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- [Instructor] Since it's
a pretty complex animation,
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we do need more poses
in the blocking stage
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so let's add some in-betweens.
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The first pose I've been
working on was the pushing pose,
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the character is getting
almost fully extended
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the front legs or hands are
just about to leave the trunk,
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the back legs are not extended yet,
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pressing Shift S I've snapped the cursor
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to the leg of my character,
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now I can push the foot backward
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and then move to root bone forward
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or upward since our
character is rotated to match
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the previous position of the foot
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so that we don't have this
sliding contact effect.
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The trick here is that I input the value
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of the movement with the keyboard
pressing G then Z to move
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along the global Z axis
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and press 0.08 to move
by eight centimeters,
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this way, I do know how
much I have moved the foot
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and I will offset the root bone,
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but also the hands of the
character by the same value
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this way I'm sure that I will
have corresponding motion
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for all the parts of the characters.
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It's a good way to do this
because it's very accurate
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but it's also a bad way
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because it's a very constraint
way to do this thing,
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this is why I advised you
not to use any root motion
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for the blocking of this
animation in the previous video
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but to show doing so that's not bad
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because this is something
we will have to do later on,
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so it gives us a base to work on,
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doing it the hard way
here might not be the most
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intuitive way to do it
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that's what I'm meaning
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but I will have a solid base
to go into polishing them.
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Dispose is the one where the head
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has the biggest spacing compared
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to the previous pose,
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it's one of the first pose
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where the character is pushing forward,
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so I will extend the neck of
the character quite a bit,
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it feels like the front
legs are a bit too extended
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and on the reference we can see
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that the front legs are not
touching the trunk anymore
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so I will put them into a pose
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where they just took off the tree trunk.
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Since this in-between
is starting to define
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the emotion of the character
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because we have the extreme
poses and this is an in-between
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so it makes the transition
between those two poses,
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this is why I'm playing the animation
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of curbing through the frames a lot
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beyond matching the reference pose
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I'm trying to feel the
emotion of the character.
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Try to fix the orientation of the arms
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I'm facing some kind of
issues with the rings,
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some limitations, this is pretty usual
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with this kind of inverse
kinematic controllers
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so I reset the rotation
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and instead I'm using
those tweaker controllers
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to give a better shape to the arms,
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so I advise you to deal
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with the shape of the arms
using those controller
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for this specific animation.
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The next critical pose for me is the one
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whenever the character is contacting
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with the surface of the tree trunk,
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this contact frame is occurring
between frame 15 and 20
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so I will set it up from 18
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for example, it really doesn't
matter from the time being
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we are just breeding the different poses
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and then at the end of the video
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we will do a rapid timing paths.
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The first thing I do to switch
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to this new pose is to move the root bone
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so I've been trying to move
it using the same technique
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as for the previous pose
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meaning that I'm moving the root bone
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entering a proper value with the keyboard,
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but since my character has no
contact with the tree trunk
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it doesn't really matter if
shall not really accurate
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with the position of the root bone
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right now, there won't be
that much of the problem
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we will be able to
offset a bit the position
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of the root bone during
the polishing stage.
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What's important here is that
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since there is no contacting frame,
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no part of the character contacting
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with the tree trunk or with the ground
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for example, the fact
that the root bone motion
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is not perfect, doesn't matter,
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we won't have any sliding foot effect here
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because there is no
contact with the ground.
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So in the end, because of this foot motion
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and the squeal to have
everything perfectly aligned
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and to try, I spent
most of the time trying
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to figure out a way to
position the hands properly
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while it wasn't important,
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the only thing important is
to make sure that the position
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of the hands are correct
compared to frame 20
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and even if there is a bit of a challenge
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a bit of a difference this is something
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we'll be able to fix when we are polishing
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by moving the curve or
duplicating the curves,
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what's matter here is really
the pose of the character,
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so the front legs are
almost fully extended,
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the back legs are catching up pointing
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toward their landing pose.
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And finally, we have
still the hip sat down
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dragging a bit, but they
are slowly catching up,
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while the chest and head
are getting very close
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to their final pose or to
the pose we have on frame 20,
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so you can see on the reference
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that the curvature of the body
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of our character is slowly
getting back into it's S shape.
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The next pose is more of a breakdown
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that in in-between onto this breakdown
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between frame zero and
five, because on frame five
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our character ends a normal
angle contacting the tree trunk
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with all my read controller selected,
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I'm pressing a Shift E,
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then when I moved the mouse left to right
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I changed the value of the breakdown,
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I will set it to 50%,
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then they will left click to confirm
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this way blender has
automatically interpolated
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all the controller of my character by 50%
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between frame zero and frame five,
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now I don't want to move
the hand controllers,
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so I go back on frame zero
select one of the hand controller
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press Shift S snap the cursor to it,
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then I go back onto frame
two my break down pose
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and press Shift S selection to cursor
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the hand will be snapped
on to the same position
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as on frame zero,
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I will repeat the process for
the other hand and this way
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my whole character body
and root has moved by 50%,
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and I can work on this pose
and the feet position is fixed,
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thanks to this little manipulation.
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So now I can work on the torso
controller to refine the pose
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and offset the different element
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because if everything
is interpolated by 50%
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I will have a very robotic
motion of my character.
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So here, as we have explained before
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during the reference analysis
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I'm pushing a lot the neck
and chest of my character
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while the hips are dragging a bit back,
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from there what I did is that I have taken
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all the key frame of each pose
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and I have set them every two frames,
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so one on frame zero one on frame two,
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four, six, eight, 10, and 12.
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I feel like this cycle
should be 12 frame long
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so I'm just kind of distributing
the different posts evenly
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for the time being because I'm not working
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on the timing of the animation right now
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but it does help reading the animation.
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The last pose I wanted
to create is the one
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where the back legs are
contacting with the tree trunk
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as explained why we were
locking the idle animation
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you should create a
bring down pose each time
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there is a drastic change in
the pose of your character
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meaning that here the back feet are abohm
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and then they are
contacting with the surface
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in this regard, their mechanical function
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and the way they move is changing a lot
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because when they are floating in the air
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you should be looking for arcs
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while when they are impacting
with the tree trunk,
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you're not looking anymore for arcs
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but mostly for a linear interpolation
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as the foot is sliding along the surface.
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So it's better to add a breakdown
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to this pose than trying
to figure this out
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during the polishing stage,
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this pose was pretty quick to achieve
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because we have already depends
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on the front legs already
contacting the tree trunks
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and the only thing we
had to do is to make sure
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that the back legs are
contacting and the hips catch,
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I've made a quick timing paths
here, but I will show you
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how to get a better timing
paths in the next video.
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Lastly, I couldn't help
polishing a bit to tail motion
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but honestly, at this stage
it's mostly a waste of time,
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don't work the tail for the
time being since it's ending
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and following the body, we will work on it
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during the polishing stage
once we have finished
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the whole motion of the body.
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What was a little more
important here is to rotate
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around your character,
check out all the poses
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and then fix a bit the pole
target to give a better
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orientation to the knees and also check
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out the elbow tweaker bones,
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you can see that my elbows
are pointing in word
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and it doesn't look super natural,
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so double check each poses
and check that the silhouette
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show character, the shape
of the arms of the legs
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et cetera, looks good
from every point of view.
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In the next video, we will revise
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the timing of this animation is still
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in step mode before jumping into spline.
16412
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