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These are the user uploaded subtitles that are being translated: 1 00:00:00,750 --> 00:00:03,520 - [Instructor] It's time to finally start polishing 2 00:00:03,520 --> 00:00:06,400 our squirrel idle animation. 3 00:00:06,400 --> 00:00:08,060 It will be kind of similar 4 00:00:08,060 --> 00:00:11,710 as when we have been polishing the run cycle. 5 00:00:11,710 --> 00:00:14,820 We will start with the most influential controller 6 00:00:14,820 --> 00:00:19,310 of our character like the torso or the body controller, 7 00:00:19,310 --> 00:00:22,390 then polish the contact paws, the feet 8 00:00:22,390 --> 00:00:24,360 and then all secondary motion 9 00:00:24,360 --> 00:00:27,460 and follow through like the tail and the face. 10 00:00:27,460 --> 00:00:29,980 You can choose whether to polish fully 11 00:00:29,980 --> 00:00:32,290 each controller one by one 12 00:00:32,290 --> 00:00:35,860 but when I work on long sequences like that 13 00:00:35,860 --> 00:00:38,480 I prefer to work by chunk, 14 00:00:38,480 --> 00:00:42,690 like working on the first two paws and polish them 15 00:00:42,690 --> 00:00:45,220 and then go to the paws three and four 16 00:00:45,220 --> 00:00:47,180 and polish them, et cetera. 17 00:00:47,180 --> 00:00:50,240 I think it's a little more motivating 18 00:00:50,240 --> 00:00:51,870 when you do this by chunk 19 00:00:51,870 --> 00:00:53,990 because doing a long shot like that 20 00:00:53,990 --> 00:00:56,350 and polishing only one controller 21 00:00:56,350 --> 00:00:58,850 will show results only on the long-term 22 00:00:58,850 --> 00:01:02,350 and sometime it can be hard to stay motivated. 23 00:01:02,350 --> 00:01:05,510 But this is really a matter of personal choice 24 00:01:05,510 --> 00:01:08,970 so you can work the whole animation at once 25 00:01:08,970 --> 00:01:12,470 focusing first on the torso and then the legs, 26 00:01:12,470 --> 00:01:14,750 and then all the secondary motion 27 00:01:14,750 --> 00:01:19,555 or do as I will polishing each segment of the animation. 28 00:01:19,555 --> 00:01:20,388 (air whooshing) 29 00:01:20,388 --> 00:01:21,800 Just a big warning in here 30 00:01:21,800 --> 00:01:25,680 I selected all the key frame and switch them to busy. 31 00:01:25,680 --> 00:01:28,670 And this is a mistake since my root motion 32 00:01:28,670 --> 00:01:31,740 is supposed to use a linear interpolation. 33 00:01:31,740 --> 00:01:35,200 This is not a big deal, but it leads to some mistakes 34 00:01:35,200 --> 00:01:39,790 into my transition between the run cycle and the idle pose, 35 00:01:39,790 --> 00:01:42,620 so make sure you select your root controller 36 00:01:42,620 --> 00:01:44,780 and press T and switch it back 37 00:01:44,780 --> 00:01:47,010 to linear before going further. 38 00:01:47,010 --> 00:01:48,500 When I play the animation 39 00:01:48,500 --> 00:01:52,370 it doesn't look that bad when we switch to spline mode. 40 00:01:52,370 --> 00:01:56,020 And this is because we have detailed a lot our blocking. 41 00:01:56,020 --> 00:01:58,870 But there is definitely something weird happening 42 00:01:58,870 --> 00:02:00,690 about the head rotation. 43 00:02:00,690 --> 00:02:03,230 The head of our character is twisting 44 00:02:03,230 --> 00:02:04,690 or flipping the wrong way. 45 00:02:04,690 --> 00:02:06,710 This is a super classic bug 46 00:02:06,710 --> 00:02:09,344 whenever you switch to spline 47 00:02:09,344 --> 00:02:10,843 and we will see how to fix this. 48 00:02:10,843 --> 00:02:13,650 I will explain our rotation behavior 49 00:02:13,650 --> 00:02:17,170 in a more detailed video in the next chapter. 50 00:02:17,170 --> 00:02:19,610 So before we even start polishing class 51 00:02:19,610 --> 00:02:21,460 we'll go into the graph editor 52 00:02:21,460 --> 00:02:25,810 and we will fix it when you get this kind of bug, it's 100% 53 00:02:25,810 --> 00:02:29,470 because of the curves as we are using quaternion rotation 54 00:02:29,470 --> 00:02:34,200 for the neck and head, we have four rotation channels. 55 00:02:34,200 --> 00:02:37,640 And when I frame my curve pressing the dot key 56 00:02:37,640 --> 00:02:41,333 on the num pad, we can see this huge drop on the W channel. 57 00:02:42,330 --> 00:02:44,880 And basically what's happening is Blender 58 00:02:44,880 --> 00:02:47,710 using the shortest path to turn the head. 59 00:02:47,710 --> 00:02:49,470 So instead of rotating 60 00:02:49,470 --> 00:02:52,860 with the nose facing the front part of the character 61 00:02:52,860 --> 00:02:57,290 it's going back because the turn is short term this way 62 00:02:57,290 --> 00:03:00,920 and this is the common problem with quaternions. 63 00:03:00,920 --> 00:03:04,610 To fix this I didn't really fix the curve first 64 00:03:04,610 --> 00:03:08,230 and then try to match the previous pose. 65 00:03:08,230 --> 00:03:11,780 So I will simply push this W curve up 66 00:03:11,780 --> 00:03:14,380 so that it has a better continuity. 67 00:03:14,380 --> 00:03:17,540 And then I will slightly tweak the other curve 68 00:03:17,540 --> 00:03:21,802 so that the head is getting back to its original position. 69 00:03:21,802 --> 00:03:24,770 When you get this kind of curve dropped, 70 00:03:24,770 --> 00:03:27,090 you generally have a whole chunk 71 00:03:27,090 --> 00:03:30,460 of your animations that is slightly offsetting. 72 00:03:30,460 --> 00:03:33,750 So I will select the Z rotation curve 73 00:03:33,750 --> 00:03:35,840 and push it a little up. 74 00:03:35,840 --> 00:03:38,900 So I'm guessing it's the Z rotation curve 75 00:03:38,900 --> 00:03:42,540 because I have a huge drop on the Z rotation curve too. 76 00:03:42,540 --> 00:03:46,527 And I can see that between frame 72 and 95, 77 00:03:46,527 --> 00:03:49,940 the head was offset compared to what I have done before. 78 00:03:49,940 --> 00:03:53,330 So the trick here is to test each curve 79 00:03:53,330 --> 00:03:56,830 and see which one is bugging and then offset it. 80 00:03:56,830 --> 00:03:58,750 So that it's betterly aligned 81 00:03:58,750 --> 00:04:01,860 with the previous key frame of this curve. 82 00:04:01,860 --> 00:04:04,920 So I'm just tweaking the position of the curve. 83 00:04:04,920 --> 00:04:07,290 And I just focus on the pose 84 00:04:07,290 --> 00:04:10,170 of my character on the current key frames. 85 00:04:10,170 --> 00:04:12,400 I am fixing the pose. 86 00:04:12,400 --> 00:04:15,300 I'm not thinking about the animation, 87 00:04:15,300 --> 00:04:18,570 the interpolation of the curve or whatever. 88 00:04:18,570 --> 00:04:23,490 I'm just kind of reshaping the poses of my character. 89 00:04:23,490 --> 00:04:27,500 And so if you're happy with the current poses I have 90 00:04:27,500 --> 00:04:29,610 meaning that they are close 91 00:04:29,610 --> 00:04:32,000 to what I have during the blocking stage. 92 00:04:32,000 --> 00:04:34,113 I can move on and start polishing. 93 00:04:34,963 --> 00:04:35,796 (air whooshing) 94 00:04:35,796 --> 00:04:39,110 So this is something that is becoming very common 95 00:04:39,110 --> 00:04:42,140 into this course is that the first thing I do 96 00:04:42,140 --> 00:04:46,310 is work on the torso root of my character. 97 00:04:46,310 --> 00:04:49,100 Because as I've explained before, 98 00:04:49,100 --> 00:04:50,760 this is one of the controller 99 00:04:50,760 --> 00:04:53,930 that will add the most influence onto the character 100 00:04:54,930 --> 00:04:58,160 and to get a good visualization of the spacing 101 00:04:58,160 --> 00:05:01,510 and the arcs I've calculated the motion path. 102 00:05:01,510 --> 00:05:03,870 The first thing I'm working on 103 00:05:03,870 --> 00:05:08,180 is the follow through animation after the landing. 104 00:05:08,180 --> 00:05:11,510 This is why I've pushed my curve down 105 00:05:11,510 --> 00:05:15,060 in an overshoot just after the contact pose 106 00:05:15,060 --> 00:05:19,090 our character has a huge speed going down. 107 00:05:19,090 --> 00:05:23,460 So we need to absorb the impact and then it recovered 108 00:05:23,460 --> 00:05:27,130 and we have our Z location getting stabilized. 109 00:05:27,130 --> 00:05:29,350 So we have just created some kind 110 00:05:29,350 --> 00:05:34,070 of overshoot and now I will switch on to the Y curve 111 00:05:34,070 --> 00:05:36,330 and I will do exactly the same 112 00:05:36,330 --> 00:05:39,206 as our character is contacting the ground 113 00:05:39,206 --> 00:05:42,310 while we're moving forward he's absorbing the inertia. 114 00:05:42,310 --> 00:05:45,360 So I do create a slight overshoot here, 115 00:05:45,360 --> 00:05:48,830 so whatever the trend form channel you are using 116 00:05:48,830 --> 00:05:52,910 you will see this kind of shape in my curves very often. 117 00:05:52,910 --> 00:05:55,670 This is really the archetype shape 118 00:05:55,670 --> 00:05:59,590 of a curve for a follow through or an overshoot. 119 00:05:59,590 --> 00:06:02,200 So it doesn't apply for impacts 120 00:06:02,200 --> 00:06:06,760 where the curve will stop right on the contact pose. 121 00:06:06,760 --> 00:06:09,720 But as soon as you have a lot of verticality in a curve 122 00:06:09,720 --> 00:06:14,270 that means that the motion is very fast or very important. 123 00:06:14,270 --> 00:06:16,260 So as soon as it stop, 124 00:06:16,260 --> 00:06:18,820 you will have a bit of overshoot 125 00:06:18,820 --> 00:06:20,480 or follow through animation, 126 00:06:20,480 --> 00:06:23,450 meaning that there is a bit of inertia 127 00:06:23,450 --> 00:06:27,970 and you can apply it to scaling rotation and location. 128 00:06:27,970 --> 00:06:29,600 The more you will input 129 00:06:29,600 --> 00:06:32,310 and the longer there will be, the more weight 130 00:06:32,310 --> 00:06:35,690 and lack of control, you will get, 131 00:06:35,690 --> 00:06:39,550 the tighter and smaller those overshoots, 132 00:06:39,550 --> 00:06:43,980 the lighter or controlled the motion will look like. 133 00:06:43,980 --> 00:06:48,020 As the main body controller arc start to look decent, 134 00:06:48,020 --> 00:06:52,570 I can now switch to the rotation of this controller. 135 00:06:52,570 --> 00:06:54,970 I always apply the same rule. 136 00:06:54,970 --> 00:06:58,310 I start with the X rotation curve 137 00:06:58,310 --> 00:07:03,310 because it's the most influential into this motion. 138 00:07:03,320 --> 00:07:05,760 So I'm kind of tracking the head, 139 00:07:05,760 --> 00:07:07,620 when I'm rotating the whole body 140 00:07:07,620 --> 00:07:11,000 because this is what will give you the curvature 141 00:07:11,000 --> 00:07:12,190 of the whole body. 142 00:07:12,190 --> 00:07:14,950 And as I polish, the X rotation, 143 00:07:14,950 --> 00:07:18,470 which shows the most from a profile view, 144 00:07:18,470 --> 00:07:22,610 I also rework the Y location. 145 00:07:22,610 --> 00:07:25,080 So when I'm polishing my curve, 146 00:07:25,080 --> 00:07:28,780 it happened that I offset a lot of them. 147 00:07:28,780 --> 00:07:31,460 This way I'm retiming the animation. 148 00:07:31,460 --> 00:07:35,150 If I feel like the landing animation is too long, 149 00:07:35,150 --> 00:07:40,150 I can offset a bunch of key frame by one frame back 150 00:07:40,720 --> 00:07:43,440 and it will happen a little faster. 151 00:07:43,440 --> 00:07:46,270 In front view, I'm working on the Y rotation 152 00:07:46,270 --> 00:07:48,530 which is the twisting of my character. 153 00:07:48,530 --> 00:07:52,320 When he lands, I twist toward the left hand 154 00:07:52,320 --> 00:07:54,840 which is the first contacting the ground 155 00:07:54,840 --> 00:07:58,300 and where the character will put his weight 156 00:07:58,300 --> 00:08:02,440 and when he's raising on the right hand 157 00:08:02,440 --> 00:08:05,983 I'm twisting toward this point too. 158 00:08:05,983 --> 00:08:07,660 With the Z rotation curve, 159 00:08:07,660 --> 00:08:11,980 I'm creating the side-to-side rotation 160 00:08:11,980 --> 00:08:13,560 and what I will do here 161 00:08:13,560 --> 00:08:17,230 as I have a drastic change in the orientation 162 00:08:17,230 --> 00:08:21,990 of my character is input a very slight overshoot. 163 00:08:21,990 --> 00:08:25,340 So creating those overshoot, or follow through 164 00:08:25,340 --> 00:08:28,470 in the curve is not an automatism, 165 00:08:28,470 --> 00:08:31,730 but when you see this kind of shape in your curve, 166 00:08:31,730 --> 00:08:34,930 meaning that it's going down or high very fast 167 00:08:34,930 --> 00:08:38,110 and then it stopped creating a plateau. 168 00:08:38,110 --> 00:08:40,710 Just try to add a bit of an overshoot 169 00:08:40,710 --> 00:08:43,730 and see if it does fit your animation. 170 00:08:43,730 --> 00:08:46,610 Again, I can't tell you this is the way to go 171 00:08:46,610 --> 00:08:50,180 because animation, as any form of art, 172 00:08:50,180 --> 00:08:52,206 is about experimentation 173 00:08:52,206 --> 00:08:57,206 and what we work for this specific squirrel animation, 174 00:08:57,260 --> 00:08:59,800 won't work for all the squirrel animation 175 00:08:59,800 --> 00:09:01,920 you're going to be doing. 176 00:09:01,920 --> 00:09:05,410 This might not fit the type of style 177 00:09:05,410 --> 00:09:07,580 you are looking for into your animation 178 00:09:07,580 --> 00:09:09,530 whether it's super realistic 179 00:09:09,530 --> 00:09:11,510 or it's super stylized. 180 00:09:11,510 --> 00:09:13,170 But what I want to say here, 181 00:09:13,170 --> 00:09:16,560 is that it's a matter of experience. 182 00:09:16,560 --> 00:09:19,010 I'm giving you the foundation 183 00:09:19,010 --> 00:09:21,820 to create this kind of animation, 184 00:09:21,820 --> 00:09:23,810 and then you have to train your eyes 185 00:09:23,810 --> 00:09:26,620 by animating and animating again. 186 00:09:26,620 --> 00:09:29,520 But this is a cool tip you should keep in mind 187 00:09:29,520 --> 00:09:31,660 and when you get more experience 188 00:09:31,660 --> 00:09:33,780 you will know when you have to dial 189 00:09:33,780 --> 00:09:37,270 the intensity of your overshoot, get rid of them 190 00:09:37,270 --> 00:09:39,660 or add even more of them. 191 00:09:39,660 --> 00:09:43,600 On the specific pose I'm rotating the body controller 192 00:09:43,600 --> 00:09:48,400 and lowering it and also rotating the chest controller 193 00:09:48,400 --> 00:09:50,470 to avoid the right leg 194 00:09:50,470 --> 00:09:53,990 contacting the ground to be overextended. 195 00:09:53,990 --> 00:09:57,050 This is something you can also fix 196 00:09:57,050 --> 00:10:01,070 in the second time using the little tweaker controller 197 00:10:01,070 --> 00:10:04,960 the small sphere on the elbow of the character. 198 00:10:04,960 --> 00:10:07,710 Unless this is something you are looking for 199 00:10:07,710 --> 00:10:09,500 if you're doing on purpose 200 00:10:09,500 --> 00:10:14,500 having a stretch, lean on your character, very straight, 201 00:10:14,950 --> 00:10:17,570 will look stiffened, won't look that natural. 202 00:10:17,570 --> 00:10:19,150 So here I'm not saying 203 00:10:19,150 --> 00:10:24,150 that you can't have this leg fully stretch as I am here 204 00:10:24,370 --> 00:10:29,370 but I will not all the pose with the lean totally stretched. 205 00:10:29,560 --> 00:10:34,560 So I've done whatever I could to fix the shape of the arm. 206 00:10:35,420 --> 00:10:40,350 But if I can, then I'm totally fine using the tweaker bone 207 00:10:40,350 --> 00:10:44,760 pushing it back a little to have a slight bend in the arm. 208 00:10:44,760 --> 00:10:48,470 Even if in the end, it's a little longer than it should be, 209 00:10:48,470 --> 00:10:49,357 we won't see it 210 00:10:49,357 --> 00:10:51,165 and the silhouette will look better. 211 00:10:51,165 --> 00:10:51,998 (air whooshing) 212 00:10:51,998 --> 00:10:53,280 When polishing the head, 213 00:10:53,280 --> 00:10:56,380 the first thing I do is to track the nose. 214 00:10:56,380 --> 00:11:00,270 So here I have a controller for the nose, so that perfect. 215 00:11:00,270 --> 00:11:03,330 I will calculate the motion path onto it. 216 00:11:03,330 --> 00:11:06,270 As usual, I start with the X rotation 217 00:11:06,270 --> 00:11:09,060 because it's the most influential controller 218 00:11:09,060 --> 00:11:11,630 on this part of the character. 219 00:11:11,630 --> 00:11:14,970 And the idea here is to make the head dragging 220 00:11:14,970 --> 00:11:17,010 compared to the rest of the body. 221 00:11:17,010 --> 00:11:19,880 So since the head is further away 222 00:11:19,880 --> 00:11:23,140 from the center of gravity of our character, 223 00:11:23,140 --> 00:11:27,560 that is represented by the main body controller, 224 00:11:27,560 --> 00:11:32,100 it will kind of drag, it will be delayed in its motion 225 00:11:32,100 --> 00:11:35,000 but I want to make this subtle again. 226 00:11:35,000 --> 00:11:38,470 We are working on the very light character 227 00:11:38,470 --> 00:11:42,470 so I don't want its head to wobble all the way around. 228 00:11:42,470 --> 00:11:45,580 It will drag, but just a touch. 229 00:11:45,580 --> 00:11:49,650 The overshoot must be as short as possible. 230 00:11:49,650 --> 00:11:53,100 If we were animating a baby, for example, 231 00:11:53,100 --> 00:11:56,010 it would lack of control in its head. 232 00:11:56,010 --> 00:12:01,010 So that will be a great moment to make it drag a lot more, 233 00:12:01,440 --> 00:12:04,180 build stronger overshoot, 234 00:12:04,180 --> 00:12:06,820 and even made the head wobble. 235 00:12:06,820 --> 00:12:09,770 But this is not the case for our character 236 00:12:09,770 --> 00:12:12,280 is currently very agile. 237 00:12:12,280 --> 00:12:15,730 And I want to show that he's controlling his landing 238 00:12:15,730 --> 00:12:18,610 and his head is more driven by curiosity 239 00:12:19,800 --> 00:12:21,620 than its own weight. 240 00:12:21,620 --> 00:12:24,410 As soon as the rotation are fixed 241 00:12:24,410 --> 00:12:28,430 and I've done it also on the chest controller previously, 242 00:12:28,430 --> 00:12:31,020 I work on the location curve of the head. 243 00:12:31,020 --> 00:12:34,380 The idea is to squash the head inside the body 244 00:12:34,380 --> 00:12:36,570 whenever he is raising very fast. 245 00:12:36,570 --> 00:12:39,030 And then when he get curious 246 00:12:39,030 --> 00:12:44,030 or when he hit its final poses, I push the head forward. 247 00:12:44,910 --> 00:12:46,680 One very important thing 248 00:12:46,680 --> 00:12:48,710 is that squash and stretch 249 00:12:48,710 --> 00:12:51,902 is not only about scaling something 250 00:12:51,902 --> 00:12:54,730 or really squashing it. 251 00:12:54,730 --> 00:12:57,330 It can be represented by the distance 252 00:12:57,330 --> 00:12:59,930 between two controllers in this case, 253 00:12:59,930 --> 00:13:02,940 the head getting more into the body 254 00:13:02,940 --> 00:13:05,240 but the head doesn't get squashed. 255 00:13:05,240 --> 00:13:07,950 The neck does get squashed a bit 256 00:13:07,950 --> 00:13:11,260 but we currently don't really see a deformation 257 00:13:11,260 --> 00:13:15,380 but the silhouette of our character overall get shortened. 258 00:13:15,380 --> 00:13:18,220 So it gets squashed a bit. 259 00:13:18,220 --> 00:13:20,870 So here you can see that I'm playing in the plane 260 00:13:20,870 --> 00:13:23,140 and throbbing through my timeline, 261 00:13:23,140 --> 00:13:26,320 playing with the Y and Z location curve, 262 00:13:26,320 --> 00:13:29,240 just to get this slight head bop 263 00:13:29,240 --> 00:13:32,500 when it comes to its extreme pose, 264 00:13:32,500 --> 00:13:35,840 creating the slight shake of the head 265 00:13:35,840 --> 00:13:39,100 using the location instead of the rotation, 266 00:13:39,100 --> 00:13:40,603 as we explained before, 267 00:13:41,860 --> 00:13:44,430 won't translate a lack of control 268 00:13:44,430 --> 00:13:48,440 because our character eyes are stable. 269 00:13:48,440 --> 00:13:51,420 He's looking at a point in space. 270 00:13:51,420 --> 00:13:55,680 While if we were doing this overshoot with the rotation 271 00:13:55,680 --> 00:13:58,410 the eye will be kind of jiggling 272 00:13:58,410 --> 00:14:00,980 in the space, in the screen space, 273 00:14:00,980 --> 00:14:03,880 on what we are seeing in our animation. 274 00:14:03,880 --> 00:14:07,490 And it will then look like our character is controlling 275 00:14:07,490 --> 00:14:08,700 what he's doing. 276 00:14:08,700 --> 00:14:12,120 As I'm getting close to having the head polished, 277 00:14:12,120 --> 00:14:16,230 look at how I slightly move this point on the curve. 278 00:14:16,230 --> 00:14:20,350 So I don't want to get a perfect plateau of the curve. 279 00:14:20,350 --> 00:14:23,210 I want to keep very subtle movement 280 00:14:23,210 --> 00:14:25,203 that we call moving holds. 281 00:14:25,203 --> 00:14:26,711 (air whooshing) 282 00:14:26,711 --> 00:14:27,930 As I'm pretty happy with my head motion, 283 00:14:27,930 --> 00:14:31,610 I will now be working on the nose of the character. 284 00:14:31,610 --> 00:14:34,630 The idea here is to create a secondary motion. 285 00:14:34,630 --> 00:14:37,960 So the nose will simply be dragging a bit 286 00:14:37,960 --> 00:14:40,770 while our character is raising the head. 287 00:14:40,770 --> 00:14:44,810 If we watch the motion path from frame 14 to frame 17 288 00:14:44,810 --> 00:14:47,410 we can see that we have a lot spacing 289 00:14:47,410 --> 00:14:49,630 meaning that the head is moving fast. 290 00:14:49,630 --> 00:14:52,020 So this is where the nose of our character 291 00:14:52,020 --> 00:14:53,580 will be dragging the most. 292 00:14:53,580 --> 00:14:57,090 And it does show onto the curve here. 293 00:14:57,090 --> 00:15:00,280 So I'm not using the graphing tool to control the nose. 294 00:15:00,280 --> 00:15:03,040 I am moving it directly into space. 295 00:15:03,040 --> 00:15:04,990 And then I may use the graph editor 296 00:15:04,990 --> 00:15:08,730 just to slightly polish the position of the nose. 297 00:15:08,730 --> 00:15:13,150 On frame 19, I've created a little bump in the curve 298 00:15:13,150 --> 00:15:16,990 so that we have some kind of bouncing motion of the nose 299 00:15:16,990 --> 00:15:21,640 as our character reaches its highest point with the head 300 00:15:21,640 --> 00:15:26,240 all those little element give texture to our animation, 301 00:15:26,240 --> 00:15:30,090 small details and I will be doing the same with the eyes. 302 00:15:30,090 --> 00:15:32,670 I won't be animating the night blink 303 00:15:32,670 --> 00:15:35,410 but then we'll very slightly close the eyes, 304 00:15:35,410 --> 00:15:38,060 our character is raising his head. 305 00:15:38,060 --> 00:15:42,210 All of these little details are like squash and stretch. 306 00:15:42,210 --> 00:15:44,740 They are supporting the animation. 307 00:15:44,740 --> 00:15:48,620 So I haven't been using the squash and stretch controller 308 00:15:48,620 --> 00:15:51,070 on top of the head of the character 309 00:15:51,070 --> 00:15:53,430 because it doesn't really fit 310 00:15:53,430 --> 00:15:56,070 what I wanted for this animation, 311 00:15:56,070 --> 00:15:58,900 but using the eyes and the tip of the nose 312 00:15:58,900 --> 00:16:02,820 and slightly dragging them backward kind of input 313 00:16:02,820 --> 00:16:06,270 this squash and stretch feeling of the motion. 314 00:16:06,270 --> 00:16:08,303 I will proceed the same with the ears. 315 00:16:08,303 --> 00:16:11,970 I will make them drag whenever there is a fast motion 316 00:16:11,970 --> 00:16:14,695 and I will create a slight overshoot 317 00:16:14,695 --> 00:16:16,960 or jiggling of the heels. 318 00:16:16,960 --> 00:16:21,200 Very subtle whenever there is a stop into the motion. 319 00:16:21,200 --> 00:16:24,040 So I've been animating the nose, 320 00:16:24,040 --> 00:16:28,410 the ears and the eyes using the straight-ahead method. 321 00:16:28,410 --> 00:16:32,350 And it's ideal for this kind of secondary motion 322 00:16:32,350 --> 00:16:34,260 where you can't really predict 323 00:16:34,260 --> 00:16:37,610 where the heels are going to be rotating, 324 00:16:37,610 --> 00:16:39,830 where the nose is going to be, 325 00:16:39,830 --> 00:16:44,580 while you have all the other controllers to polish first. 326 00:16:44,580 --> 00:16:47,770 This is the kind of motion that is really hard to block 327 00:16:47,770 --> 00:16:49,360 or to predict. 328 00:16:49,360 --> 00:16:51,800 This is a technique that I use a lot 329 00:16:51,800 --> 00:16:55,450 whenever I'm animating fingers, for example, 330 00:16:55,450 --> 00:16:58,700 I will shape the end ring, the blocking stage 331 00:16:58,700 --> 00:17:02,500 but I won't necessarily put a lot of detail 332 00:17:02,500 --> 00:17:05,630 during the breakdowns and stuff like that. 333 00:17:05,630 --> 00:17:08,900 Since a lot of things can happen in the animation 334 00:17:08,900 --> 00:17:11,830 of the eyes, the fingers, the ears, 335 00:17:11,830 --> 00:17:14,080 the ponytail, whatever, 336 00:17:14,080 --> 00:17:18,300 all those secondary elements of a character, 337 00:17:18,300 --> 00:17:22,380 I oftenly animate them using the straight ahead method 338 00:17:22,380 --> 00:17:27,090 meaning that I've blocked my character, or least most of it. 339 00:17:27,090 --> 00:17:32,090 And then on top of this, I will add those additional motion 340 00:17:32,540 --> 00:17:34,890 or additional animation 341 00:17:34,890 --> 00:17:38,520 that are currently following the broad 342 00:17:38,520 --> 00:17:41,170 and main animation of your character. 343 00:17:41,170 --> 00:17:44,010 And you've probably, haven't seen me working 344 00:17:44,010 --> 00:17:46,120 on each curve of those controllers 345 00:17:46,120 --> 00:17:48,110 and that's perfectly fine. 346 00:17:48,110 --> 00:17:51,870 At some point you don't need to polish each curve. 347 00:17:51,870 --> 00:17:55,440 You can simply watch the animation and watch the spacing 348 00:17:55,440 --> 00:17:59,320 in the 3D viewport and see if it does work. 349 00:17:59,320 --> 00:18:02,350 Curved editing is super important 350 00:18:02,350 --> 00:18:06,400 but it's not mandatory for every controllers. 351 00:18:06,400 --> 00:18:08,750 So I rapidly polish the hips 352 00:18:08,750 --> 00:18:11,650 because it was mainly compensating 353 00:18:11,650 --> 00:18:13,290 the motion of the character 354 00:18:13,290 --> 00:18:15,200 or the movement of the character. 355 00:18:15,200 --> 00:18:17,510 And I can now switch my attention 356 00:18:17,510 --> 00:18:18,685 to the feet of the character. 357 00:18:18,685 --> 00:18:19,568 (air whooshing) 358 00:18:19,568 --> 00:18:22,430 I tend to be kind of lazy whenever I'm working 359 00:18:22,430 --> 00:18:23,970 on the feet of character. 360 00:18:23,970 --> 00:18:26,170 And that's a very big mistake. 361 00:18:26,170 --> 00:18:27,940 So this is one of the thing 362 00:18:27,940 --> 00:18:31,120 I'm trying to improve in my animation. 363 00:18:31,120 --> 00:18:33,820 Feet tend to have a lot of motion 364 00:18:33,820 --> 00:18:38,710 and a lot of beginner tend to keep them still on the ground. 365 00:18:38,710 --> 00:18:40,300 So you should avoid it. 366 00:18:40,300 --> 00:18:43,290 Whenever you feel like your character is losing balance 367 00:18:43,290 --> 00:18:45,310 maybe offset a bit the foot 368 00:18:45,310 --> 00:18:48,800 and create some kind of very small step. 369 00:18:48,800 --> 00:18:52,380 One of the very important thing regarding walks 370 00:18:52,380 --> 00:18:54,800 and whatever kind of steps you are doing, 371 00:18:54,800 --> 00:18:58,810 is that any character, whether it's an animal 372 00:18:58,810 --> 00:19:02,460 or a human being will try to put as less 373 00:19:02,460 --> 00:19:05,170 energy into it as possible, 374 00:19:05,170 --> 00:19:10,090 meaning that you will raise your leg as less as possible. 375 00:19:10,090 --> 00:19:12,330 When we see the original motion path 376 00:19:12,330 --> 00:19:13,750 shown on the screen right now, 377 00:19:13,750 --> 00:19:16,920 we can see that I had the very eye position 378 00:19:16,920 --> 00:19:18,950 of the foot on frame 14. 379 00:19:18,950 --> 00:19:21,940 This is why I edited the Z curve 380 00:19:21,940 --> 00:19:23,530 of the location of the foot. 381 00:19:23,530 --> 00:19:24,410 And when I update, 382 00:19:24,410 --> 00:19:27,870 you can see that now the curve is looking a bit better. 383 00:19:27,870 --> 00:19:30,630 The forward spacing is a little weird 384 00:19:30,630 --> 00:19:33,660 because I have a big acceleration on the Y curve 385 00:19:33,660 --> 00:19:35,367 and then it slowed down. 386 00:19:35,367 --> 00:19:39,040 So I'm kind of flattening them with the Y curve 387 00:19:39,040 --> 00:19:43,550 and also lowering the foot just before the contact pose. 388 00:19:43,550 --> 00:19:45,800 When the foot was moving forward, 389 00:19:45,800 --> 00:19:47,830 I edited the rotation of the curve 390 00:19:47,830 --> 00:19:52,200 so that it just drags a bit backward. 391 00:19:52,200 --> 00:19:54,740 And then when it's contacting on the ground, 392 00:19:54,740 --> 00:19:57,920 I will slightly raise it to have this kind 393 00:19:57,920 --> 00:20:00,840 of slap motion only on one frame. 394 00:20:00,840 --> 00:20:02,430 That's perfectly fine, 395 00:20:02,430 --> 00:20:05,380 but we will feel this is a very important tip 396 00:20:05,380 --> 00:20:07,950 that will make your animation looks a little better. 397 00:20:07,950 --> 00:20:10,030 Whenever you are doing a step 398 00:20:10,030 --> 00:20:13,820 whether for a whole cycle or an animation like that, 399 00:20:13,820 --> 00:20:17,980 you should avoid flat curve on the rotation channels 400 00:20:17,980 --> 00:20:21,250 during the contact pose on frame 16. 401 00:20:21,250 --> 00:20:25,590 Having it flat on the next frame is totally fine. 402 00:20:25,590 --> 00:20:29,530 There is always a bit of control of foot slapping 403 00:20:29,530 --> 00:20:33,600 on one or two frame, and then the curve get flat. 404 00:20:33,600 --> 00:20:36,350 So as this first step is polished, 405 00:20:36,350 --> 00:20:39,620 I can work on the elbow joint of my character 406 00:20:39,620 --> 00:20:42,200 as the front leg get over extended. 407 00:20:42,200 --> 00:20:44,700 It seems to be bending the wrong way, 408 00:20:44,700 --> 00:20:48,860 so I will just frame by frame, push a bit back 409 00:20:48,860 --> 00:20:53,600 this tweaker your controller, just to get a slight bending. 410 00:20:53,600 --> 00:20:56,160 I don't need to care about the curve here, 411 00:20:56,160 --> 00:20:59,187 I'm just caring about the shape of my character. 412 00:20:59,187 --> 00:21:00,020 (air whooshing) 413 00:21:00,020 --> 00:21:02,520 All right, let's move on the left front leg 414 00:21:02,520 --> 00:21:04,290 or left hand if you will. 415 00:21:04,290 --> 00:21:06,490 The first thing I will do as usual 416 00:21:06,490 --> 00:21:09,500 is calculate the path of this hand 417 00:21:09,500 --> 00:21:11,750 and it has really become an automatism 418 00:21:11,750 --> 00:21:14,880 for me to use the motion path in production. 419 00:21:14,880 --> 00:21:16,950 With it, I can see right away 420 00:21:16,950 --> 00:21:20,710 that the motion of the foot is not correct. 421 00:21:20,710 --> 00:21:22,610 The arc as in it's shape 422 00:21:22,610 --> 00:21:26,730 where I'd like it to have more of a C-shape forward. 423 00:21:26,730 --> 00:21:29,400 I'd like to create a foot roll motion 424 00:21:29,400 --> 00:21:33,060 on the next frame from the tip of the foot. 425 00:21:33,060 --> 00:21:34,370 So from the side view, 426 00:21:34,370 --> 00:21:38,760 I shift right click on to the tip of the foot. 427 00:21:38,760 --> 00:21:40,890 Then I will switch the pivot point 428 00:21:40,890 --> 00:21:43,030 to be using the 3D cursor. 429 00:21:43,030 --> 00:21:45,930 And I will rotate the foot forward. 430 00:21:45,930 --> 00:21:49,050 Since this is a pose I would spend time 431 00:21:49,050 --> 00:21:51,570 to get right, using the graph editor. 432 00:21:51,570 --> 00:21:55,210 It's better to pose it directly in the 3D view. 433 00:21:55,210 --> 00:21:59,010 So is that Blender will write the curves for me. 434 00:21:59,010 --> 00:22:02,900 And then I just need to polish using this in-between curve 435 00:22:02,900 --> 00:22:04,570 we've just created. 436 00:22:04,570 --> 00:22:07,020 From there, I have enough information 437 00:22:07,020 --> 00:22:08,810 to start polishing the curve 438 00:22:08,810 --> 00:22:12,480 working first on the Z and Y location, 439 00:22:12,480 --> 00:22:16,320 here I'm building a slight overshoot on the Y axis 440 00:22:16,320 --> 00:22:19,980 so that the character will push his hand forward. 441 00:22:19,980 --> 00:22:24,039 And then the back as it reaches the highest point 442 00:22:24,039 --> 00:22:26,900 and they will update my motion path to see 443 00:22:26,900 --> 00:22:29,390 if my arch is looking good. 444 00:22:29,390 --> 00:22:31,736 And then I will slightly tweak 445 00:22:31,736 --> 00:22:36,270 the plateau shape of the Y and Z curve 446 00:22:36,270 --> 00:22:40,510 to avoid having a pure holding here. 447 00:22:40,510 --> 00:22:43,530 I want to add a slight moving hold 448 00:22:43,530 --> 00:22:47,560 so that the hand feels connected to the body 449 00:22:47,560 --> 00:22:49,270 that is still moving. 450 00:22:49,270 --> 00:22:53,900 The left-to-right motion of the front foot is pretty subtle. 451 00:22:53,900 --> 00:22:57,240 So I will just smooth out the curve 452 00:22:57,240 --> 00:23:01,130 and input a bit of an overshoot on frame 20 453 00:23:01,130 --> 00:23:04,710 and a bit up jiggle on frame 25. 454 00:23:04,710 --> 00:23:07,643 So when I polish to location channel, for example, 455 00:23:07,643 --> 00:23:11,510 I always double check my animation through different angles. 456 00:23:11,510 --> 00:23:13,630 I also play the hold section. 457 00:23:13,630 --> 00:23:15,050 I'm polishing to make sure 458 00:23:15,050 --> 00:23:19,440 that everything looks connected and relevant. 459 00:23:19,440 --> 00:23:22,010 From there, I can work on the rotation. 460 00:23:22,010 --> 00:23:27,010 So why the rotation is the main motion of this front leg 461 00:23:27,300 --> 00:23:29,800 on this part on the animation, 462 00:23:29,800 --> 00:23:33,030 polishing the rotation of the front foot or the hand 463 00:23:33,030 --> 00:23:37,000 of the character will really improve the motion. 464 00:23:37,000 --> 00:23:40,550 So I'm just mainly working on the X 465 00:23:40,550 --> 00:23:45,340 but only on rotation first, adding a bit of dragging. 466 00:23:45,340 --> 00:23:49,480 Then I work on the Y and Z pattern on rotation 467 00:23:49,480 --> 00:23:53,580 just to add a bit of twisting and a bit of dragging 468 00:23:53,580 --> 00:23:56,830 on the left and right motion of the hand. 469 00:23:56,830 --> 00:23:57,940 And the here again, 470 00:23:57,940 --> 00:24:01,550 I will bend a slight overshoot on the curve. 471 00:24:01,550 --> 00:24:04,850 So you can see that curve wise in the graph editor 472 00:24:05,850 --> 00:24:09,830 you will often get the same kind of shape 473 00:24:09,830 --> 00:24:12,370 the same curve behavior. 474 00:24:12,370 --> 00:24:14,993 So don't be afraid by the graph editor 475 00:24:14,993 --> 00:24:18,400 this is something you will get used to very fast, 476 00:24:18,400 --> 00:24:19,639 if you practice. 477 00:24:19,639 --> 00:24:20,472 (air whooshing) 478 00:24:20,472 --> 00:24:22,730 Polishing the tail was pretty straightforward 479 00:24:22,730 --> 00:24:26,650 as it is mostly a follow through animation. 480 00:24:26,650 --> 00:24:29,510 So I do believe you now understand 481 00:24:29,510 --> 00:24:32,070 that I always work with the channel 482 00:24:32,070 --> 00:24:34,700 that input the most motion. 483 00:24:34,700 --> 00:24:39,060 This is why I stopped with the X rotation curve. 484 00:24:39,060 --> 00:24:41,490 So this is a pretty different behavior 485 00:24:41,490 --> 00:24:43,960 compared with the run cycle 486 00:24:43,960 --> 00:24:47,230 or the gym cycle we've made before. 487 00:24:47,230 --> 00:24:50,660 Here, I want faster whipping motion, 488 00:24:50,660 --> 00:24:53,540 meaning that the motion of the tail 489 00:24:53,540 --> 00:24:57,680 is not supporting the movement of the character. 490 00:24:57,680 --> 00:25:00,171 It's not drawing the shape 491 00:25:00,171 --> 00:25:04,600 and the path of the character through space. 492 00:25:04,600 --> 00:25:09,550 I'm using the tail here with fast and snapping motion 493 00:25:09,550 --> 00:25:12,160 to show the attitude of the character. 494 00:25:12,160 --> 00:25:13,980 When we watched the reference, 495 00:25:13,980 --> 00:25:16,860 we can see that the tail move very quickly 496 00:25:16,860 --> 00:25:18,640 and then just stop. 497 00:25:18,640 --> 00:25:23,640 So I want those the little wavey motion to happen very fast. 498 00:25:24,570 --> 00:25:27,410 On the first contact, the motion of the tail 499 00:25:27,410 --> 00:25:30,790 is here to balance the character. 500 00:25:30,790 --> 00:25:32,490 But as soon as he stop, 501 00:25:32,490 --> 00:25:37,490 the tail motion will be mostly used to show the character 502 00:25:37,530 --> 00:25:39,890 the emotion of our character 503 00:25:39,890 --> 00:25:43,280 whether he's happy, curious, or whatever. 504 00:25:43,280 --> 00:25:46,240 And having those rapid change 505 00:25:46,240 --> 00:25:47,920 in the shape of the tail 506 00:25:47,920 --> 00:25:51,110 really translate the fast pace 507 00:25:51,110 --> 00:25:56,110 of the metabolism of small mammals, like the squirrel, 508 00:25:56,220 --> 00:25:58,460 the mouse, et cetera. 509 00:25:58,460 --> 00:26:02,480 If you think of the tail of a cow or an elephant 510 00:26:02,480 --> 00:26:07,000 it can move quickly, but it won't stop instantly. 511 00:26:07,000 --> 00:26:08,470 There will be inertia. 512 00:26:08,470 --> 00:26:11,060 There will be follow through animation. 513 00:26:11,060 --> 00:26:13,140 While on this character, 514 00:26:13,140 --> 00:26:14,820 the follow through might be like 515 00:26:14,820 --> 00:26:16,600 on two or three frame maximum 516 00:26:16,600 --> 00:26:19,010 and you just freezing the hair. 517 00:26:19,010 --> 00:26:22,100 So I'm repeating the same concept again and again 518 00:26:22,100 --> 00:26:24,620 but all of those follow through animation 519 00:26:24,620 --> 00:26:27,670 can translate the weight of your character 520 00:26:27,670 --> 00:26:29,330 or the stiffness. 521 00:26:29,330 --> 00:26:33,300 Here, for example, while the tail is very flexible 522 00:26:33,300 --> 00:26:35,784 at some point it's full of muscle 523 00:26:35,784 --> 00:26:39,750 and our character can kind of hold it in place. 524 00:26:39,750 --> 00:26:42,360 Like whip it's tail and it stop it. 525 00:26:42,360 --> 00:26:45,470 And I think this is a very specific motion 526 00:26:45,470 --> 00:26:49,080 of the squirrel tail that will make it more believable 527 00:26:49,080 --> 00:26:54,070 or at least that will input this squirrel-like motion 528 00:26:54,070 --> 00:26:56,840 to our digital character. 529 00:26:56,840 --> 00:26:59,520 On those fast-paced motion, 530 00:26:59,520 --> 00:27:03,390 It's pretty hard to get a nice tail shape. 531 00:27:03,390 --> 00:27:06,160 And this is why on this specific part 532 00:27:06,160 --> 00:27:08,653 I'm almost animating on the ones. 533 00:27:09,570 --> 00:27:14,210 It means that I have a key frame on almost each frame. 534 00:27:14,210 --> 00:27:17,370 This is what animating on ones means, 535 00:27:17,370 --> 00:27:19,960 is that you will have a different pose 536 00:27:19,960 --> 00:27:24,580 or different key frame on each frame of your animation. 537 00:27:24,580 --> 00:27:26,920 When animating digitally, 538 00:27:26,920 --> 00:27:30,020 we kind of always animate on ones 539 00:27:30,020 --> 00:27:31,587 meaning that our character 540 00:27:31,587 --> 00:27:34,520 has a different pose on each frame 541 00:27:34,520 --> 00:27:39,490 but when animating traditionally or making 2D drawings 542 00:27:39,490 --> 00:27:43,370 it happened sometime that you will keep the same drawing 543 00:27:43,370 --> 00:27:45,710 on one, two or three frames. 544 00:27:45,710 --> 00:27:49,860 In this case, you will be animating on two or on three. 545 00:27:49,860 --> 00:27:53,530 So it's not correct to say that I'm animating on ones 546 00:27:53,530 --> 00:27:57,280 because I'm putting a key frame on each frame 547 00:27:57,280 --> 00:28:00,460 but that's kind of a way of talking 548 00:28:00,460 --> 00:28:02,730 or saying that at some point, 549 00:28:02,730 --> 00:28:07,380 you might need to detail your animation on ones 550 00:28:07,380 --> 00:28:10,410 and insert a key frame on every frame. 551 00:28:10,410 --> 00:28:15,410 And for each of those poses, especially on action motion 552 00:28:16,540 --> 00:28:18,370 or on very fast motion 553 00:28:18,370 --> 00:28:21,080 like the tail motion of your character. 554 00:28:21,080 --> 00:28:25,020 In the end of polishing the segment of the animation 555 00:28:25,020 --> 00:28:28,760 I've been working with the tweaker bone of the back leg 556 00:28:28,760 --> 00:28:33,290 to keep the back leg slightly bent the right way, 557 00:28:33,290 --> 00:28:35,360 slightly bent forward. 558 00:28:35,360 --> 00:28:39,510 That was kind of a long video with a lot of information. 559 00:28:39,510 --> 00:28:42,653 I will keep the next one as short as possible. 44594

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