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- So this is the final
stage of this animation,
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where we will polish the
forearms and the hands.
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As we did before with the arm,
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I advise you to use the
wrist tweaker controller
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to track the arcs.
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If we have a look to the final
version of this run cycle,
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we can see that the
forearm eats it's extreme
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at frame three when moving back.
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This is the moment where
the elbow is the most open.
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Then when we're studying the reference,
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we have seen that as the
elbow is reaching its extreme
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on frame eight,
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the four arm is bending
inward to compensate.
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After frame eight, the elbow
or arm start to rotate forward
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and the forearm is still
closing until frame 11
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and from frame 12 to frame 15,
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the forearm is slightly
open before closing again,
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while it reaches its highest point.
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So as we watch the references,
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we understand that it's
a little more complex
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than a simple follow-through animation.
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Forearm polished, we can
now jump to the hands.
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Only play with the rotation
channels of the hands.
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There is not that much to
track regarding the hands.
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We could track one of the knuckle joints,
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if we do want to track the
arcs of the tip of the hands.
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In my case, I jumped back to the reference
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and I'm really focusing
on using both hands.
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You can see how it dives
inward as if he was swimming.
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So my goal is not to have
this level of exaggeration,
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in this kind of swimming motion,
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where he's really trying
to pull himself forward.
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Again, it does show us that the hand
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is not only dragging
back during the motion.
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So instead of showing you all,
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I've pushed each controller
in the rough editor.
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We'll have a look to the
final results on the right.
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When the hand is moving forward,
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as it reaches the passing pose,
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it's relaxed as it is dragging a bit.
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This is the time where the
Z value is at its maximum.
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Then as the arm reaches
its extreme pose forward,
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the hand curves toward the head
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and as the arm comes down,
the hand drags a bit.
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So on frame zero 24,
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the hand is reaching its opposite extreme
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where the thumb is getting
closer to the forearm
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by rotating the wrist.
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Then the Z curve makes a
quick bump on frame three.
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This is where the hand is
trying to reach backward
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to get this kind of swimming pose,
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as if the character was trying
to pull himself forward.
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The wrist and forearm are almost aligned.
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And then as the arm reaches
its extreme on the back,
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the hand is curving forward
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as if it was compensating the movement
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of the elbow and get
ready to dive forward.
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So from the side view,
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mostly working on the Z turn and rotation,
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we can see that it's a little more complex
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than a simple drag again.
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If we now have a close look
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to the Y and X rotation curves,
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we can see they have a sinusoidal shape
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because they will mainly
influence the twisting
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of the wrist and its left to right motion.
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So they are mainly used to
keep a nice shape of the wrist
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that doesn't look too broken.
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The hand is slightly more
rotated inward around frame 14
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during the passing as if it was pointing
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toward the place it wants to be.
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So, that's not super complicated
when it comes to work
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from the front view, just try
not to have two broken wrists.
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And if you have something to
remember about this polishing
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it's that the hand is
not necessarily dragging
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during the run cycle animation,
which is a common mistake.
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From there, we will be
able to mirror the motion
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of the left arm onto the right arm.
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So I've pressed Alt + H
to unhide all the curves.
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And then I will select all the
controllers of the left arm,
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the shoulder, arm, forearm,
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and the hand controller we have polished.
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In the graph editor press eight,
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to select all the curves,
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press Control + C to copy the curves.
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And then I will jump onto the other arm,
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select the shoulder, arm,
forearm, and hand controller.
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Select all the keys but
the one on frame zero
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and delete them and then select
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all the keys on frame zero
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and press Control + Shift + V
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to paste the mirrored animation.
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Then, as we did for the previous cycles,
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I will duplicate over the
curve by pressing Shift + D,
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X and 24
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to offset them by 24 frames on the x-axis.
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Then I will press eight
to select everything,
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press G X minus 12,
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to offset them back by 12 frames.
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This way we have a 12 frames offset
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between the right arm and the left arm.
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Finally, I will move the
play head on frame zero.
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Press I to insert the key
frame on all controllers,
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then select all the keys I
just returned on frame zero.
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Press V and set the angles to three.
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I will then select them again,
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press Shift + D and 24
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to duplicate them on frame 24.
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And now I can get rid of any key frames
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before and after frame zero and frame 24
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and our run cycle is finally done.
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In the next video I will just
share with you a few tips
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on how you can change a bit
your run cycle with ease.
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As always when it comes to art,
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you will have to make multiple run cycles
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until you get them right.
9306
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