keyframing and refining a basic movement cycle, then

    layering secondary animations over the top.

    For this, we will use Blenders NLA Editor (Nonlinear

    Animation Editor). It works just like a video editor, but using

    animation strips instead of video clips. Each strip representsinstances of an action that can be moved, scaled in time or

    layered on top of other strips. This allows you to create an

    action that contains one walking cycle, while the strip itself

    contains as many cycles as are required for your character to

    walk along the path you have assigned to it. The repetitive

    nature of the cycling can be offset by using additive action

    strips to alter the motion, or by adding other strips to layer

    different actions on top of the walk.

    In the tutorial, well be using Proog, the lead character in

    the worlds first open source animated film, Elephants Dream.

    First, well keyframe a basic walk cycle and make the action

    loop properly, then put him on a path and add some actions and

    layer animations on top of his walk. Finally, well look at some

    of the extra cloth animation controls the character rig contains.

    Dont worry too much about Proogs coat until the very last step

    of the tutorial to look good, it needs some hand tweaking.

    The walkthrough is intended for readers who already have

    some familiarity with both Blenderand the basic concepts

    of animating a walk cycle. If you get stuck, refer to the

    annotated screenshots on the CD. The disc also contains a set

    of numbered scene files that will enable you to pick up the

    tutorial again at the corresponding steps, and more are availablefor download from www.3dworldmag.com/stoppress .

    The Proog model itself is the genuine rigged character

    from the movie, and is available under a Creative Commons

    attribution licence, so it can be used for any project you like.

    Most of the tutorial can be completed in Blender 2.41,

    which is included on the disc. However, some of the advanced

    steps require Blender 2.42, which should be a free public

    download from www.blender.org by the time you read this.

    Bassam Kurdali is a freelance animator. He recently finished

    work as Director/Animation Director on Elephants Dream

    www.freefactory.org

    BLENDERBLENDER

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    ON THE WEBBonus scene files andfinished walk animationwww.3dworldmag.com

    ON THE CDBlender 2.41 (seenote in introductionabout version 2.42)

    SEE PAGE 82

    Animating better walk cycles | TUTORIALS

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    STAGE ONE |Creating a sneaky-looking walk cycle

    Launch Blenderand adjust the panels until you have

    Action, NLA and IPO Curve Editors, a 3D Viewport,

    buttons and timeline windows onscreen. Split and

    join panels by hovering the mouse over their edges and

    right-clicking. Move the edges by clicking and dragging. Drag

    down the top menu bar, select Edit Methods and, under Auto

    keyframe, select Available, drag the bar up and hit [Ctrl]+[U].

    01Load Proog: choose File > Open or [F1] and browse

    to where you extracted the files from the CD. Select

    stage_2.blend and hit [Enter]. If you want to keep

    you current layout, deselect Load UI at the bottom of the file

    selection window, otherwise you will get the same UI layout

    saved with the file. Note: the full-size screenshots are on the

    CD, so dont worry about reading the tiny annotations above!

    02

    Pose the torso in the same way as you posed the foot

    in Step 3: select control bones, rotate and/or move

    them until you like the contact pose. The cage-likebodybase control can be used to move and rotate the entire

    torso; the rest of the spine (body, back, neck and head) can

    be rotated independently (body can also be translated, but

    well just rotate it). If you rotate, key Rot; if you move, key Loc.

    05

    Pose the arms and shoulders by rotating and keying

    rotations so that the right arm is forward and the

    left is backward. Rotate the palm, thumb and finger

    bones. The fingers and thumbs are each controlled by one

    bone: rotating it rotates the finger, scaling causes the finger

    to curl. Key each digits rotation and scale. ([Shift]-select

    multiple bones and key them together to save time).

    06

    EXPERT TIPSetting up contact pointsWell create the walk cycle in one

    place using pose-to-pose techniques.

    Imagine that youre animating a

    character walking on a treadmill,

    with each planted foot rolling back,

    when planning the poses. You can

    plan the cycle between any of the

    key poses, but the simplest way is to

    start from the contact positionswhere the front foot just begins to

    touch the ground, then do the

    passing position (where the back

    foot passes the front). Finally, do the

    down position and the up position.

    These last two give a sense of

    gravity and force to the walk cycle.

    i

    For the first contact position, drag the Frame Marker

    to frame one, then go to the Side View in the 3D

    Viewport. Select and move Proogs left foot half astep forward and a touch inwards. Dont lift it on the Z-Axis!

    Rotate it so his toes are pointing up and turned out. (Pronate

    by rotating on the Y-Axis.) Press the [I] key and select LocRot

    to set a keyframe.

    03Heres a little trick: select the left foot, press the

    down arrow on the 3D Viewport header (Copy Pose),

    then the small upwards icon with the pink arrow(Paste Mirrored Pose). The right foot is now in the mirrored

    position of the left foot, so move the right foot backwards,

    zero its X and Y rotation, then key it with the [I] key.

    04

    EXPERT TIPUsing manipulatorsUse manipulators for positioning,

    rotating and scaling. These can be

    turned on and off with the hand iconin the 3D Viewport, and the buttons

    to choose translate, scale or rotate

    can be [Shift]-clicked to select more

    than one at a time. The drop-down

    menu with the options Global,

    Local, Normal and View selects the

    alignment of the manipulator axis.

    Generally, Normal is the most useful

    for posing bones, since it aligns with

    the axis of each bone. You can also

    use hotkeys to constrain motion in

    the 3D Viewport by pressing the axis

    letter after initiating a transform.

    i EXPERT TIPThe layers providedProogs armature has 16 visibility

    layers that help minimise the clutter

    in the 3D Viewport, Action Editor andNLA Editor. The first layer contains

    his body and leg bones; the second

    has his left arm FK controls; the

    third, his left arm IK controls; and the

    the fourth, his left palm and finger

    controls. The fifth, sixth and seventh

    layers control his right arm and hand

    in the same way. The stride bone is

    on layer eight, and the facial controls

    are on layer nine. Layer 11 has cloth

    fix-up controls. Other layers contain

    bones that you shouldnt animate

    and are supposed to be hidden.

    i

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    Go to frame 5 (or the first down position in the

    action). In the 3D Viewport, select the stride bone

    and press the [I] key and select Loc to key its

    location. Click on Stride Root in the Armature Bones panel.

    Move the bone L_stride until it lines up with the back of

    the left heel in the side view. L_stride is just a marker, so

    it doesnt matter if its keyed.

    13Go to the last frame in which the left foot is in

    contact with the ground (in my case, frame 34

    this may differ depending on the tweaks you

    applied in Step 12). Move the stride bone in the Y-Axis until

    the L_stride triangle is aligned with the back of the left heel.

    Dont move or key L_stride itself; just the stride bone.

    14

    Thats the first pose done! Save time by pressing the

    VCR-style record button in the timeline; this turns

    on Auto-Keying. Select all the bones posed so far

    and select the Copy Pose arrow in the header. Then move the

    frame counter 24 frames forward, and hit the Paste Mirrored

    Pose arrow; another 24, and hit the Paste Pose arrow. You

    now have the character skating between contact positions.

    07Now the passing position (frame 16). This is where

    the back foot passes the front foot in the middle

    of the cycle. Lift the right foot up and make sure to

    remove the X and Y rotation on the left foot, but dont move

    its location. Pose the hips and other body parts as shown

    above, and then select all the bones that are keyed here.

    Copy the pose, go to frame 40 and Paste Mirrored Pose.

    09

    STAGE TWO |Making Proog walk along a path

    Select the left foot and go into the IPO Curve Editor

    window (make sure its set to show Pose IPOs), then

    click on the label LocY. Select the Y location curve

    and hit [Tab] in the IPO Curve Editor, then select the Bezier

    handles between frames 1 and 24 and press [V] to make

    that section straight. Do the same for the right foot between

    frames 24 and 48.

    08

    EXPERT TIPHow this method worksWhile posing Proog to create the

    walk cycle, think of the stride bone

    (see Step 13) as a conveyor belt

    moving backwards that the character

    walks on. When applying the stride

    to a path, Blendercycles the action

    and uses the stride bone to control

    the speed of the cycles.

    The stride bone itself remains

    stationary on the path for every

    cycle of the action. This makes the

    character move steadily forwards

    along the path. You need to key the

    first and last frame of the action on

    the stride bone itself for this to

    work correctly.

    i

    Next, create the up position of the foot: the highest

    one after the passing position. Try to create a sense

    of Proog pushing his weight up and forward whileon his resting leg. Again, Copy Pose and Paste Mirrored Pose

    to get the mirror of the pose done. Now delete all the extra

    location keys within straight segments of the feet IPO curves.

    11We can continue to break down the walk into poses,

    or do straight ahead runs on the feet, head, arms, and

    neglected body parts such as fingers. Break apartthe motions of joints (try to get the hands and fingers to trail

    the arms, and so on) to limber the motion up. Tinker with the

    Action Editor and 3D Viewport until the movement looks good.

    12The first down position is frame 5. Clear X and Y

    rotation of the left foot and rotation of the ankle

    and toe, select them and press [I] > Available. GetProogs weight over his front foot and swing the arms further

    than in the contact pose. Paste Mirrored Pose on frame 29.

    Straighten the foot curves between down and contact poses.

    10

    STAGE ONE (Continued) |Creating a sneaky-looking walk cycle

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    Select the stride bone and, in the IPO Curve Editor,

    select its Y Location curve. In the header menu,

    select Curve > Extend Mode > Extrapolation. The

    curve becomes a straight line. Go to frame one, put the mouse

    in the IPO Curve Editor window and press [I] to insert a key.

    Do the same at frame 49 (the last frame of the action). In the

    Action Editor, delete the original stride bone keys at 5 and 34.

    15

    In the 3D Viewport, press [Ctrl]+[Tab] to take the

    armature out of Pose Mode, select the path, then

    [Shift]-select the armature and hit [Ctrl]+[Alt]+[C]

    and add a Follow Path constraint to the armature. In the Panels

    window, select the Object buttons, go to the Constraints

    panel, and make sure the CurveFollow button is pressed the

    follow (Fw) direction is in -Y, and Z is the Up vector.

    20

    Tweak the speed of the movement by clicking on

    the path and going to an IPO Curve Editor, then

    editing the speed curve as shown above. Change

    the Strip End time to the end of the animation, and adjust the

    end frame of the animation. And thats it! Youve got Proog

    walking!

    21

    STAGE TWO (Continued) |Making Proog walk along a path

    Check that the right foot matches up with the stride:

    simply use the R_stride marker and line it up with

    the back of the right heel in any frame in which

    the right foot is in contact with the ground. The R_stride

    should remain aligned in all other ground-contacting frames,

    otherwise the right foot needs to be adjusted.

    16

    Select proogskel. If you havent named the

    action, do so now. Delete the link to the action by

    clicking the x next to its name in the Action Editor.Mouseover the NLA Editor and add ([Shift]+[A]) the action as

    a strip (or mouseover the NLA window and press [Alt]+[C] to

    convert the action to an action strip). Make sure that youre in

    NLA Mode (see the Expert Tips box after Step 21).

    18In the NLA Editor, hit [N] to get the strips Transform

    Properties window, if it isnt already visible. Check

    the Stride Path option, and make sure the StrideBone option has the stride bone name, and that the axis

    for the striding is the Y-Axis.

    19To create the path on which Proog will walk, hit

    [Spacebar] while in the 3D Viewport. Select Add >

    Curve > Path. Press [Tab] once to go to Object Mode,then press [Alt]+[G] followed by [Alt]+[R] to clear its location

    and rotation. Press [Tab] again to go into Edit Mode and edit

    the path until you achieve something you like the look of.

    Dont make it too extreme or the walk cycle will break.

    17

    EXPERT TIPSwitching between modesWhen adding new objects, Blender

    automatically enters Edit Mode on

    that object. This allows you to edit

    vertices/bones in sub-object level.

    Blenders working modes are

    accessible via the pop-up menu in the

    3D Viewport header, or via hotkeys.

    They consist of, in order: Object

    Mode, Pose Mode (armatures mustbe in Pose Mode before they can be

    animated), Edit Mode, and modes for

    weight and face painting on meshes.

    To toggle Edit Mode on and off, use

    [Tab], and to toggle Pose Mode

    (this is only available for armatures),

    use [Ctrl]+[Tab].

    i

    EXPERT TIPSingle actions vs stripsTo display a single action rather than

    a strip, click on the button in the

    NLA Editor next to the name of thearmature. When the button shows

    the Action Editor icon, the armature

    displays only the results of that

    actions keys. When it shows the NLA

    Editor icon, the armature displays the

    results of NLA strip animations. For

    path-based animation to take place,

    you must be in NLA Mode or the

    armature will only display the result

    of one motion cycle. If youre editing a

    single action, you can use the toggle

    to capture the NLA-based state at any

    frame and key it in your action.

    i

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    Before starting to create the action, select and key

    the bones you intend to animate (the head, neck,

    back, shoulders and arm bones, including the hands)

    at the last and first frame of the action. This allows you to

    blend the action from the current animation without having

    to use the Blendin/Blendout feature.

    24

    To finish off, refine the cloth animation. Select all

    the strips in the NLA Editor by pressing the [A]

    key once or twice. Move them roughly 30 frames

    in and dont forget to edit the speed curve of the path as

    before. Now, bake the cloth simulation by clicking on the

    ProogSoftProx object on layer 15, and in the Physics buttons,

    bake the simulation over the range of the animation. The

    cloth can be tweaked further by moving (and keying) the

    cloud of empties on scene layer nine. Proogs armature

    (proogskel) and jacket armature (proogjakskel) have

    controls on armature layer 11 to animate the collar and

    sleeve manually. And thats it: youve learned to keyframe

    a walk cycle, refine it, and added secondary motions. Now

    experiment for yourself to develop the animation further.

    STAGE THREE |Layering more actions on top of the walk

    You can also add an entirely new action and edit it

    on top of the NLA animation. Lets make Proog peer

    around. Go to the Action Editor, which currently

    shows whatever action is active, click on the x to the right

    of the name, then on the arrows for selecting an action,

    and choose ADD NEW from the menu. Call the new action

    something descriptive: we simply called it peer.

    23Now lets refine the animation. To add another

    action on top of the path animation, [Shift]+[A] in

    the NLA view (with Proogs armature selected) and

    add an action by name. Select the crouch action and click the

    Add button, then make the Blendin and Blendout 15 frames

    or so. Proog will now crouch a bit as he walks.

    22

    In the left column of the NLA window, hit [Alt]+[C]

    to convert the action to a strip. You can continue

    to edit from here while viewing the results in the

    3D Viewport. Over the range of the action, the new keys

    replace the underlying walk, which is usually what you want.

    Experiment with what youve learned so far to keyframe a

    suspicious peering action for Proog for yourself.

    25 26

    EXPERT TIPAnimating the faceYou can also add facial animation!

    In the proogskel armature on layer

    nine are Proogs facial controls.

    The controls (nicknamed bots) are

    mostly location controls, and are

    locked, allowing them to move only

    in useful ways. Move around the blue

    shapes and youll see their effect on

    the face. You can scale botbrowmid

    and botnarrow to wrinkle the brow

    and purse the lips. The green eyelid

    controls can only be rotated about

    their X-Axis to raise and lower each

    eyelid. The eyetracker (shaped like

    a pair of sunglasses) controls the

    direction in which Proogs eyes point.

    i

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