Hello, my name is Steven Steinbach, and in these lessons we're going to create a simple walk cycle. So before you begin, you really wanna plan ahead on your animation. So just looking at a few tutorials here, you can see that this is a very common illustration here where you have the contact, recoil, passing, high point, second contact. And I would say just to study this, as well. Now, what I did actually was I went into another program and I just did a quick sketch of this. So these are just little thumbnail sketches. They don't have to be fancy or anything like that, but they're just a simple little walk to illustrate how I wanna work. So all I did here was I just exported this out as a image sequence. So it saved it as a sequence here. And you don't have to do this, as well, but it is nice to either just bring in an image that will give you reference, and you wanna put those as an image plane. Now, one thing I noticed that I did was I drew mine going in the other direction here. So I'm gonna go here and go to my left view. So I drew my reference going in the other direction. Use the hot box and go to Maya left view. All right, let's go to view image plane, import image. And I'm just gonna navigate to those images and press open. All right, now it won't play yet, and what I need to do here is select the image plane and go into the attribute editor, and let's go to use image sequence, and let's try that now. So now we have a good reference here. Just wanna move this over so it's out of the way. And so a few things I wanna do here is first I wanna get the image plane a little bit closer here. So let's just move this in the perspective view to about here. All right, that looks pretty good. And by the way, with my settings right here, I'm in x-ray joints and x-rays off here, smooth shade all and x-ray joints. That way you can see your joints here. All right, and let's do this, too. Let's create a ground plane and let's scale that up. And I wanna make sure that I cannot select the mesh or the ground plane. So select the ground plane and go to mesh and right click add selected objects and turn that to R, deselect, and now we cannot select that. All right, the next thing we wanna do is try to lock things down that could break the rig. For instance, if I were to move this, that would break the rig. If I was to move this, that can break the rig because the main controller is here. Just wanna make sure that you don't accidentally move something that you're not supposed to. So we'll start with this one here. And scale's not a problem because we're not gonna be ever scaling. It's more of a problem with rotation or translation. So this one does not wanna be translated. So we wanna definitely lock these. Select translate XYZ, Shift key, and right click and lock selected, and now they're grayed out. So now if I try to move that, you can't move 'em. Same with this one here. Want to limit the translate. Lock selected, and we'll do that for these two, as well. Lock selected. Okay, that's better. Okay, so what I wanna do, as well, is I wanna set key frames for these controllers. We have nine in total and we're gonna do this on the timeline hidden. So to do that, let's go to negative five and negative five here. And I'm just gonna move back to negative five. And here we will... One second, delete that. So you'll select here and go to negative five and then hit S. And on the hip controls, everything should turn red like this, okay? And do that for all controllers on negative five. So there, there, S, S, S, S, S, and S. So double check to make sure that they're all done. And that's very important because we have to have keys enabled to do auto keying. Okay, so let's go back to frame one on your timeline and go to one and one. All right, a few more things we wanna do. First we wanna turn auto key on. So we want to go to step mode. And to do that, let's go to Windows, Settings Preferences, Preferences, and under Animation, we will switch the default in tangents to clamped and then the default out tangents, which is most important, to stepped. Save. In the next lesson, we'll begin to block out the walk cycle animation. Thanks for watching.