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- [Instructor] In this video,
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we are going to polish
the legs of the character.
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It's pretty important
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because it will help
defining the silhouette
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of our character.
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It will also communicate
its weight and agility.
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Here you can see the final result
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of the whole character polished.
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Try to use the file
provided as a reference.
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Since they are the biggest,
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I will start with the back
legs of the character.
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Since we are using inverse
kinematic mechanism
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for those leg, the location
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are the most influential transform channel
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for the animation of the legs.
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This is the first channel
we are going to edit.
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Now the legs of our character
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are dragging a lot toward the ground,
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making them looks very heavy,
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and like our character has
a hard time raising them.
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So we will need to rework the leg position
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while in the air.
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But we do need to keep a bit of delay
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on the leg motion
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since they are dragged by the body.
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And the first thing I will do
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is to offset by one frame
all the keys on frame six,
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putting a bit of delay
on the air extreme pose
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of the leg.
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From the side view, I will
be working on the z location
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and y location curve of the leg.
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So I will hide all the other channel
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and focus on those curves.
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And while I'm polishing
the motion of the foot,
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I'm watching every single frame.
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The further you get
from the center of mass
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of your character, the
biggest will be the arcs.
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So when you are animating legs or hands
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on a character,
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it's very important to
track what you are doing
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and to polish it as much as possible
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'cause a sudden gap in your curve
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will make the motion of
those parts very broad
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or very large.
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You will get a big glitch into the arc.
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Another thing to remember
is that a falling object
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will accelerate before it hits the ground.
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So make sure that your spacing
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is the biggest before hitting the ground
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and when leaving the ground.
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And you can convert the contacting frame
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with the ground to vector.
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It's the best way to avoid
easing in the first step.
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Finally, to have a better readability
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of the first leg,
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what I will do is go in front view
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and press Alt + B
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and frame off of the character.
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It will enable the view clipping mode.
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It's like creating a tunnel
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and whatever is outside of this tunnel
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won't be shown in the 3D viewport.
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It's support handy to cut the visibility
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of your character in half.
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While it's very useful
in modeling for sure,
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that's also very useful in animation.
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Just press Alt + B again
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to clear the clipping view.
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I'll advise you to
calculate the motion path
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of the foot as soon as possible.
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You can see that I have a
very decent arc right away
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but I will polish it
using the motion path.
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The main thing I will focus on here
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is to make sure that the
character is pulling his leg
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as high as possible when jumping.
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So it will drag in the beginning
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and then it will catch up
and even get very close
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to its belly.
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So as my arcs looks very smooth
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and as I'm pretty satisfied
with the motion of the leg,
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I will switch to the front view
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to work on the x location
curve of the leg.
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Here the method is pretty simple.
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You want to avoid zigzagging motion.
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And when the foot is stuck on the ground,
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you may not have any
left and right motion.
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So polishing the x curve
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is pretty straightforward.
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We apply the same rule
as when we are working
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on the under curve.
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Whenever the leg is contacting the ground,
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I will switch the handle type to vector.
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The next channel that
inputs the most motion
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into the foot then will be the x rotation.
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So this is the next curve
I will be working on.
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While I was pretty satisfied on the arc
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of the leg here,
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I've made quite a big mistake.
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I've worked the foot animation only
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without root motion and that's a mistake.
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I advise you to check your animation with
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and without root motion
as often as possible
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because in the end, what
you will be animating
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or seeing into your animation
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will be your character
moving with the root motion.
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It will be moving forward,
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not moving on place like that.
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And while the arc of the leg looks cool
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without root motion,
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when I've enabled the root motion,
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it didn't look that great.
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It's not going to be a major
issue on the animation here
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but I will have to fix it later on.
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So that's an issue.
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And you will save time if
you switch to root motion
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as soon as possible.
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Back to our foot x rotation.
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The main focus is to
get a smooth transition
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while in the air
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and to get a pretty fast flopping motion
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when leaving the ground.
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The foot is pushing the body forward.
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This is why we have a pretty big change
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between frame two and frame four
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and I'm polishing the
curve between frame one
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and frame two so that
the foot doesn't clip
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with the ground,
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which is represented by the y-axis here.
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One of my main concern
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was to choose whether I
would input foot roll or not.
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And I've decided to go ahead with it.
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That's why our character is
landing on the ball of the foot
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and then it switches to
a flat foot position.
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You can think of it as a foot roll
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from the heel to the toes
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but on digit grad, like
cat, dogs or squirrel,
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the heel is currently
not touching the ground.
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So I'm not here to give
you an anatomic course
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but it's important to take
this into consideration
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because you will intuitively
translate human motion
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onto animal motion.
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While it can work or be a stylized choice,
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it's important again to watch reference
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of animal and understand the behavior
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of the different part of their body,
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depending on their function or purpose.
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Here I'm polishing the x
and y rotation of the foot.
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The idea is to make the
foot point a little inward
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when it's leaving the ground
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and point a little outward
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when it's going to contact the ground.
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One last thing, on the contact frame,
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I want the foot to contact
with the ground slightly
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with its outer edge.
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This is a very subtle motion you will find
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in the foot motion of a human being
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during a walk cycle.
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The foot has a slight
tilt from left to right,
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while pushing on the ground.
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So even if it's very subtle,
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it's better to input this information
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in the foot motion of
our squirrel character.
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When I got onto polishing
the other back leg,
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finally made the clearer move
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to check my animation
with the root motion on
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as I told you in the
beginning of this video.
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And this is where I
spotted the weird curvature
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of my arc for the left leg.
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You can see some kind of vertical easing
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on the motion path.
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We had to get back onto the
polishing of the left leg.
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Fix this issue.
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And that's perfectly normal
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that you have to refine
every single controller
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each time you are polishing one of them.
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As I told before, since
everything is connected,
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fixing a bug somewhere
or a bad motion somewhere
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may modify the perception
you have of the other part
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and you will have to polish it again.
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As every art form, an
animation is never finished.
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It's up to you and your schedule
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to call it done.
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The second important point
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is to watch the silhouette
of your character.
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I don't think there is a
shortcut in Blender to do so
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but you can go to the shading option,
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switch to flat and then object.
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This way, your character will
turn into a single solid color
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that will help reading its silhouette.
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The idea is to avoid some part of the body
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to overlap and make the
silhouette harder to understand.
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For example, here if I overlay both feet,
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one one top of each other,
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the silhouette is harder to understand.
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While if I separate them,
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I can see there are two feet.
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So this is not something you will be able
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to manage all the time
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because sometimes, the point of view
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makes your body part overlapping
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but just keep it in mind.
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That's also why the position of the heel
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is slightly offset so that
we can see both heels tip.
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On the final polishing stage,
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I have tweaked the
position of the pull target
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to make sure that the legs
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were not pointing outward too much.
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This is not really about
polishing any motion here.
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It's mostly about fixing bugs
from the inverse kinematic.
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But I'm moving the controller in space
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whenever I feel the need,
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then playing with its curve.
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So I will lead you there
with a little time lapse
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where I will be polishing both back legs
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and I'll see you a little
later in this video
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to polish the front legs.
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(tranquil music)
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For the front leg, I didn't
make the same mistake
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as for the back leg
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and mainly worked with root motion.
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The process is basically the
same as for the back leg,
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so I will just give you the two key points
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that you have to figure
out for this motion.
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The front legs are the
first to get in contact
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with the ground when your
character is landing.
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While it's important to make them drag
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in the beginning of the jump,
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when the character is
then losing altitude,
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it's important to show that
the squirrel is in control.
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So you may not swing the
arms all the way around.
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Since we want to show that our character
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is in control of its run cycle,
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then he will aim at the
target point he will land on
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with his arms.
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If we look at this reference
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where the character is shaking his arms
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and legs all the way around,
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we clearly understand
that he's not in control
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of the situation.
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Again, you have ask yourself
how to move the legs
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but also why you will move
them in a certain way.
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Again, animation is
like any other art form.
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If you want to make it believable,
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it has to make sense.
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From the timing, the
behavior of our character
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is mainly based on its weight,
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its agility, et cetera
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but as we go along in this course,
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we will try to ask also ourself
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how does my character feel?
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And how can we translate those emotion
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through motion, through animation?
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So keep this in mind whenever
you are animating something.
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The other thing here I want to avoid
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is to have the legs or
front arm over extending.
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This current rig is stretchable
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but it doesn't look that
good on this character.
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And also, even if the
animation is a bit stylized,
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I'd like to keep it on the
realistic side of things.
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I advise you to try to keep
this animation grounded,
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at least for this chapter
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because later on,
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00:16:59,890 --> 00:17:03,110
when we will be working
on humanoid character,
264
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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.
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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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