So we have our very, very first very, very basic animation ready. Let's do some other ones. Do we need to import the character and build the armature again, of course not. This is why we have here this little animation window. In the under the animation tab, there is all the animations zero, I could rename it to hit. Let's rename it.
Well, that's a slash, that sounds better. Okay, and if I want to make another animation, I just click on the plus. Everything goes back to the basic position. I push Ctrl B to see the bones again. Everything goes back to basic. And I can do another animation.
Whenever I click back to the slash. Everything is there and I can animate that again. Now I gonna rename my new animation to idle. Idle is the base extending animation. The only animation is what's happening when your character is not moving but waiting for your command to move into one direction either is crucial in any game. What they are doing usually in video games idle is not a frozen frame.
It's not just standing still. There is a few frames when the character seems moving, breathing doing something. This is what we will do now. I want to move a bit up and down like he's breathing. Who is assigned very much to us he was happening Okay, nice. Getting the first three minutes here closer perfect.
I can move the sword a bit up and down. Here it is like this. I pushed the key button. So it made here a keyframe on the sword level. And now when I move to this frame, they want to move pause the sword. It is nicely tween.
Tween is the in between between two frames to mean is this is how we call it in flesh as well. So what is happening now? Yeah, what we see is a jerky motion that the shoulder is going up. I can copy this frame, just Ctrl C, and I put it it is frame number three. So I put it here on the number six. And it's the same.
It's already doing something like this. Like he's anticipating the enemy or he is doing some movement. I can do even more. Now. Keep in mind What I said you can overestimate but you can add a lot of simple details which will be visible in the animation and make it better. One of my first idea when I was thinking about this little night is to play with divisor.
So let's do that. Select it, I push K. To put here a key. And this is my basic stance. And then when slowly I move, the shoulder is going up. Then I want to bend the head as well. When the shoulder is moving up, I bend the head forward a bit.
And I make this one hopper and then I copied this frame again. Just because then it's copying. keyframe also from the visor and from the head, it's easier this way. Let's see. Okay, not much. If this is the basic No, there is something happening.
The head is not bouncing enough. So in the first frame, I'm gonna move it backwards a bit, and here a bit forward and then I copy the frame again. Let's see zoom out and like it would be this tiny my game would be perfect. He's standing there waiting for the enemy, I can add more detail, I can add the legs moving, for example, and I just need this few frames, I only have six frames, when I go to export it animation is going to have a starting frame and ending and so on. And I also not going to export the last frame. Why?
Because it's the same as the first one. So actually, my animation is only seven frames because the sixth one is repeated one amazing. I only need these frames or right. I'm zooming and if I want to see what is happening with the leg. I can make these disappear and they only see the leg Now I see only the helmet moving. What I can do is I put a keyframe here and the keyframe here with the K button.
Gonna seem that he's moving his leg up just a bit. Now hearing the middle and upper body back and straighten the leg that's gonna be a big change. Now if I copy it you see there is a tiny jerking motion in the body. And if I make everything visible Okay, maybe the Why is it is moving a bit too much. This one, see I'm changing only a small element and the whole animation is changing. I love that.
So now we have an idle animation. The character is moving from one leg to the other. He is he is breathing. Yeah, he seems alive. This is the first part of the animation and we're gonna create All the animation from this one. But before we move on, I made everything visible.
And what we see here what I was talking about before that we have a cape, and we have this feather. So in the next lesson, we're going to animate these in the most amazing way possible using the mesh