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- It's time to detail our idol blocking
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and also give it a timing path.
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Character is entering the
shot after a run cycle.
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Have a look around smell the air,
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held something and flee
into a neuron cycle.
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The first thing I will do is
to offset the second jump.
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So I will select the root bone
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and I will change the last key
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by increasing its value
by minus 0.7 meter.
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This is the distance our
character is traveling per bounce.
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Enter the stage the route is at zero,
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travel by minus 0.7 during the first jump
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then stop and stays at minus
0.7 during the second jump,
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it will travel to minus 1.4 meters.
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From there I will be
working on the first pose.
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So I will just give me some space,
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moving the key frame
a bit forward in time.
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Whenever we build the breakdowns
as we did during the cycle,
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we mean to address any
specific changes or big changes
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between each key poses
also called golden poses.
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So the run cycle our
characters stops on three legs
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and is having a look around.
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I will create two breakdowns to absorb
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the impact of the landing
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and define the steps
made by the front legs.
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It lands on both front leg
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and then I will make him switch
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from left leg to right leg.
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So there is a little shuffle.
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The most of use was to flatten the feet
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as our character is stopping
the feet are well-grounded.
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As I want my character to raise one
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of the front leg to make a step leaning
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the character toward the foot
in contact with the ground.
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If you remember in the previous video
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we were talking about balance.
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So whenever my character
is raising one leg
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is shifting his weight toward the one
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in contact with the ground.
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So you need to input a
bit of location offset
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in each controller and a bit
of rotation in each controller.
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A bit of twisting too remember
to use the body controller
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as the main controller while the hips
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and chest controller are
here to shape our character.
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I oftenly reset the rotation
and location of the chest
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and hips controller by
pressing Alt+R and Alt+G.
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And then re-transform them
when I'm creating a breakdown.
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When I'm happy with the pose
I will slightly offset it
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on frame 15 and insert a key
frame on every controller.
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Now I will refine a bit
the pose by scrubbing back
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and forth onto the current
pose and the previous one.
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I'm trying to figure
this transition motion
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between the new pose and the landing pose.
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But I will make the tail drag a bit
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by rotating it a little down.
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And since the chest and
head of our character
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are also weighted or heavy I
will make them drag a bit too.
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So I will slightly push
the head inward the bodys
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quash a bit and rotate it a bit downward.
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As the tip of the nose is
dragging into the next pose.
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Don't hesitate to check
out the provided file
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to have a better reference
of the current pose.
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For the next breakdown I
will select my key pose
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on frame 20 and duplicate it.
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To build a nice transition
between frame 15 and 17.
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I will calculate the motion
path of the body controller.
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I've already explained you before
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that arcs in animation are very important.
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This is why I'm using motion
path is to see those arcs.
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Here we can see that the frame
15 is higher than frame 17.
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00:03:58,400 --> 00:04:02,840
So I will push frame 17
up and frame 15 down.
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Make sure that you check your
arcs as soon as possible.
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This is really something
I wish I knew before.
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Because as soon as I've
learned this technique
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and I've embraced it my animation quality
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and speed to produce it
have leveled up very fast.
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So even if you're blocking
will take a little more time
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it will be way more accurate
and way more appealing.
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Hence the polishing stage will
be way easier and way faster.
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Don't forget to check your
arcs from every position,
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the top the side et cetera.
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As the body controller
arcs looks quite right,
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just drag a bit the chest
the head and the front leg
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between frame 15 and frame 20.
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On this frame 17 I'm creating and easing
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toward the frame 20.
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From there I will mainly be tweaking
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the poses on frame 15, 17 and 20,
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00:05:03,610 --> 00:05:08,610
20 being our key pose 15
and 17 our breakdowns.
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00:05:08,620 --> 00:05:10,740
So I'm double checking the arcs
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of the body controller from the top view,
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And then I will mostly be refining
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the tail of the character.
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I want to have quite of a contrast
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between the different poses.
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We watch the reference the squirrel
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has very snappy motion of the tail.
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And it wipes it quite a lot
even if it's a subtle motion,
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each time it changes pose the
tail has rapid wipe motion.
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That's why I'm trying
to bring some contrast
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in the tail pose during the blocking.
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Those poses will give
the rhythm to the idol.
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I will offset a big
chunk of the animation.
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The next step I want the character
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to hold the pose for a second or so
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and then jump into the one.
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So here it's out to give you
a tip of whatever to say,
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00:06:01,950 --> 00:06:05,695
hey you have to input maybe 10, 15,
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20 frame between the two poses.
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I'm just playing the
animation and thinking,
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okay will jump he will
stop have a look around
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and then switch to a more relaxed pose.
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And you won't find any footage of this
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but I'm almost acting the scene
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I am figuring out that I
am the squirrel I stopped,
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I'm curious about what's around me
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and then I relax and sit.
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So I figured that 10 frames
was okay for the time being
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but holding the pose for
10 frame is a bit too much.
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So I will just build a new pose
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upon the frame 20 and frame 23
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and bring some sort of
variation especially in the tail
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I want to change the shape of the tail.
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Change a bit the orientation
of the head stuff like that.
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I can imagine the character
smelling the air for example.
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As usual when I feel like the pose is okay
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I will keep frame all the controllers
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to avoid foot sliding and stuff like that.
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From there we can transition
into the next pose.
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The pose where our character
is sitting on his back legs.
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We will first create an anticipation
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where our character is crouching,
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then we will have a transition pose
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where the head and the
chest will be dragging
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while our character is
moving backward to sit.
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00:07:29,240 --> 00:07:32,720
So I've started by creating
the crouching pose,
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the anticipation if you prefer,
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and I'm building it from the current pose.
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But since I'm still using the motion path
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for the body controller
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I know where the character
body is going to be.
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So I'm just pushing him
down to create a new arc.
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And as I build or pre-build this new pose,
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I can create the
intermediate pose with ease.
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So this will be really a transition pose
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where I start to rotate the body
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and the chest, neck and
head will drag behind.
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Just imagine that your character
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is being pulled by the hips.
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The danger here is to overdo
the anticipation in a way.
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This is a pretty lightweight character.
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So the anticipation
should be very settled.
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The heavier a character
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the more energy he will have to gather
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before moving into the next pose
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so the bigger will be the anticipation.
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So honestly while I'm
recording this specific video
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I haven't started the
polishing of this animation.
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It made this anticipation
more subtle when I will switch
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to spline and start
polishing this animation.
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Getting the right sense
of weight is I believe
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the most complicated thing in animation.
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And also one of the most important thing
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if you want your animation
to be believable.
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Even if it's stylized.
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So I'm pretty confident I
will get a nice animation
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at least something appealing
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but nailing the motion of the squirrel
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even in a stylized animation
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this is not something I will promise
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but we will try our best for sure.
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We will now detail the turn animation.
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There are two very important
things to look after,
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as usual the motion arcs
and then the body transfer.
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The sitting pose our
character will transition
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into the standing up pose.
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I will then add a couple of details
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by making the character
raising even a bit more
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and smelling the air.
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As I'm transitioning
between those two key poses,
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Look at the arcs drawn by the body
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and the nose of the character.
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I've exaggerated them a bit
for the sake of this tutorial
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but I'm sure it will look pretty
decent and way better than
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if I was doing a straight
rotation between those two poses.
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00:10:06,600 --> 00:10:10,520
The second very important thing
here is the weight shifting.
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As the character is turning to his left,
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I'm also translating his body controller
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and I'm opening the left leg
toward this new position.
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The wider the legs are opened,
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the more balanced will be our character.
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Last detail on this pose is
the right end dropping down.
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When the character is raising
into the left turn position
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he drops his right hand to counter balance
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the weight that has been
shifting on the left side.
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And as he's rising he
straighten his tail horizontally
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to get some better balance.
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To better understand what
I'm showing you here,
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stand up and try to raise
your nose as high as possible.
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You will intuitively and
naturally push your hands
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towards the ground.
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You will pull every part of your body down
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to be able to raise as much as possible
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the tip of your nose.
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00:11:07,870 --> 00:11:11,150
Your arm will be spreading
and pointing downward
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in order to lower your center
of gravity and be balanced.
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00:11:16,190 --> 00:11:21,100
So the more you spread any
body part closer to the ground,
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the lower is your center of gravity,
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the more balanced you are.
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For the transition into the last pose
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our character is hearing
a node in his back.
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So his attention is dragged behind him.
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So beyond curiosity our character
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might be scared or feel in danger.
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00:11:43,390 --> 00:11:45,100
So what I want to show you here
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is that the head is leading the animation.
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Parting from the previous pose,
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we can see that on the next pose,
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It's the head that has the broader motion.
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And beyond this head rotation the heels
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are also already pointing
at the final destination.
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00:12:03,330 --> 00:12:07,160
When doing a head turn
you generally first rotate
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the eyes towards the target
and then the head follow.
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00:12:10,150 --> 00:12:12,740
If you have watched cats or dogs
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I'm sure you have already spotted
how mobile their ears are.
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00:12:17,350 --> 00:12:20,040
So in those breakdowns I want to show
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that the ears are currently
leading the animation.
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I've created a second
step where the character
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hear the noise again and
the ears are pointing
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toward the noise and he rotates
his head more precisely.
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And as he's getting scared
I straighten the tail.
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00:12:37,790 --> 00:12:40,570
Again think of it and act it
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00:12:40,570 --> 00:12:42,110
when you are getting scared
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you instantly get straight as a stick.
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So from there there is no more doubt.
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Our character is scared
so I will transition
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into the anticipation before the jump.
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Here the hips are pulling
the characters back
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00:12:57,120 --> 00:13:00,980
into the most squashed
position as possible.
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00:13:00,980 --> 00:13:03,830
The ears are still pointing back towards
241
00:13:03,830 --> 00:13:05,600
the source of the noise.
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00:13:05,600 --> 00:13:08,860
To want to put in short
pre-data on whatever,
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00:13:08,860 --> 00:13:11,720
lets build last pose
that is almost the same
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where the character is
squashed a little more.
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00:13:15,240 --> 00:13:18,580
Animation wise this pose
will last maybe for one
246
00:13:18,580 --> 00:13:22,340
or two frame maximum before
the character jumps forward.
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00:13:22,340 --> 00:13:25,780
The last thing I've done
to finish this blocking
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is to duplicate the keys
where I want my character
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to hold the pose.
250
00:13:31,330 --> 00:13:34,100
So that when I will switch to spline,
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my character won't be moving
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because I will have two identical pose.
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So I wont have any
interpolation between them.
254
00:13:43,110 --> 00:13:45,040
And he will hold the pose.
255
00:13:45,040 --> 00:13:46,890
Next video will be a time lapse
256
00:13:46,890 --> 00:13:50,083
where I build all the
breakdowns we have been talking.
20999
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