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- [Narrator] Here we go again.
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Let's add even more
details to our blocking.
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On the video reference, there
is the killer- (cut off)
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Whenever Liam Arison is throwing his hook,
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I'm kind of shaking in his left shoulder
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in his chest, and in his head.
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it looks like the recoil of a shotgun
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or something like that.
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To build this effect
I will need two poses,
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one overshoot of the whole torso
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we have the left arm will stay still
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and then a second pose
where the whole body
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will be pushed backward by
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the force applied to the bag by
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the left arm.
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So basically what we need to do
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is create an overshoot
for the whole torso,
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push it further forward
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twist model chest
controller, rotate the head
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and the neck to the
right open the right arm,
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and then contrapose the left shoulder
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and hold left arm controller
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as if there were some kind of recoil.
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And try to keep the fist
in the same position
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World-space-wise as the previous pose.
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Even if it's hidden by the bag,
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you can squash a bit the fist too.
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Maybe we will be able to try
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some little tricks to better
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sell the impact during
the polishing stage.
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From there when I'm looking at the motion
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of the bag, it seems that
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its trajectory is not really good.
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And since this is an impact frame,
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I will give it some love and
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spend a bit of time to reshape
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the bag and better align it
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with the punch. As usual,
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after we have reviewed all the poses,
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I will provide you a slow paced
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timelapse so that you can
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follow along all the manipulation
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I'm doing. Just to note,
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don't forget to slightly
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change the position of the feet.
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The next pose we are going to build
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is the actual recoil after the punch.
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As seen on the reference
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in the beginning of this video,
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just after the impact, the chest,
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the center of gravity and the hips
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are twisting to the left.
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It's a pretty subtle change compared
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to the previous pose.
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All the location and rotation
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of the torso is going the
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opposite way compared with
the previous pose. So,
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it's very important to add another pose,
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like the bounce in your bouncing ball
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while the location of
the ball doesn't change,
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its shape and the momentum of the ball
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is completely changing.
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So you need to block this. If you will
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whenever the momentum or the energy
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of the current motion
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is brutally changing direction,
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you should always block those poses.
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Getting this pose right
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is a lot about the amount
of twisting you input
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into the chest and the center of gravity.
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Then you can find tweaks,
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the shoulders position,
the angle made by the arms,
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et cetera. I've decided to keep the armor
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pretty angular into a closed stance
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So that it really sells the fact that
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our character is fully contracted.
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If our character was more relaxed,
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I will loosen a bit the arms
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and I will open them a bit more.
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Since this pose occurs after the hit,
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don't hesitate to push the heavy bag away
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from the character.
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The further it is, the more powerful
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will the hook feel.
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If you can bend, a bit, the bag
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towards the point it came from.
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This will bring a bit
of overlapping motions
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that will make it look a little more
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organic.
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(wind wooshing)
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I previously explain you
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that you should always lock the poses
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when the feet are getting
in contact with the
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ground. Well, I also advise you
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to block the poses
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whenever the feet are leaving the ground.
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For the switch of the switch kick,
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we have the previous pose
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with both feet on the ground,
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and then we have the
pose where both feet have
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left the ground.
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So we currently need to block the pose
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where the character is
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pushing into the jump
and still has one foot
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on the ground.
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As we watch the reference,
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we can see it's a pretty quick jump.
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And the right foot is the
last to leave the ground.
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The goal of this jump is not to
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get as high as possible
or to cover distance.
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It's all about repositioning
the feet so that the kicking
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leg is in the back and
have more range to move
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towards the targets.
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So don't push the center
of gravity too high.
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You can push it a bit to the front
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and a bit to the left
since the whole weight
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was on top of the right foot
and now the right foot is
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pushing. So the center of gravity
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will slightly shift towards the front,
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but also so toward the left.
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Then as the character is rising,
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you can drop a bit the arms.
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(wind wooshing)
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Same concept comes for the next pose.
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After the jump,
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our character doesn't contact the ground
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with both feet at the same time.
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So we do need to build the pose
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where the first feet is
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contacting the ground.
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And as I double check the reference,
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we can see that the left
foot is the first to land.
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So this is what I'm going to build.
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But pose wise and motion wise,
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I feel like the kick and the switch from
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Liam Arison on the left look way more
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badass.
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As he lands almost into
his anticipation position
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and throw the kick right away.
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I may not be super objective since I love
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his style.
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To get the left foot in
the correct position,
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I will simply select it.
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Then go to the pose where it's in contact
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with the ground, copy
the pose and paste it
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on the previous frame.
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Since this is the contact pose,
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I will raise the toes so
that on the next frame,
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they will slap on the ground
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creating a nice overlapping motion.
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To find the pose of the torso
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controller, I will use the breakdowner
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so I will press shift-E
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and I will use a value around 60%
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and I will repeat the
process with the foot,
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the hips, and the chest.
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The value of the breakdowner is
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not the important point.
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- Plus this will change
depending on the timing
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of animation, if you have
the same pose as I have,
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or not, and from one
controller to the other,
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the timing won't be the same.
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So the use of the
breakdowner and the value
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of the breakdowner will change.
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- Your job is to watch the reference
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and understand which part
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of the body is arriving
first in the next pose
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and use the breakdowner accordingly,
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the transition between the landing pose
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and the kick and the moment
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the kick is being released is very short.
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So I've dealt with the next pose exactly
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as I will do with a
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bouncing ball. As I am finishing
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to build the pose before the anticipation
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of the kick,
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I will consider the next frame
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as the contact pose with
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both feet contacting the ground.
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Then we can consider the next pose
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as the ball squashing on
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the ground before jumping back.
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So I will squash the body of my character
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by slightly lowering
its' center of gravity,
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before he rise again into the kick.
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The difference between the two pose
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will be very subtle.
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My goal here is to create some kind of
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moving hold as we did
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for the anticipation of the hook.
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But this time the transition
will be very short,
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like one or two frames!
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So I won't be building a moving hold
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with a lot of amplitudes.
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I will simply slightly
lower the center of gravity
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slightly twist the character,
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maybe push a bit the arms inward
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before the release.
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A bit, as if I was creating an overshoot
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of the previous pose.
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The goal is not truly to guide my posing,
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but mostly to lock my timing.
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And when I will switch to spline,
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there won't be any surprises regarding
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the timing of this part of the animation,
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since I'm animating "on ones".
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So I have a key frame on
every single frame here,
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but it doesn't mean that I won't have to
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rework those poses
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during the polishing stage
with the graph editor.
15339
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