Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:01,000 --> 00:00:03,450
- In this video, we
are going to polish the
2
00:00:03,450 --> 00:00:06,110
chest controller, the neck, and the head.
3
00:00:06,110 --> 00:00:07,320
Regarding the chest,
4
00:00:07,320 --> 00:00:10,750
I will start with the
X Quaternion rotation.
5
00:00:10,750 --> 00:00:13,810
In this case, it controls the tilt forward
6
00:00:13,810 --> 00:00:15,490
and backward of the chest.
7
00:00:15,490 --> 00:00:19,486
And the method here is to
emphasize the motion we add
8
00:00:19,486 --> 00:00:22,540
in the root of the torso.
9
00:00:22,540 --> 00:00:24,780
So when the character is pushing up,
10
00:00:24,780 --> 00:00:28,070
the chest will be pushing down.
11
00:00:28,070 --> 00:00:30,470
And when the character is falling,
12
00:00:30,470 --> 00:00:32,640
the chest will rise a bit.
13
00:00:32,640 --> 00:00:37,050
So it's very close to the
motion we add on the torso root,
14
00:00:37,050 --> 00:00:39,750
but we've a one frame delay.
15
00:00:39,750 --> 00:00:42,280
Contact frame is on frame two,
16
00:00:42,280 --> 00:00:44,700
and between frame four and frame six,
17
00:00:44,700 --> 00:00:48,090
we have the fastest move downward
18
00:00:48,090 --> 00:00:51,760
as the chest is reacting to
the impact on the ground.
19
00:00:51,760 --> 00:00:55,243
Then the chest is raising
in a smoother fashion.
20
00:00:56,320 --> 00:00:59,120
Regarding the twisting
of the torso using the
21
00:00:59,120 --> 00:01:03,670
Z Quaternion rotation seen in
the beginning of the chapter,
22
00:01:03,670 --> 00:01:08,460
during a fast run, arms and
shoulders are leading the motion
23
00:01:08,460 --> 00:01:11,160
because they are pulling the body up.
24
00:01:11,160 --> 00:01:15,430
And their motion is directly
linked to the torso twisting.
25
00:01:15,430 --> 00:01:19,730
So you can see here, I'm
highlighting the current chest
26
00:01:19,730 --> 00:01:21,536
Z Quaternion rotation,
27
00:01:21,536 --> 00:01:24,110
and in slight transparency,
28
00:01:24,110 --> 00:01:26,590
we can see the Z Quaternion rotation
29
00:01:26,590 --> 00:01:29,060
of the torso root controller.
30
00:01:29,060 --> 00:01:33,000
And we can see that the torso
root is slightly delayed
31
00:01:33,000 --> 00:01:34,760
compared to the chest
32
00:01:34,760 --> 00:01:39,340
because the chest twist is
leading the torso twist.
33
00:01:39,340 --> 00:01:42,940
Then you will find our usual mechanism.
34
00:01:42,940 --> 00:01:46,750
The twist is going fast
during the passing pose
35
00:01:46,750 --> 00:01:49,760
and kind of hold during the air pose.
36
00:01:49,760 --> 00:01:51,610
With our chest polished,
37
00:01:51,610 --> 00:01:54,203
we can now jump onto the neck and head.
38
00:01:57,110 --> 00:01:59,190
The head and neck should not be something
39
00:01:59,190 --> 00:02:02,230
that complicated to
animate during a run cycle,
40
00:02:02,230 --> 00:02:03,680
but I did a mistake,
41
00:02:03,680 --> 00:02:06,760
and I don't want you to
get into this pitfall.
42
00:02:06,760 --> 00:02:09,790
When you're running, your
head is pretty stable,
43
00:02:09,790 --> 00:02:12,540
meaning that it doesn't
move that much up and down,
44
00:02:12,540 --> 00:02:13,790
left to right, etc.
45
00:02:13,790 --> 00:02:16,351
So that you can focus on your target,
46
00:02:16,351 --> 00:02:18,340
where you're going.
47
00:02:18,340 --> 00:02:22,230
So your neck is currently
compensating the movement of the
48
00:02:22,230 --> 00:02:24,040
chest and torso.
49
00:02:24,040 --> 00:02:26,370
The mistake I did was trying to animate
50
00:02:26,370 --> 00:02:31,070
the neck and head with the
neck folder still enabled.
51
00:02:31,070 --> 00:02:33,797
And see that right now, my
head is moving a lot and
52
00:02:33,797 --> 00:02:38,390
our character looks more like
a chicken than a human being.
53
00:02:38,390 --> 00:02:39,840
Probably in the same case.
54
00:02:39,840 --> 00:02:43,860
To fix this easily select the X key bone,
55
00:02:43,860 --> 00:02:47,620
which is the properties
bone, and hide every channel,
56
00:02:47,620 --> 00:02:49,790
but the neck follow channel.
57
00:02:49,790 --> 00:02:53,110
On there on frame zero
set the value of the
58
00:02:53,110 --> 00:02:55,640
neck follow property to zero.
59
00:02:55,640 --> 00:02:59,740
And now duplicate the key on frame 24.
60
00:02:59,740 --> 00:03:03,632
So now our property value
is zero all the way,
61
00:03:03,632 --> 00:03:06,890
and the neck is no longer
following the torso.
62
00:03:06,890 --> 00:03:10,110
It means that the neck
is no longer aligned
63
00:03:10,110 --> 00:03:13,610
with the torso either,
which looks pretty painful.
64
00:03:13,610 --> 00:03:16,930
The neck controller selected
in the graph editor,
65
00:03:16,930 --> 00:03:21,147
I've hidden all the channels,
but the X Quaternion rotation,
66
00:03:21,147 --> 00:03:24,620
which is the tilting forward and backward.
67
00:03:24,620 --> 00:03:28,530
And what I will do is that I
will offset the whole curve
68
00:03:28,530 --> 00:03:30,823
on the y-axis in the graph editor
69
00:03:30,823 --> 00:03:33,260
until the neck is aligned.
70
00:03:33,260 --> 00:03:36,220
Due to the master neck
controller behavior,
71
00:03:36,220 --> 00:03:39,530
we can see that the neck is
slightly bending forward,
72
00:03:39,530 --> 00:03:41,480
which doesn't looks pretty good,
73
00:03:41,480 --> 00:03:45,950
but we can easily fix it by
selecting the first tweaker bone
74
00:03:45,950 --> 00:03:49,470
of the neck, or forward kinematic bone,
75
00:03:49,470 --> 00:03:52,680
and reposition it in the 3D view.
76
00:03:52,680 --> 00:03:54,160
Once you're done with this controller,
77
00:03:54,160 --> 00:03:57,940
you can select the second
tweaker bone of the neck,
78
00:03:57,940 --> 00:04:00,220
and rotate it the opposite way,
79
00:04:00,220 --> 00:04:03,710
so that we get a more
natural shape for the neck.
80
00:04:03,710 --> 00:04:06,970
From there, we can
select both controllers,
81
00:04:06,970 --> 00:04:09,490
get rid of all the other keys,
82
00:04:09,490 --> 00:04:11,964
but the one we've just created.
83
00:04:11,964 --> 00:04:16,220
So basically all the keys,
but keys on frame zero,
84
00:04:16,220 --> 00:04:20,010
and duplicate the keys on
frame zero to frame 24.
85
00:04:20,010 --> 00:04:22,340
With our neck shapes corrected,
86
00:04:22,340 --> 00:04:25,760
we can now get back to the neck controller
87
00:04:25,760 --> 00:04:27,710
and work on its motion.
88
00:04:27,710 --> 00:04:30,596
Since the neck rotation is now isolated
89
00:04:30,596 --> 00:04:35,158
from the rest of the chain,
the torso root, and the chest,
90
00:04:35,158 --> 00:04:39,100
the head wobbles way less than before.
91
00:04:39,100 --> 00:04:42,660
And we can now animate
the head X rotation,
92
00:04:42,660 --> 00:04:46,370
a bit as we did for the chest X rotation.
93
00:04:46,370 --> 00:04:49,720
As the character falls,
the head is dragging a bit.
94
00:04:49,720 --> 00:04:51,330
So it's raising.
95
00:04:51,330 --> 00:04:53,992
After the impact of the contact frame,
96
00:04:53,992 --> 00:04:57,866
the neck bends forward
as the head is falling.
97
00:04:57,866 --> 00:05:00,150
Do need to bring a bit of
98
00:05:00,150 --> 00:05:03,480
up and down motion to the
neck with the X rotation
99
00:05:03,480 --> 00:05:07,460
because the head has
weight, but not too much.
100
00:05:07,460 --> 00:05:10,500
Then I've used the Y
Quaternion rotation and
101
00:05:10,500 --> 00:05:15,500
Z Quaternion rotation to
stabilize the head in space.
102
00:05:15,590 --> 00:05:17,950
Since my Y curve was messy,
103
00:05:17,950 --> 00:05:20,880
I've decided to remove
all the keys between
104
00:05:20,880 --> 00:05:22,710
frame zero and frame 24.
105
00:05:22,710 --> 00:05:27,436
Then I reset the value to
zero by moving the whole curve
106
00:05:27,436 --> 00:05:31,390
and switch back the
end goals to auto clap.
107
00:05:31,390 --> 00:05:34,448
Now we have a clean
curve we can work with.
108
00:05:34,448 --> 00:05:38,900
Go on to animate the head
position and stabilize a bit
109
00:05:38,900 --> 00:05:40,439
the head in space.
110
00:05:40,439 --> 00:05:44,080
When I feel that the head
is moving to the right,
111
00:05:44,080 --> 00:05:45,600
I move it to the left
112
00:05:45,600 --> 00:05:49,298
using the Y Quaternion
rotation curve of the neck.
113
00:05:49,298 --> 00:05:53,780
We don't want the head to
have no left to right motion,
114
00:05:53,780 --> 00:05:55,546
but we do want to reduce it
115
00:05:55,546 --> 00:06:00,490
so that the run looks more
controlled by the character.
116
00:06:00,490 --> 00:06:04,196
As usual, you can double check
the curve as a reference,
117
00:06:04,196 --> 00:06:07,540
but don't forget that if you
don't have the same timing
118
00:06:07,540 --> 00:06:11,860
in your run cycle, my curve may not fit.
119
00:06:11,860 --> 00:06:14,053
You need to understand the principles.
120
00:06:15,210 --> 00:06:17,823
Then worked on the Z Quaternion curve
121
00:06:17,823 --> 00:06:19,810
with the same goal in mind,
122
00:06:19,810 --> 00:06:22,410
kind of stabilized a bit the head.
123
00:06:22,410 --> 00:06:25,140
I didn't work the Z curve that much.
124
00:06:25,140 --> 00:06:28,000
I've kept the values very subtle.
125
00:06:28,000 --> 00:06:31,875
It was just to fix a bit the
head position frame by frame.
126
00:06:31,875 --> 00:06:36,280
So I don't have that much to
add to this since it's pretty
127
00:06:36,280 --> 00:06:40,595
close to the process I was
applying to the Y rotation curve.
128
00:06:40,595 --> 00:06:42,610
Just looking at the head,
129
00:06:42,610 --> 00:06:45,983
trying to stabilize its position in space,
130
00:06:45,983 --> 00:06:49,600
but I keep a bit of side to side motion.
131
00:06:49,600 --> 00:06:50,433
In the lee,
132
00:06:50,433 --> 00:06:53,000
I didn't pose the head that
much during the blocking,
133
00:06:53,000 --> 00:06:56,140
so all my rotation curves are flat,
134
00:06:56,140 --> 00:07:01,140
and I will only work on the
X Quaternion rotation curve.
135
00:07:01,200 --> 00:07:03,150
As usual, we want to bring motion,
136
00:07:03,150 --> 00:07:05,238
but as explained before,
137
00:07:05,238 --> 00:07:08,810
I don't want to feel like
the head is wobbling in
138
00:07:08,810 --> 00:07:12,370
all directions and my
character can't support
139
00:07:12,370 --> 00:07:14,310
the weight of his head,
140
00:07:14,310 --> 00:07:16,560
but we want to make the drag a bit,
141
00:07:16,560 --> 00:07:18,270
but not that much.
142
00:07:18,270 --> 00:07:21,494
To do so, the tip is to track whether the
143
00:07:21,494 --> 00:07:24,500
chin or the nose of your character.
144
00:07:24,500 --> 00:07:26,350
When the head is raising,
145
00:07:26,350 --> 00:07:29,520
the chin will drag a bit down,
146
00:07:29,520 --> 00:07:32,520
and when the head is going down,
147
00:07:32,520 --> 00:07:34,960
the chin will slightly rise.
148
00:07:34,960 --> 00:07:37,320
And we are finally done with polishing
149
00:07:37,320 --> 00:07:39,423
the whole torso of our character.
11843
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.