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- [Instructor] Before we
start detailing our blocking,
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I'd like to introduce a new tool
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that will help us
accelerating the process.
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It's the Breakdowner tool.
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To show it to you,
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I've created this simple action
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with the bouncing ball rig,
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with the main controller only animated
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on the Z location access.
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The Breakdowner tool is accessible
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in the tool panel on the left
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whenever you are in Pose Mode.
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You can also access the Breakdowner option
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going into the editor,
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Pose, In-Betweens,
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and the different Breakdowner option
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will be available here.
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If I now go on frame two,
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where the ball stopped to raised the air
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and I will select the
Breakdowner tool on the left.
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If I now left click and
drag in the 3D view port,
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You will see the ball going up and down,
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whether going toward the
pose on frame number five
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or the pose on frame zero.
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And as I'm doing it, you can see that
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we have a percentage of breakdown
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shown in the top left corner.
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Currently 40%, this percentage correspond
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to whether we are favorizing frame zero
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or frame five.
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If I create a breakdown this way,
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we have a value of zero,
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it will be exactly in the
same pose as pose zero.
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With a value of 100%,
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exactly the same pose as frame five.
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If I use a value of 50% for the breakdown,
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the pose that will be created
using the breakdown now
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will be exactly in the middle
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between the pose on frame five
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and the pose on frame zero.
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As most Blender tool,
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we can isolate the channel we want
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whenever we are using the Breakdowner.
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Here I input a rotation pose on frame five
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so the ball is interpolating both
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its location and its rotation
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from frame zero to frame five.
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I now go to the Breakdowner menu,
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choose the Breakdowner.
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Or, you can use the shortcut
shift+E to activate it.
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If I then press R, it will only work
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with the rotation of the ball.
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If I press shift+E and then G,
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it will only work with
the location of the ball.
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And you can absolutely combine those
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with the X, Y, and Z key.
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If I go on frame two, press shift+E
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to activate the Breakdowner,
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then G, then X,
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the ball will only slide along the X axis.
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It behaves exactly the same way
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as any transform tool.
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Two other tools are available to us.
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The Relax tool, that we
can access with alt+E,
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and the Push tool that we
can access with ctrl+E.
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If my player is on the frame with a key,
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and then I press alt+E to
Relax the current pose,
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the resulting pose will
be closer to pose zero
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as I get to 100%.
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If instead, I press ctrl+E,
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it will Push the current pose.
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So basically, it will
check the interpolation
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between frame zero and five.
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The ball is raising, and
it will Push it higher.
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The Relax pose tools that
you can call using alt+E
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will create an intermediate key pose,
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or breakdown of arranging the pose,
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between the previous key
frame and the next key frame.
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So using alt+E and Push it over 100%
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is exactly the same that using shift+E
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the classic Breakdowner,
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and set it to 50%.
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So this tool is very useful
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when you start to detailing your blocking.
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For example, here I have two poses
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that are pretty extreme,
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meaning that there is a big contrast
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between those two poses.
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With the torso root controller selected,
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I can press shift+E, and Blender will
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start interpolating
between those two keys.
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From there, I can choose
to lower this controller
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to create a better arc instead of
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having a straight line.
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And then, I can choose
to use the Breakdowner
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on the chest controller,
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and whether keep a low percentage
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so that I'm favorizing the previous pose,
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or I can go beyond 50%
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if I want to rotate more the chest
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as if it was leading the animation.
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So it's a very cool tool to
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quickly block your breakdowns.
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But I do advise you to use it
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very cautiously and as less as possible.
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I generally use it only for
the root of my character,
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and sometime to position the feet.
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It's a fantastic tool to
keep track of your arcs,
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but certainly not a good
tool to pose your character.
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To summarize, we have seen that
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the breakdowners allow us to create
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a key between the two poses
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by choosing the level
of interpolation we want
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between those two keys.
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As any transform channels,
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we can enter the value we want
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the interpolation to be processed with.
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We can isolate the
location, rotation, or scale
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of the transformed channels,
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and we can choose the axis
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we want to use the tool on.
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There is also a Push
tool and the Relax tool,
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but I don't think they are very useful
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since we can achieve the same result
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with the Relax tool using the Breakdowner.
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And I don't advise you to Push your poses
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using a tool like that.
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I would do this by hand to
get a more accurate result.
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The Breakdowner is a super cool tool
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to keep track of your arcs,
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and get a base for your
pose and break downs,
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but I would never use it
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to create the final pose
of one of my character.
9858
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