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- As the body is now polished,
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I can work on the feet of the character.
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Will start with the back legs
since they move the most.
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First thing is to fix the Y location curve
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on the contact pose.
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Now I have a proper linear root motion
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switch all the angles of the contact frame
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of the feet to vector,
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get rid of any intermediate frame,
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and tweak the value
before the foot take off
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to make sure that I don't
have any sliding effect.
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Since the leg looks too
overextended on frame three,
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I've decided it will
be the take off frame.
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From the side view I worked mainly
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on the Y location
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and then the Z location.
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As for a run cycle,
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I don't push too much the foot away
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from the tree trunk.
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And forget that our character is pushing
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toward the sky is not pushing
against the tree trunk.
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If he does, he would fall.
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So from the current point of view,
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it's better to push the pose
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of the foot downward,
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than pushing it on the left side.
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And when you reach the end of the cycle,
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make sure that again the
contact pose are in vector,
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then I'm fixing any sliding
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issue by moving the frame eight.
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Because if I was moving
the value of frame nine,
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then I would have to duplicate
this value of frame zero
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since this is the latest frame,
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it would break the fix I did
in the beginning of the video
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between frame zero and frame two.
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Because the value difference
between frame two and
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frame zero will change.
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Regarding the X location axis,
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what I've done is that
as the leg is taking off,
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it will be pushing slightly inward
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and then as it comes forward,
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it will move on this side,
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as if the character was going
to embrace the tree trunk.
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This is something I will try to do
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on both the hands and the
feet of the character.
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Because as you climb the
tree trunk you're trying
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to bind the trunk to your body in a way
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But we do need to feel
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that there is a side to
side force being applied
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onto the tree trunk.
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And the larger the tree trunk,
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the wider our character
will open his arms.
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As usual when I'm done
with the location curve,
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I can work with my rotation curve.
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When the foot is taking off,
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I make sure that I have
a fast rotation back one,
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so that we can feel that
the foot has just pushed,
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and is kind of wiping in the air
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And then as it catch up,
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I will just make the
tip of the foot dragging
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So I will use the rotation to do this.
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Then I have my impact frame where I want
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to open the foot just before
it lands on the surface ,
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on the reference,
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we can barely see,
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that the character is currently
grabbing the tree trunk
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with his toes.
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But our rig definition
doesn't allow us to do this.
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So what I did
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is I just created a slight foot slap
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as we did for the run cycle,
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landing on the foot bone
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and then flapping the toes
against the tree trunk.
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I have used exactly the same
process for the left foot.
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First make sure that you
don't have any sliding effect
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Fixing the Y location on frame zero
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until the frame where the foot take off
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and repeat the process on the frame,
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where the foot is
contacting the tree trunk
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until the end of the cycle
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If you want to push the
pause favorize the Y location
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because the Z location
will take the foot thunder
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away from the tree trunk,
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and it won't match a climbing locomotion.
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Then don't forget to work
on the X location curve
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Spreading the leg on the
side as the character
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is pulling it up before the contact pose,
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so that we feel that the character
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is catching the tree trunk,
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not simply contacting with it,
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but really grabbing the tree trunk.
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And the final important detail here,
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is to avoid twinning.
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I've made both feet
contacting the tree trunk
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at the same time and that's fine,
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because we have very
few frames on the cycle.
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But whether you're looking
from the side view or
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from the front view, you can see
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that my feet are never aligned.
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Once the feet are polished,
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you can rip onto the pole controllers.
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They will allow us to fix
the orientation of the knees.
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I won't be using the graffiti for this
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I will just check frame by frame
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and move the pole target if needed.
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The idea is to push the knees inward
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while our character is pushing,
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And then reopen the legs as
he's pulling his feet apart.
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For example here I add a bit
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of a glitch in the motion of the knee
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where I have a big modification
of the shape of the leg.
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I'm just looking at the shape of the legs,
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and moving the pole target,
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so that I get a smoother
motion of the knee
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I will apply exactly the same
process for the left leg.
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When you are done with the pole targets,
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use the tweaker controller.
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To avoid any reversed
bending like this one.
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Just scrub frame by frame,
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and fix any weird the shape of the knees.
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In the end,
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I think I just needed to
fix a couple of poses.
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Once I was done with the back leg,
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I've worked with the ends of front leg
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of the character,
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I've used exactly the same process.
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First fixed the Y location
to avoid any sliding
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avoid to make too big
change on the Z location,
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and made the hands getting
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too far away from the tree trunk.
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You will see in the next video
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in the full time lapse that I've
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initially really widely open
the arms using the X location,
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and then I've tightened them because it
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was looking a bit too weird.
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Just remember that it's perfectly fine
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to revise your poses
during the polishing stage.
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I've initially posed the four arms
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to be very tight to the body
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and in the end using the x axis,
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I've spread them on the sides
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Forget to break the twinning also
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on the arms.
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And when you are done
polishing the arms controller,
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you can use the joint
controller to fix the position
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of the elbows.
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Again for this process,
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it's better to do it frame by frame.
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Just make sure that your elbow
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is bending in the right way.
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So don't forget to rotate
around your character
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and you will be done.
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The next video will be a time lapse
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of all the points we've just seen.
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And in the video after,
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I will change the timing of the animation,
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because I wasn't satisfied
of what I add here.
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Don't worry, it's not a big deal.
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It will take only few minutes
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but it will really improve the animation
12175
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