All language subtitles for 03-12-03-Polishing the run Cycle - Legs

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These are the user uploaded subtitles that are being translated: 1 00:00:00,830 --> 00:00:01,663 - [Instructor] In this video, 2 00:00:01,663 --> 00:00:04,490 we are going to polish the legs of the character. 3 00:00:04,490 --> 00:00:05,650 It's pretty important 4 00:00:05,650 --> 00:00:08,380 because it will help defining the silhouette 5 00:00:08,380 --> 00:00:10,152 of our character. 6 00:00:10,152 --> 00:00:13,430 It will also communicate its weight and agility. 7 00:00:13,430 --> 00:00:15,330 Here you can see the final result 8 00:00:15,330 --> 00:00:17,705 of the whole character polished. 9 00:00:17,705 --> 00:00:20,130 Try to use the file provided as a reference. 10 00:00:20,130 --> 00:00:21,720 Since they are the biggest, 11 00:00:21,720 --> 00:00:24,490 I will start with the back legs of the character. 12 00:00:24,490 --> 00:00:27,590 Since we are using inverse kinematic mechanism 13 00:00:27,590 --> 00:00:29,440 for those leg, the location 14 00:00:29,440 --> 00:00:32,000 are the most influential transform channel 15 00:00:32,000 --> 00:00:33,780 for the animation of the legs. 16 00:00:33,780 --> 00:00:36,910 This is the first channel we are going to edit. 17 00:00:36,910 --> 00:00:38,840 Now the legs of our character 18 00:00:38,840 --> 00:00:41,510 are dragging a lot toward the ground, 19 00:00:41,510 --> 00:00:43,880 making them looks very heavy, 20 00:00:43,880 --> 00:00:48,010 and like our character has a hard time raising them. 21 00:00:48,010 --> 00:00:51,151 So we will need to rework the leg position 22 00:00:51,151 --> 00:00:52,813 while in the air. 23 00:00:52,813 --> 00:00:55,080 But we do need to keep a bit of delay 24 00:00:55,080 --> 00:00:56,240 on the leg motion 25 00:00:56,240 --> 00:00:58,467 since they are dragged by the body. 26 00:00:58,467 --> 00:01:00,130 And the first thing I will do 27 00:01:00,130 --> 00:01:04,510 is to offset by one frame all the keys on frame six, 28 00:01:04,510 --> 00:01:08,020 putting a bit of delay on the air extreme pose 29 00:01:08,020 --> 00:01:09,060 of the leg. 30 00:01:09,060 --> 00:01:12,620 From the side view, I will be working on the z location 31 00:01:12,620 --> 00:01:15,280 and y location curve of the leg. 32 00:01:15,280 --> 00:01:17,810 So I will hide all the other channel 33 00:01:17,810 --> 00:01:20,160 and focus on those curves. 34 00:01:20,160 --> 00:01:23,100 And while I'm polishing the motion of the foot, 35 00:01:23,100 --> 00:01:25,960 I'm watching every single frame. 36 00:01:25,960 --> 00:01:29,210 The further you get from the center of mass 37 00:01:29,210 --> 00:01:32,580 of your character, the biggest will be the arcs. 38 00:01:32,580 --> 00:01:35,320 So when you are animating legs or hands 39 00:01:35,320 --> 00:01:36,820 on a character, 40 00:01:36,820 --> 00:01:39,920 it's very important to track what you are doing 41 00:01:39,920 --> 00:01:42,500 and to polish it as much as possible 42 00:01:42,500 --> 00:01:46,250 'cause a sudden gap in your curve 43 00:01:46,250 --> 00:01:49,410 will make the motion of those parts very broad 44 00:01:49,410 --> 00:01:51,130 or very large. 45 00:01:51,130 --> 00:01:54,550 You will get a big glitch into the arc. 46 00:01:54,550 --> 00:01:56,900 Another thing to remember is that a falling object 47 00:01:56,900 --> 00:01:59,640 will accelerate before it hits the ground. 48 00:01:59,640 --> 00:02:01,500 So make sure that your spacing 49 00:02:01,500 --> 00:02:04,110 is the biggest before hitting the ground 50 00:02:04,110 --> 00:02:05,920 and when leaving the ground. 51 00:02:05,920 --> 00:02:09,070 And you can convert the contacting frame 52 00:02:09,070 --> 00:02:10,503 with the ground to vector. 53 00:02:10,503 --> 00:02:13,330 It's the best way to avoid easing in the first step. 54 00:02:13,330 --> 00:02:15,830 Finally, to have a better readability 55 00:02:15,830 --> 00:02:16,990 of the first leg, 56 00:02:16,990 --> 00:02:18,800 what I will do is go in front view 57 00:02:18,800 --> 00:02:20,430 and press Alt + B 58 00:02:20,430 --> 00:02:22,950 and frame off of the character. 59 00:02:22,950 --> 00:02:25,450 It will enable the view clipping mode. 60 00:02:25,450 --> 00:02:27,700 It's like creating a tunnel 61 00:02:27,700 --> 00:02:30,529 and whatever is outside of this tunnel 62 00:02:30,529 --> 00:02:33,230 won't be shown in the 3D viewport. 63 00:02:33,230 --> 00:02:36,080 It's support handy to cut the visibility 64 00:02:36,080 --> 00:02:38,060 of your character in half. 65 00:02:38,060 --> 00:02:41,020 While it's very useful in modeling for sure, 66 00:02:41,020 --> 00:02:43,770 that's also very useful in animation. 67 00:02:43,770 --> 00:02:46,170 Just press Alt + B again 68 00:02:46,170 --> 00:02:48,003 to clear the clipping view. 69 00:02:48,982 --> 00:02:52,030 I'll advise you to calculate the motion path 70 00:02:52,030 --> 00:02:54,360 of the foot as soon as possible. 71 00:02:54,360 --> 00:02:57,900 You can see that I have a very decent arc right away 72 00:02:57,900 --> 00:03:01,030 but I will polish it using the motion path. 73 00:03:01,030 --> 00:03:03,300 The main thing I will focus on here 74 00:03:03,300 --> 00:03:06,370 is to make sure that the character is pulling his leg 75 00:03:06,370 --> 00:03:08,780 as high as possible when jumping. 76 00:03:08,780 --> 00:03:10,530 So it will drag in the beginning 77 00:03:10,530 --> 00:03:14,060 and then it will catch up and even get very close 78 00:03:14,060 --> 00:03:15,110 to its belly. 79 00:03:15,110 --> 00:03:17,750 So as my arcs looks very smooth 80 00:03:17,750 --> 00:03:21,300 and as I'm pretty satisfied with the motion of the leg, 81 00:03:21,300 --> 00:03:22,930 I will switch to the front view 82 00:03:22,930 --> 00:03:26,840 to work on the x location curve of the leg. 83 00:03:26,840 --> 00:03:28,960 Here the method is pretty simple. 84 00:03:28,960 --> 00:03:32,103 You want to avoid zigzagging motion. 85 00:03:32,103 --> 00:03:34,420 And when the foot is stuck on the ground, 86 00:03:34,420 --> 00:03:37,810 you may not have any left and right motion. 87 00:03:37,810 --> 00:03:39,600 So polishing the x curve 88 00:03:39,600 --> 00:03:41,580 is pretty straightforward. 89 00:03:41,580 --> 00:03:44,490 We apply the same rule as when we are working 90 00:03:44,490 --> 00:03:45,550 on the under curve. 91 00:03:45,550 --> 00:03:48,550 Whenever the leg is contacting the ground, 92 00:03:48,550 --> 00:03:51,743 I will switch the handle type to vector. 93 00:03:51,743 --> 00:03:56,060 The next channel that inputs the most motion 94 00:03:56,060 --> 00:03:59,170 into the foot then will be the x rotation. 95 00:03:59,170 --> 00:04:03,060 So this is the next curve I will be working on. 96 00:04:03,060 --> 00:04:06,060 While I was pretty satisfied on the arc 97 00:04:06,060 --> 00:04:07,240 of the leg here, 98 00:04:07,240 --> 00:04:10,290 I've made quite a big mistake. 99 00:04:10,290 --> 00:04:13,400 I've worked the foot animation only 100 00:04:13,400 --> 00:04:16,950 without root motion and that's a mistake. 101 00:04:16,950 --> 00:04:19,770 I advise you to check your animation with 102 00:04:19,770 --> 00:04:23,118 and without root motion as often as possible 103 00:04:23,118 --> 00:04:26,430 because in the end, what you will be animating 104 00:04:26,430 --> 00:04:28,810 or seeing into your animation 105 00:04:28,810 --> 00:04:31,840 will be your character moving with the root motion. 106 00:04:31,840 --> 00:04:33,770 It will be moving forward, 107 00:04:33,770 --> 00:04:36,254 not moving on place like that. 108 00:04:36,254 --> 00:04:39,460 And while the arc of the leg looks cool 109 00:04:39,460 --> 00:04:40,870 without root motion, 110 00:04:40,870 --> 00:04:43,130 when I've enabled the root motion, 111 00:04:43,130 --> 00:04:45,220 it didn't look that great. 112 00:04:45,220 --> 00:04:49,630 It's not going to be a major issue on the animation here 113 00:04:49,630 --> 00:04:52,380 but I will have to fix it later on. 114 00:04:52,380 --> 00:04:53,950 So that's an issue. 115 00:04:53,950 --> 00:04:57,250 And you will save time if you switch to root motion 116 00:04:57,250 --> 00:04:58,610 as soon as possible. 117 00:04:58,610 --> 00:05:00,980 Back to our foot x rotation. 118 00:05:00,980 --> 00:05:04,350 The main focus is to get a smooth transition 119 00:05:04,350 --> 00:05:05,990 while in the air 120 00:05:05,990 --> 00:05:09,940 and to get a pretty fast flopping motion 121 00:05:09,940 --> 00:05:11,820 when leaving the ground. 122 00:05:11,820 --> 00:05:14,543 The foot is pushing the body forward. 123 00:05:14,543 --> 00:05:16,840 This is why we have a pretty big change 124 00:05:16,840 --> 00:05:19,200 between frame two and frame four 125 00:05:19,200 --> 00:05:21,750 and I'm polishing the curve between frame one 126 00:05:21,750 --> 00:05:24,910 and frame two so that the foot doesn't clip 127 00:05:24,910 --> 00:05:26,040 with the ground, 128 00:05:26,040 --> 00:05:29,580 which is represented by the y-axis here. 129 00:05:29,580 --> 00:05:31,130 One of my main concern 130 00:05:31,130 --> 00:05:35,110 was to choose whether I would input foot roll or not. 131 00:05:35,110 --> 00:05:37,560 And I've decided to go ahead with it. 132 00:05:37,560 --> 00:05:42,020 That's why our character is landing on the ball of the foot 133 00:05:42,020 --> 00:05:44,990 and then it switches to a flat foot position. 134 00:05:44,990 --> 00:05:47,340 You can think of it as a foot roll 135 00:05:47,340 --> 00:05:49,110 from the heel to the toes 136 00:05:49,110 --> 00:05:53,080 but on digit grad, like cat, dogs or squirrel, 137 00:05:53,080 --> 00:05:55,920 the heel is currently not touching the ground. 138 00:05:55,920 --> 00:05:58,670 So I'm not here to give you an anatomic course 139 00:05:58,670 --> 00:06:02,040 but it's important to take this into consideration 140 00:06:02,040 --> 00:06:06,310 because you will intuitively translate human motion 141 00:06:06,310 --> 00:06:08,400 onto animal motion. 142 00:06:08,400 --> 00:06:11,850 While it can work or be a stylized choice, 143 00:06:11,850 --> 00:06:14,580 it's important again to watch reference 144 00:06:14,580 --> 00:06:17,380 of animal and understand the behavior 145 00:06:17,380 --> 00:06:19,980 of the different part of their body, 146 00:06:19,980 --> 00:06:22,960 depending on their function or purpose. 147 00:06:22,960 --> 00:06:26,340 Here I'm polishing the x and y rotation of the foot. 148 00:06:26,340 --> 00:06:29,650 The idea is to make the foot point a little inward 149 00:06:29,650 --> 00:06:31,540 when it's leaving the ground 150 00:06:31,540 --> 00:06:33,660 and point a little outward 151 00:06:33,660 --> 00:06:36,187 when it's going to contact the ground. 152 00:06:36,187 --> 00:06:38,500 One last thing, on the contact frame, 153 00:06:38,500 --> 00:06:42,560 I want the foot to contact with the ground slightly 154 00:06:42,560 --> 00:06:44,590 with its outer edge. 155 00:06:44,590 --> 00:06:47,200 This is a very subtle motion you will find 156 00:06:47,200 --> 00:06:49,570 in the foot motion of a human being 157 00:06:49,570 --> 00:06:51,260 during a walk cycle. 158 00:06:51,260 --> 00:06:54,790 The foot has a slight tilt from left to right, 159 00:06:54,790 --> 00:06:56,620 while pushing on the ground. 160 00:06:56,620 --> 00:06:58,570 So even if it's very subtle, 161 00:06:58,570 --> 00:07:01,200 it's better to input this information 162 00:07:01,200 --> 00:07:04,670 in the foot motion of our squirrel character. 163 00:07:04,670 --> 00:07:08,130 When I got onto polishing the other back leg, 164 00:07:08,130 --> 00:07:10,100 finally made the clearer move 165 00:07:10,100 --> 00:07:13,200 to check my animation with the root motion on 166 00:07:13,200 --> 00:07:15,840 as I told you in the beginning of this video. 167 00:07:15,840 --> 00:07:19,500 And this is where I spotted the weird curvature 168 00:07:19,500 --> 00:07:21,847 of my arc for the left leg. 169 00:07:21,847 --> 00:07:24,340 You can see some kind of vertical easing 170 00:07:24,340 --> 00:07:25,427 on the motion path. 171 00:07:25,427 --> 00:07:29,090 We had to get back onto the polishing of the left leg. 172 00:07:29,090 --> 00:07:30,260 Fix this issue. 173 00:07:30,260 --> 00:07:31,840 And that's perfectly normal 174 00:07:31,840 --> 00:07:34,790 that you have to refine every single controller 175 00:07:34,790 --> 00:07:37,530 each time you are polishing one of them. 176 00:07:37,530 --> 00:07:40,510 As I told before, since everything is connected, 177 00:07:40,510 --> 00:07:44,110 fixing a bug somewhere or a bad motion somewhere 178 00:07:44,110 --> 00:07:47,250 may modify the perception you have of the other part 179 00:07:47,250 --> 00:07:49,970 and you will have to polish it again. 180 00:07:49,970 --> 00:07:53,830 As every art form, an animation is never finished. 181 00:07:53,830 --> 00:07:55,960 It's up to you and your schedule 182 00:07:55,960 --> 00:07:57,630 to call it done. 183 00:07:57,630 --> 00:07:59,520 The second important point 184 00:07:59,520 --> 00:08:02,220 is to watch the silhouette of your character. 185 00:08:02,220 --> 00:08:05,350 I don't think there is a shortcut in Blender to do so 186 00:08:05,350 --> 00:08:07,800 but you can go to the shading option, 187 00:08:07,800 --> 00:08:11,010 switch to flat and then object. 188 00:08:11,010 --> 00:08:15,360 This way, your character will turn into a single solid color 189 00:08:15,360 --> 00:08:18,180 that will help reading its silhouette. 190 00:08:18,180 --> 00:08:20,620 The idea is to avoid some part of the body 191 00:08:20,620 --> 00:08:24,310 to overlap and make the silhouette harder to understand. 192 00:08:24,310 --> 00:08:26,840 For example, here if I overlay both feet, 193 00:08:26,840 --> 00:08:28,660 one one top of each other, 194 00:08:28,660 --> 00:08:30,960 the silhouette is harder to understand. 195 00:08:30,960 --> 00:08:32,430 While if I separate them, 196 00:08:32,430 --> 00:08:34,600 I can see there are two feet. 197 00:08:34,600 --> 00:08:36,600 So this is not something you will be able 198 00:08:36,600 --> 00:08:38,210 to manage all the time 199 00:08:38,210 --> 00:08:40,480 because sometimes, the point of view 200 00:08:40,480 --> 00:08:43,410 makes your body part overlapping 201 00:08:43,410 --> 00:08:45,150 but just keep it in mind. 202 00:08:45,150 --> 00:08:47,650 That's also why the position of the heel 203 00:08:47,650 --> 00:08:51,900 is slightly offset so that we can see both heels tip. 204 00:08:51,900 --> 00:08:54,260 On the final polishing stage, 205 00:08:54,260 --> 00:08:57,810 I have tweaked the position of the pull target 206 00:08:57,810 --> 00:08:59,660 to make sure that the legs 207 00:08:59,660 --> 00:09:02,730 were not pointing outward too much. 208 00:09:02,730 --> 00:09:05,890 This is not really about polishing any motion here. 209 00:09:05,890 --> 00:09:10,630 It's mostly about fixing bugs from the inverse kinematic. 210 00:09:10,630 --> 00:09:13,030 But I'm moving the controller in space 211 00:09:13,030 --> 00:09:14,670 whenever I feel the need, 212 00:09:14,670 --> 00:09:16,386 then playing with its curve. 213 00:09:16,386 --> 00:09:20,240 So I will lead you there with a little time lapse 214 00:09:20,240 --> 00:09:23,400 where I will be polishing both back legs 215 00:09:23,400 --> 00:09:26,210 and I'll see you a little later in this video 216 00:09:26,210 --> 00:09:28,020 to polish the front legs. 217 00:09:29,516 --> 00:09:32,266 (tranquil music) 218 00:14:50,027 --> 00:14:53,150 For the front leg, I didn't make the same mistake 219 00:14:53,150 --> 00:14:55,030 as for the back leg 220 00:14:55,030 --> 00:14:57,860 and mainly worked with root motion. 221 00:14:57,860 --> 00:15:01,550 The process is basically the same as for the back leg, 222 00:15:01,550 --> 00:15:04,920 so I will just give you the two key points 223 00:15:04,920 --> 00:15:08,130 that you have to figure out for this motion. 224 00:15:08,130 --> 00:15:11,500 The front legs are the first to get in contact 225 00:15:11,500 --> 00:15:14,900 with the ground when your character is landing. 226 00:15:14,900 --> 00:15:17,630 While it's important to make them drag 227 00:15:17,630 --> 00:15:19,350 in the beginning of the jump, 228 00:15:19,350 --> 00:15:22,320 when the character is then losing altitude, 229 00:15:22,320 --> 00:15:26,050 it's important to show that the squirrel is in control. 230 00:15:26,050 --> 00:15:29,500 So you may not swing the arms all the way around. 231 00:15:29,500 --> 00:15:32,370 Since we want to show that our character 232 00:15:32,370 --> 00:15:35,000 is in control of its run cycle, 233 00:15:35,000 --> 00:15:40,000 then he will aim at the target point he will land on 234 00:15:40,110 --> 00:15:41,350 with his arms. 235 00:15:41,350 --> 00:15:42,970 If we look at this reference 236 00:15:42,970 --> 00:15:45,480 where the character is shaking his arms 237 00:15:45,480 --> 00:15:47,550 and legs all the way around, 238 00:15:47,550 --> 00:15:50,420 we clearly understand that he's not in control 239 00:15:50,420 --> 00:15:51,470 of the situation. 240 00:15:51,470 --> 00:15:54,270 Again, you have ask yourself how to move the legs 241 00:15:54,270 --> 00:15:58,460 but also why you will move them in a certain way. 242 00:15:58,460 --> 00:16:01,870 Again, animation is like any other art form. 243 00:16:01,870 --> 00:16:04,760 If you want to make it believable, 244 00:16:04,760 --> 00:16:06,220 it has to make sense. 245 00:16:06,220 --> 00:16:09,370 From the timing, the behavior of our character 246 00:16:09,370 --> 00:16:12,180 is mainly based on its weight, 247 00:16:12,180 --> 00:16:14,090 its agility, et cetera 248 00:16:14,090 --> 00:16:16,160 but as we go along in this course, 249 00:16:16,160 --> 00:16:18,450 we will try to ask also ourself 250 00:16:18,450 --> 00:16:21,180 how does my character feel? 251 00:16:21,180 --> 00:16:24,290 And how can we translate those emotion 252 00:16:24,290 --> 00:16:27,550 through motion, through animation? 253 00:16:27,550 --> 00:16:31,620 So keep this in mind whenever you are animating something. 254 00:16:31,620 --> 00:16:34,005 The other thing here I want to avoid 255 00:16:34,005 --> 00:16:38,710 is to have the legs or front arm over extending. 256 00:16:38,710 --> 00:16:41,370 This current rig is stretchable 257 00:16:41,370 --> 00:16:44,650 but it doesn't look that good on this character. 258 00:16:44,650 --> 00:16:48,450 And also, even if the animation is a bit stylized, 259 00:16:48,450 --> 00:16:53,100 I'd like to keep it on the realistic side of things. 260 00:16:53,100 --> 00:16:56,560 I advise you to try to keep this animation grounded, 261 00:16:56,560 --> 00:16:58,580 at least for this chapter 262 00:16:58,580 --> 00:16:59,890 because later on, 263 00:16:59,890 --> 00:17:03,110 when we will be working on humanoid character, 264 00:17:03,110 --> 00:17:05,610 we will push the style a little further. 265 00:17:05,610 --> 00:17:08,673 Realistic animation is a very hard exercise 266 00:17:08,673 --> 00:17:11,660 because it's about very subtle motion. 267 00:17:11,660 --> 00:17:13,110 Here I have a couple of frame 268 00:17:13,110 --> 00:17:16,360 where the character has his front foot contacting 269 00:17:16,360 --> 00:17:17,193 with the ground. 270 00:17:17,193 --> 00:17:20,260 I've placed the 3D cursor as a guide 271 00:17:20,260 --> 00:17:21,890 by Shift + right clicking 272 00:17:21,890 --> 00:17:24,090 and tweaking the y location curve, 273 00:17:24,090 --> 00:17:27,430 I will make sure that the foot is on the same position 274 00:17:27,430 --> 00:17:29,510 on both contacting frame. 275 00:17:29,510 --> 00:17:32,980 Then I will duplicate the last frame on the first one 276 00:17:32,980 --> 00:17:36,630 so that both the first and last frame of the cycle 277 00:17:36,630 --> 00:17:38,510 are the same as usual. 278 00:17:38,510 --> 00:17:43,510 So here you have the key component to polish the front legs. 279 00:17:43,620 --> 00:17:46,210 Avoid overextending limb, 280 00:17:46,210 --> 00:17:50,050 avoid unnecessary and goofy motion of the limbs, 281 00:17:50,050 --> 00:17:52,220 aim at the landing point. 282 00:17:52,220 --> 00:17:54,710 Make sure that the feet stays in place 283 00:17:54,710 --> 00:17:56,980 whenever there are contacting with the ground 284 00:17:56,980 --> 00:17:59,670 and don't forget to check the silhouette 285 00:17:59,670 --> 00:18:02,860 whenever you are working on both front legs. 286 00:18:02,860 --> 00:18:05,610 I will leave you there with a little time lapse 287 00:18:05,610 --> 00:18:07,820 of me finishing this polish 288 00:18:07,820 --> 00:18:09,710 and I'll see you in the next video 289 00:18:09,710 --> 00:18:13,291 where we are going to polish the tail of our character. 290 00:18:13,291 --> 00:18:16,041 (tranquil music) 22304

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