Now that we've laid in a little bit more of our groundwork for our walk cycle,
I'm going to go a little bit into the idea of offset.
Now this is going to be really important to our walk cycle animation,
basically because of what I was talking about before.
Where the hip motion is going to affect
the torso and the torso motion is going to affect the head.
I'm going to show you a little bit of that right now.
What I would do in Photoshop or in
my professional animation software while animating a walk cycle,
is I would start with the hip movement and then I
would duplicate that movement to the torso,
but I would offset it a little bit by maybe one key or one frame.
In procreate, you would have to take
each torso frame and move it to the next frame so that it's offset in that way.
But I don't love doing that in procreate because it's not very efficient.
When you have so few frames in an animation,
when it is frame-by-frame,
it looks weird because it gets too offset.
The way that we're going to do it in real life is I'm going to take
the torso and I'm going to just move it by hand a little bit per each frame.
If we imagine the hips moving in this motion and the torso also moving in this motion,
I'm just going to push it a little bit further up on the frame after
its highest point and a little bit further down on the frame after its lowest point.
That way we get a little bit of the offset without it
looking too crazy and without having to drag each frame,
forward a frame for every single body part.
When I'm offsetting the torso and the head from the hip motion,
I want to move them in the same motion so that since the head is mostly attached
to the torso it's going to move with
the same base animation as the torso and then have its little extra on top of that.
I'm going to keep it attached to the torso for now since we're mostly
concentrating on the difference between the hips and the torso.
Now that I'm on my keyframe and I know that this is the lowest part
of the hips since it's our widest leg stance and it's our widest keyframe,
I'm going to go to the frame after so it has a little bit of a delay,
and I'm going to take the head and the torso and I'm going to lower them a little bit.
See, I've done it already here and I marked it as
lowered so that we can tell easily how it worked.
I've just taken those two and lowered it a little more.
You see there's not that much difference
between the baseline of the torso on this frame and the baseline on this frame,
and we want that because we want that nice offset.
Now that I've lowered the lowest frame of the torso on here,
I'm going to go and raise the uppermost frame of the torso's movement.
Basically this is our cross keyframe where the hips are at their highest point.
I'm going to go to the frame right after and make that,
the torso and head's highest point.
As you can see here, I've marked them raised.
I've just selected these two together and I moved
them up from where they were naturally in my keyframes.
That gives us a natural adjustment
and a natural offset between the two without having to go through
the whole weird process of dragging every single frame and without having
to make our movement so small that
it doesn't get too crazy when we drag it by a whole frame.
This is what our animation looks like now that we've
offset the torso and head from the hips.
Should just be one frame after the lowest point
of the hips and one frame after the highest point of the hips.
Now what we're going to do is, we're going to do
the exact same thing that we did between the hips and the torso,
and we're going to do that same process between the torso
and the head so that the head is a little bit offset from the torso.
Since its not directly attached,
we want it to have a little bit of an offset in motion.
Here I've lowered the head a little bit further on the lowest frame,
and I've raised it a little bit more on the frame after the highest frame.
Now when we've done that to both,
we have a little bit of an offset on the head and I've
adjusted the motion a little bit to make sense
with what looks right because when I had
it keyframed before the head was popping up a little bit too much,
so I've just adjusted that.
That's not something that you need to do as a rule,
but if you do see anything that's looking off as you're going forward,
you want to make sure that you fix it now rather than getting
too far into the clean animation and having to figure it out then.