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- [Instructor] This video,
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we are going to finish the
polish stage of our run cycle
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animation by polishing the arms.
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Whenever you are walking
with forward kinematic chains
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like our arms,
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we need to start from
the root of the chain
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and then go down to the tip of the chin.
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So in this case,
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we will start with the
shoulders, then work on the arms,
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Then forearms, and finally hands.
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To polish the shoulder animation.
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I will work first on the rotation,
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but this time I won't be
isolating each rotation channel
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one by one, but I will
work on the free channel
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at the same time.
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The idea is to smooth out
the shoulder rotation,
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make sure that we don't
have any weird movement
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into the shoulder or glitches.
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And the second thing is to
make sure that the extreme will
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reads well and that we pushed the pose.
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So that we get a nice
and contrasted animation.
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The thing to remember is that the shoulder
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lead the motion of the torso,
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the shoulder pulled the whole chest up.
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So rotation wise,
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we should avoid making the
shoulder drag too much.
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So Kev, why is it so a little more complex
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to explain that what
we did with the spine?
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But my method is to move
the keys channel by channel
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and see all of the character
behaves per channel
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and then work on the pose.
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So in this case, this is the
moment where are the shoulder
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should be hitting it's extreme pose
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a little before the chest,
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so I'm trying to push the shoulder up
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and then polish the curve,
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make it a little smoother
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so that I don't have
weird left to right motion
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during the transition.
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If we have a look to the final curve here,
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we can see that it has a pretty
classic shape in the end.
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We get a plateau on the X
rotation and the Z rotation
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whenever we are reaching the extreme.
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So it means that the shoulder
is not rotating that much
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once it hit its highest pose
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whether it's forward or backward.
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And then we have the
fast transition during
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the passing pose.
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The work on the wire rotation
curve is less sensitive.
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We do have to work on it
because it could cause
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a gimbal lock, but the twisting motion is
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that is driven by the Y eular rotation
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is not quite natural, but
once combined with the X and Z
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rotation curves, it
blends pretty smoothly.
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So the idea is just to
kind of fix the orientation
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of the shoulder on those specific poses.
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I know it can sound a bit abstract here,
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but what I'm trying to
avoid is any distortions
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in the shoulder shape
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while the X and Z curves are
here to drive the motion.
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Don forget to use the motion path
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to double-check your arcs and spacing.
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And that you can use to tail off the bone
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or tip of the bone to
calculate this motion path.
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In this case,
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it result in showing you
the tip of the shoulder,
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not the root of the clavicles.
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At this stage, you can call
the shoulder polishing done,
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or you can push it a little
further using location.
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Using the Y and Z location curve,
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I will make the shoulder drag
a bit just before it hits
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it's extreme, but I don't
want to delay the shoulder.
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So I reset the pose by moving
the keys that has a zero value
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on frame six.
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And then I will slightly
push the shoulder down
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during the passing pose so
that when you put weight
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into the shoulder,
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as if just after the impact,
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it was getting pulled
down by its own weight,
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then I will do the same
in the pose just after
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it reaches it's highest point.
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I will push it a little higher
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as if there was momentum into the shoulder
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that make it go a little further up.
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So I keep it very subtle.
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The idea is just to
emphasize what we did before.
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Whenever the shoulder
is in it's down pose,
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I make it drag a little bit just to touch
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and I push it down a little more.
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And when it has reach its highest point,
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one or two frame later,
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I will just raise it a little more
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to bring a bit of momentum
into the shoulder motion.
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The heavy lifting was
done with the rotation,
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and this is what will
brings you nice arcs.
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And then you can bring some
texture to your animation
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using location.
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Again, it must be subtle
because if you push too far,
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you will break the shape of
the shoulder and it will look
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pointy or out of place.
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Unleashing the arm is
pretty straightforward.
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One of the first thing you
may do is track the position
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of the elbow tweak controller
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so that you can easily track
your arcs from the elbow.
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I also often use the end
position using the wrist
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tweaker controller,
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but at this stage it will be better
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to focus on the elbow position.
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While on the reference,
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we have seen that there
was a slight slowing down
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during the passing pose,
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and then reaccelerating
whether forward or backward,
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this is really noticeable when
using extreme slow motion.
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And when I've tried, it felt a bit weird.
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So in my case,
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I prefer to have a fast
motion during the passing
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and ease into the extreme and old pose,
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which clearly shows when we look
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at the spacing on those arcs,
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we have a large spacing during the passing
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and it gets tighter on up pose.
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Shape wise from a side view,
the arc is very smooth.
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From the front view,
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my main concern was not to make the elbow
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going too far on the outside
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because the faster you run,
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the closer to the body your elbow will be.
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And then I make sure it
goes slightly on the inside
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on both extremes.
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Third wise, we have a
smooth sensory dull shape
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regarding the X rotation,
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which mainly influence the
distance between the chest
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and the elbow from the front view.
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And then the Z and Y
rotation curve mainly drive
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the swing of the arm.
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So we can spot on them
our usual plateaus shape
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when we reach the extreme,
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weave the fast transition
during the passing.
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I've also slightly worked the W curve
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just to remove any glitches.
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The W curve is generally involved
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whenever you are trying
to reach an extreme
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with the other curve and the
quaternions can't solve it.
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So unless you are doing a full revolution,
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the W curve is generally
not that much involved.
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But it does need some attention
on such a moving part,
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since it's a long forward kinematic chain,
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it's in everything, the
movement of the torso,
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then the movement of
the shoulder, et cetera.
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So we do need to double check
the motion path of the elbow
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and eye my Y, Z and X rotation
curve are kind of smooth
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in the graph editor.
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I'm just double checking that the W curve
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is not bringing any glitches.
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In the end, as for every
cycle we've been working on,
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make sure that your first
and last keys are the same
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and they are aligned.
12431
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