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- [Instructor] In this video,
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we will start the blocking
stage of our run cycle.
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To create this run cycle,
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we will mix the layered approach
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with the blocking approach.
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In this video, we will
create the main poses
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before jumping into spline
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and polish each part
of the body one by one.
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Note that nothing is carved into stone
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and those poses might evolve
during the polishing stage.
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It's important to use the
video reference you will gather
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on the internet
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and to guide you during
this blocking stage,
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I'm providing a picture
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with the different main poses.
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The last thing I'd like to address
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before we jump into it
is that most of the time,
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I'm using global coordinates
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with individual origin for my manipulators
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but I often use local space,
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especially for the forearms
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that can rotate only along one axis.
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Though I generally press R to rotate
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and then Z twice to switch to local space.
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This is why you will
often see me press Z, Y
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or X twice to switch from global to local.
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If you are used to work
with widget manipulators,
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then I advise you to directly
switch to local space.
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This way you will get more familiar
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with the controller alignment.
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I personally exclusively use a shortcut.
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This is why I often stay in global space.
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The idea is to create a
slightly stylized run cycle
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but the fundamentals of a
realistic venular run cycle
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will be there.
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Making it stylized will be mostly
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about contrasting the timing
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and exaggerating a bit the poses
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but making it looks cool
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will require us to have a good physicality
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and realistic fundamentals,
so let's get started.
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The first thing we are going to do
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is to link our character into the scene.
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So let's get rid of all the default object
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in our scene and then go to File, Link
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and in the chapter five file,
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you will find the
TRIDENT-CHARACTER RIG_final file.
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Go to Collection
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and choose the first
collection, TRIDENT-CHARACTER.
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Double click the collection
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and it will appear in the outliner.
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Now, to be able to expose
the rig of our character,
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unfold the imported collection
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and right click on the sub-collection,
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go to ID Data
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and choose Add Library Override Hierarchy.
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This will give us access
to the current rig
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and the different object of the character
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and if any update were made
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on the original linked file,
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it will automatically update
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in your scene.
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We have now a new character collection
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with two sub-collection,
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including the rig and
the different models.
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We can get rid of the file
we've imported just before,
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the one with the orange collection icon.
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From there, we can select the rig,
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switch into pose mode by
pressing Control + Tab.
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Then when animating,
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I personally like to
switch the shading to flat
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with texture object
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and enable the cavity and shadows.
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In the 3D view properties panel,
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you will find the rig properties panel.
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Here, in the visibility tab,
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you can disable the weapon's visibility.
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Set the length of our cycle, 24 frames.
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So I will go on frame zero
and press Control + Home
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and then go on frame 23
and press Control + End.
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Since from 24 on frame 0 will be the same,
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I don't want to read
from frame 0 to frame 24
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but jump from frame 23 to frame 0.
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There with the dope sheet opened,
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I will switch to the Action Editor
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and I will duplicate the current
animation called Keying Set
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to create our run blocking animation.
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Don't forget to click the shield icon
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to make sure you set a
fake user to the animation
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and won't lose it.
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Another thing I advise you to do
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before we start blocking the animation
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is to create a second 3D
viewport in perspective,
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showing your character.
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While we generally animate
in autographic view,
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that's always a good thing
to have a perspective view,
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just to preview the animation.
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So let's now create our first pose,
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the straight leg pose.
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This is the one where the front leg
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is getting straightened
just before contacting
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with the ground.
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The back leg is pointing backward
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and as seen in the video reference,
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the front arm has already
started swinging backward.
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So from a side view, you should be able
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to see both elbows.
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Left shoulder is twisting forward
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and the hips are twisted
in the opposite direction.
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For the animation of this character,
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we will be using 30 frame per seconds.
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This is the usual frame rate
used in video games production.
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And the one I'm used to animate with.
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It's only to work on cinematic animation,
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then you can stick to
24 frame per seconds.
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In the end, whatever the frame rate,
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the goal is to make your
animation feels good.
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It's not that important
during the blocking stage.
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So we can now start positioning the feet
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from a side view.
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When it comes to rotating
the foot backward
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and forward, I advise you to
use the foot roll controller,
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rotating it on its x local axis.
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It will make your life way easier
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since it's built to create this kind
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of rotation and mechanism.
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Since we won't be
animating the root bones,
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you can hide them through the rig UI.
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Now pose the second foot,
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again using the foot roll
to rotate the foot forward
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and then rotating the toes backward.
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As usual, I will probably
go back and forth
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onto this pose while
building the other poses.
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In your case, just use
the reference provided
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or build your own poses.
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It's very important to pose your character
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from different angles.
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Don't stay in side view.
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That will be a big mistake.
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When it comes to twisting the hips
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on the global z-axis, it's
pretty straight forward.
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Just follow the position of the legs.
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Since the right leg is forward,
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just twist the right
side of the hips forward.
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Then the torso the opposite direction,
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the left side forward.
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A very important thing here
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is that the torso root controller
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will be your main controller
to position the torso
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of your character.
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This is the controller
you have to move the most
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to get your character into position.
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Then the chest and hips controller
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are here to tweak the
pose of your character.
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And this is why here I prefer
to console the rotation
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of hips and chest by pressing Alt + R,
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the main shape using the
torso root controller
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and then fine tweak the pose
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using the chest controller
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and the hips controller.
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It can be very hard to get a correct pose.
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In my case, I won't be able
to reach it right away.
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So try your best to match the reference
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and then go on the next pose.
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You will naturally get back to this pose
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to adjust it compared to the other poses.
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Posing the arms will definitely help
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to get a better silhouette.
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I will slightly rotate
the front shoulder upward
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and forward and then I will
work with the arm controller
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that can rotate on all axes
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to match the reference.
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When rotating the forearm,
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don't forget to favorize its local z-axis,
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since elbows and knees
can normally rotate only
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on one axis.
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To make our life easier,
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we will pull the hand with a closed fist.
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Watch your own hand as a reference
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and make sure that the
fist is slightly curling.
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Don't make a box shape with the hand.
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Look it from every angle
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and you will notice that the
joint always form a curve.
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Take the time to properly pose one
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of the hand and then we will mirror it
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on the other side.
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My favorite controller for the hands
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is the master palm controller.
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It allows you to move all
the palm bones at once
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with a nice falloff
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and build nice base and shapes.
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There I will curve each finger,
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rotating them on their local x-axis.
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The first joint is supposed
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to be rotated almost at 90 degrees.
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Then I will pose the thumb
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and then adjust the finger accordingly.
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As I explained in the very
beginning of the video,
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it's better to enable cavity
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00:09:24,190 --> 00:09:26,980
and shadows onto your flat shading
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so that you can see the
geometry a little better
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and betterly read the pose.
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00:09:32,830 --> 00:09:36,120
Again, take the time
to create a nice pose,
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adjust each joint.
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Don't forget to slightly
compress the palms inwards
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and then adjust the thumb position.
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There are different poses for closed fist,
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depending on the people and
the reference you are watching.
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The best reference still
being your own fist
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because you can see it from every angle
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00:09:58,010 --> 00:10:02,240
and you can also feel the
pose in your own hand.
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Once we have reached a satisfying pose,
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we can select all the
hand bones controller,
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press Control + C to copy the pose
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and then Control + Shift + V.
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This will automatically mirror the pose
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on the other side.
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00:10:16,502 --> 00:10:21,502
With my finger posed, I can
now readjust the position
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of the arms.
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00:10:22,910 --> 00:10:25,070
Don't forget, you can both rotate
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and move the shoulder controller
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and that the arm controller
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can be rotated in all direction
224
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while the forearm controller
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should be rotated only
along its z local axis.
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00:10:39,350 --> 00:10:42,000
You can slightly rotate the hand inward
227
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to break a bit the wrist
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00:10:43,640 --> 00:10:47,220
and get a more opening shape for the arm.
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00:10:47,220 --> 00:10:48,810
Don't go too extreme
230
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because your wrist
motion is pretty limited.
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00:10:52,147 --> 00:10:53,600
Take a few seconds
232
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and try rotating your fist forward
233
00:10:56,140 --> 00:10:59,400
and backward and then try to rotate it
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from left to right.
235
00:11:01,040 --> 00:11:02,880
You will see that its motion
236
00:11:02,880 --> 00:11:05,140
is currently very limiting.
237
00:11:05,140 --> 00:11:08,100
Posing the right arm is
pretty straightforward.
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00:11:08,100 --> 00:11:11,500
Don't forget to check your
pose from the front view
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00:11:11,500 --> 00:11:15,450
and realign the knees
and the feet if needed.
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00:11:15,450 --> 00:11:19,216
Don't forget to double check
the reference I have provided
241
00:11:19,216 --> 00:11:22,020
and rewatch the previous video
242
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where we have breaked
down the run cycle poses,
243
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using real-life references.
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00:11:28,540 --> 00:11:31,100
In the neck, it's important to switch
245
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to NECK-FOLLOW, instead of HEAD-FOLLOW
246
00:11:34,330 --> 00:11:36,600
where the base of the neck gets aligned
247
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with the torso, which is more natural
248
00:11:39,175 --> 00:11:42,230
and then we can tweak its position
249
00:11:42,230 --> 00:11:44,330
and tweak the head position.
250
00:11:44,330 --> 00:11:47,770
From there, don't forget to
slightly tweak the position
251
00:11:47,770 --> 00:11:50,980
and orientation of your foot of your knees
252
00:11:50,980 --> 00:11:54,950
and we finally have our first pose done.
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00:11:54,950 --> 00:11:57,215
As explained in the
beginning of this video,
254
00:11:57,215 --> 00:12:01,430
this might not be the
final straight leg pose
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00:12:01,430 --> 00:12:05,003
but that's a good start
to work onto the next one.
19520
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