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- [Instructor] This is the final video
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of this climbing animation.
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It is now time to polish our tail motion,
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so I will start with the root of the tail.
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There are a couple things
you have to think of.
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First of all, our character
is climbing vertically.
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It's the tail has weight,
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it should be hanging a bit downward.
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Plus, since our character
has a vertical momentum.
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The tail should also drag
in the opposite direction.
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As usual, I'm starting to
work on the X rotation curve.
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The idea is to avoid
any big flapping motion
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because of the twin formation
we have seen before.
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The root of the tail is moving in reaction
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of the hips motion.
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As the hips are raising from frame zero to
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frame five to tail is going
the opposite direction
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with one frame of delay.
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From there I just need
to polish the curve,
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make sure that the frame
10 and zero on the same
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and that I get a smooth transition
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between frame eight to frame 10.
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This nice change in the curve shape
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from frame one to frame three,
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supports the drastic
change in the hips pose
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while the character is pushing.
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From there I will work on the next joint
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in reaction from the first joint.
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So you can see that my
curve is pretty noisy
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because I've tried to make this animation
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during the blocking stage.
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So don't be afraid to destroy everything
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and reshape the motion.
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In the end the curve of the second joint
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will look like the curve
of the first joint.
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But with a bit of delay maybe one frame
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and a smoother shape.
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Cause the further we get
from the roots of the tail,
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the more absorption of the
heaps motion we will add.
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Since we are rebuilding
the whole tail motion,
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I can get treated off any
of the next joint motion
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because they are currently disturbing.
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I can get treated of the
intermediate key frame
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for the two controllers
or the tip of the tail.
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So that it stays straight
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and I have less difficulties
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reading the motion of the tail.
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As soon as I get a satisfying motion,
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I make sure that the cycle
is transitioning properly
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and I can jump on the next joint.
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Can now rework the
motion of the next joint
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by simply duplicating the first key frame
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and reshaping the curve at will
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based on the motion of the previous joint.
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It's pretty straightforward.
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The idea is to create a slight
waviness in the tail motion.
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So if you want to create
a nice tail motion
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for this animation,
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make sure that the root of
the tail is moving properly.
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And then you just create
this animation fall off
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along the way.
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From there we can start
working on this Z axis
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for the left to right motion of the tail.
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It's the same process as
for the previous motion
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but we'll keep it a little
more subtle this time.
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Since I'm rebuilding this motion,
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I will get rid of all
the existing key frames
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and will start by
duplicating the first key
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Based on the hips motion of the character
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I will create the follow-through
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when the hips are going right
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I will decide to rotate
the tail to the left
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to create the dragging
motion of follow through.
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Usually I make sure that
frame zero and frame 10
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are the same and that they are align
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are transitioning smoothly
with the next key frames.
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I will then repeat the
process on the other joints.
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As usual, you can see the full process
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in the time-lapse video.
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So the finer parts of this animation is
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to work on all the secondary details
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like the ears, eyes and nose tip.
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I will use the straightforward method
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meaning that I will be
animating along the way.
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With both ears controllers selected,
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I will get rid all the key frames
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between frame zero and frame 10
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Two thing we have to think of.
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The first one is to avoid twinning.
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That's why I pulled the
bit back the right ear
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from the side view,
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so that when we read the
silhouette our character.
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We can see both ears.
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And the second thing is to
keep the ears a little back
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since our character is coming verticality
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the ears of a bit of weight.
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So they are pointing downward
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and the momentum make them
also drag a bit backwards.
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So when you enter the follow-through path
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whenever the car car is contacting
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with the ground and the
ears are moving forward.
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Don't push them too far forward.
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On some with those base poses,
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I can slightly polish the curve.
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Don't forget that you
are working on the cycle.
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So you need the curve
to transition properly
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from one cycle to the other.
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This is why I was missing the keys.
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I will also offset the motion
of the ears by one key frame
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by duplicating the first
key frame onto frame one.
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And then I rework my transition,
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rotate my keys, duplicate them.
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So that frame zero one
frame 10 are the same.
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Do the same on the Z
rotation and Y rotation
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even if the interference is very subtle.
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I want to avoid any
glitches in the motion.
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We need smooth transition
from one cycle to the other.
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Then I worked on the eyes.
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The idea is not to create an eye blink
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as explained before.
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You should not make your characters blink
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during a cycle, because it
will look super repetitive.
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It is to add subtle
follow through animation
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by slightly closing the eyes
while the head is going up.
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Here I don't care about
twinning since both eye I
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will barely be seen at the same time.
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So I can work on both
curve at the same time.
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To tackle the nose motion
as I did for the ears.
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Animating with with the
straightforward method.
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Making it drag based on the
head motion, then make sure
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that the curve transition
properly during the cycle.
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And this is the final touch
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to this climbing cycle animation.
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To make sure that our
cycle is properly made.
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I will display all the controllers curve
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with the show hidden filter enabled.
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Don't forget to press Alt+H
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on top of this to make sure
that you unhide every curves.
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Then I make sure that the
root channels are disabled
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because they are not
using a cycle modifier,
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but linear extrapolation.
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Then they will select all
the keys on frame zero,
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press V and switch the
Handle Type to free.
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As explained before with this Handle Type
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the current key frames
are no longer influenced
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by the next or previous key frame.
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So from there I can duplicate
them and move them on Frame 10
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and I'm sure that the handle
orientation won't be changed.
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This is a guarantee that your animation
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will cycle perfectly.
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This is the last animation
we have to create
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of this character.
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Congratulation if you got so far,
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if not don't give up and
rework your animation.
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The next video will be a time-lapse
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of what we have just seen.
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And then I will show
you all we can combine
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all the action we have
created with our character
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into the NLA editor.
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