Walk Cycle - After Effects Tutorial [RubberHose 3]

10% Rubberhose - use code 'HOLMES' - battleaxe.co/?ref=Holmes
Project files - holmesmotion.gumroad.com/l/xbwzg
FREE PLUGINS (AE) - aejuice.com/free-plugins/?ref...
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DISCOUNTS on Plug-ins
10% off Motion 4, Boombox, Wander by Mt Mograph - use code 'HOLMESMOTION' - mtmograph.com/en-gb/
10% off Overlord and Rubberhose - use code 'HOLMES'
battleaxe.co/?ref=Holmes
10% off any AEJuice plugins - use code 'HOLMES'
15% off Kangaroo by GoodBoyNinja - tinyurl.com/Holmesmotion
You can also use my referral links for other GoodBoyNinja plugins to help support the channel.
goodboyninja.lemonsqueezy.com...
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In this tutorial I use the Rubberhose 3 plugin for After Effects to animate a character.
We first prepare the artwork in Illustrator, then rig and animate our artwork using Rubberhose by Battleaxe.

Пікірлер: 27

  • @FebeLienDemey
    @FebeLienDemey Жыл бұрын

    Hi there, nice content! Discount codes/links not working, though. Could you check it out?

  • @FebeLienDemey

    @FebeLienDemey

    Жыл бұрын

    Specifically looking for the Overlord one. Thx

  • @HolmesMotion

    @HolmesMotion

    Жыл бұрын

    Hey, for the BattleAxe ones I am looking into it, for now, you can simply click the +Add Discount Code button and type 'HOLMES' and it should apply it. Not sure why the link isn't automatically doing this

  • @FebeLienDemey

    @FebeLienDemey

    Жыл бұрын

    @@HolmesMotion Thx! And done! :)

  • @grobknoblin5402
    @grobknoblin5402 Жыл бұрын

    I love these rubberhose tutorials! It is so diffucult to find them they are amazing!! you are brilliant!

  • @HolmesMotion

    @HolmesMotion

    Жыл бұрын

    You are very welcome glad you enjoyed !

  • @user-yv7cg8wl7p
    @user-yv7cg8wl7p8 ай бұрын

    Your tutorial helped a lot, thank you

  • @sandymonline
    @sandymonline7 ай бұрын

    Thanks for this tutorial!

  • @AdrianCespedes34
    @AdrianCespedes34 Жыл бұрын

    Love the tutorial, really cool to have this content step by step! Just a regular comentator on the internet: These are the problems I encounter when doing animations like this when you add them into a real surface, like a character walking on a plane or scene: - This kind of animation tends to look too over the top for the style of the characters, is like the idea behind the reference is to have Mickey Mouse doing a funky walk. I know is the bibble go to idea, but tends to be way too much sometimes. For my animation I tend to think about the walking cycle as how I use my legs, one leg supports the other while moving, so if I'm moving my righ leg forward, the other one must stay still in the place it is, so I think of them like claws, every foot claws the place it is untill is the time to be on the air again. For this I think that recording yourself walking can be really a good way of understanding the walking cycle, just record yourself with your phone, then import this video to Ae and mark the important parts of your own walking cycle and just follow one leg a time in the plane or scene you are, see how a feet stays on the ground, and then goes up and repeat. If you have one leg, the other is a piece of cake. - For the learning experience is cool to understand how the steps works and pace it in 5 frames intervals, but actully in the end it will depend on how fast the character is walking in the scene. A mistake I've made doing the walking cycle was to asume the speed the character needs to have according to my animation and actually is the over around, you first need to set the speed in which the character moves and that will dictate how many frames you need to do so. For that I placed the character in the scene and just animated the position according to the speed I needed. So is basically moving it from point A to B in the speed you imagine your character moving. Walking slow is no the same animation a walking fast. - As a designer/animator it strikes me that in every rig tutorial, it turns out you have to re-design everything or almost everything and that seems a little time consuming. This tutorial was the first one I saw that made sense to do it from scratch, but normally I think that if some designer took the time in making the desing, we should work with that and try to no recreate all the design from scratch... but this is only me. Makes me think allot in the time the designer took making the character. Also, the Rubberhose 3 finally have a really good bone creator for designs already created either from PSD o Ai files. In my way ot thinking, I want to lose all my posible time animating and not creating overly complex rigs. Just wanted to share this learning experience with people. Cheers!

  • @alenlenia
    @alenlenia20 күн бұрын

    Thanks a lot

  • @sigmaskywalker2704
    @sigmaskywalker2704 Жыл бұрын

    amazing tutorial!!!

  • @HolmesMotion

    @HolmesMotion

    Жыл бұрын

    Glad you think so !

  • @fotabrollop
    @fotabrollop11 ай бұрын

    Nice one! Thanks

  • @HolmesMotion

    @HolmesMotion

    11 ай бұрын

    You're welcome !

  • @AdrianCespedes34
    @AdrianCespedes34 Жыл бұрын

    Now, something I questioned my self watching your video: why didn't you use the the character as is? Since it seemed to be ready for rigging?

  • @gregoryermenegildo
    @gregoryermenegildo Жыл бұрын

    Really good tutorial, great job. Are you from the West Country? I hear a slight twang in your R's haha

  • @HolmesMotion

    @HolmesMotion

    Жыл бұрын

    Yes I am 😂

  • @gregoryermenegildo

    @gregoryermenegildo

    Жыл бұрын

    My guy!

  • @semillerimages
    @semillerimages Жыл бұрын

    Super cool video, thank you! One thing that is missing in almost everyone's tutorials about walk cycles is a technique to actually have a character walk across the screen - not the back ground moving, but the character actually moving. Is this something you might be interested in taking on?

  • @HolmesMotion

    @HolmesMotion

    Жыл бұрын

    I think it would be super easy to modify this to do that. Just precomp the character, set position keyframes so that every time his foot hits the floor and slides back, the precomp moves in the X appropriately, and then stops until the next foot hits the floor. Maybe I'll add this to the project files !

  • @semillerimages

    @semillerimages

    Жыл бұрын

    @@HolmesMotion yeah, I have done it before and it was a super pain in the butt, but you're vastly more skilled than I, so I'd love to see your process of doing it :)

  • @user-ol5yx7sh8h
    @user-ol5yx7sh8h11 ай бұрын

    Hi, I am new I have a query. In the new version of AE 2023 AI files can be transformed into a layer shape (right click > create > create shapes from vector layer). Doesn't that replace what the overlord does? or the plugin offer more things than that. I would be very helpful if you could give me your opinion.

  • @HolmesMotion

    @HolmesMotion

    11 ай бұрын

    Overlord allows you to send shapes from Illustrator to AE and vice versa! 'Create shapes from layer' doesn't. There are many other features but that is the key one. Check out my Overlord video for more info !

  • @user-ol5yx7sh8h

    @user-ol5yx7sh8h

    11 ай бұрын

    @@HolmesMotion Hi! thanks for your answer. I will totally check it!😄😄😆

  • @0-by-1_Publishing_LLC
    @0-by-1_Publishing_LLC7 ай бұрын

    *My Issue:* You used 20 layers for a _single character._ If you have that same character depicted in another profile, that's 20 more layers (total of 40). So, if you have 10 characters depicted in two different profile settings (front views and side views) that's *400 layers* not including everything else happening on your timeline. ... And if you precompose each character to achieve less layers, you'll no longer be able to see the other character's interactions or the main comp's background while you are animating them. You're essentially animating _"In the dark."_ ... Do I just deal with the 400 layers or is there a workaround?

  • @HolmesMotion

    @HolmesMotion

    7 ай бұрын

    It depends on the level of control you need for each character. If you want a full rig you need lots of layers. There's no getting around that. If you have 10 characters, but you know they only need to wiggle around a bit, use 1 layer and puppet pins. If you know you only want their arms to move. Use 1 layer for their body, and a layer for each arm, then animate the arms only. There are ways you can save layers, but it always comes at the cost of reducing control of the character. That said, there are also ways to manage having 20 layers per character. Make use of 'Shying' layers. Use plugins such as M4's grouping feature to group layers together, enabling quick 'shying' of each group. Honestly, working with many layers is just something you will have to learn to do if you want to achieve a high level of animation. The only limiting factor might be your processing power xD

  • @0-by-1_Publishing_LLC

    @0-by-1_Publishing_LLC

    7 ай бұрын

    @@HolmesMotion *"Honestly, working with many layers is just something you will have to learn to do if you want to achieve a high level of animation."* ... Thank you for the speedy reply and the layer-handling suggestions! Yah, they're all going to be running around, dancing and fighting, so I have to go full-on animation. I wanted to know if I was the only one facing this layering issue. I might try rendering out video segments as I go and add the video back in as replacement layers. This could all be resolved if Adobe would simply add a "toggle button" to let us see what's happening under the composition instead of the transparency background. ... Then each character could end up as a single layer. I'll just have to man-up and deal with it. ... Thanks for the advice!