The walk cycle can fill up several seconds, even though we're just leaving it on repeat. We'll use a pipeline with three steps. First, we use expendable scribbles that make sure the animation will move correctly. If you try and get finished character rendering when the motion is wrong, you might have to throw away polished frames that wasted your time. Second, break the body down to its major masses on individual layers and get key poses. This will let us isolate problems, re-time keyframes or whole loops, and quickly fill the gaps with interpolation. Third, we'll polish the finished frames, loop the animation, and combine it with a background loop. See an example of this in https://github.com/PacktPublishing/Blender-3D-By-Example-Second-Edition/blob/master/Blender3DByExample_ch10/ch10_animatedshort.blend, using the walk scene.
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