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- [Instructor] I'd like
to finish this chapter
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with a little tip video.
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We have seen in the previous chapters
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that we can use the NLA editor
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to layer different animations
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and modify the current one.
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To create an ad term, for example,
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or to transition between
two different animations.
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But what you can do to
rapidly modify your run cycle
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and create iterations is to
simply offset different curves
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on your main controllers.
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For example, here, I've offset
the X quaternion rotation
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of the torso.
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Now, I'm doing the same
with the neck controller.
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I will do the same with
the hips, with the chest,
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and this is very easy to push those curves
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to get a totally new
attitude for our character.
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On a locomotion cycle,
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you will generally favorize the rotation
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around the x-axis of the
different torso controller.
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But you can also move the Y
location of the torso root,
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and get a more cartoony,
afraid-like run cycle.
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Or in the other end,
push everything forward
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so that you get a way more
accelerated, dynamical run cycle.
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This is a very good and fast technique
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to explore different
versions of your cycle.
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And that can be very useful
in a studio environment
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to explore different
moods for your run cycle.
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You can play with all the
different controllers.
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You can offset the Y location
of the foot, for example,
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so that they will be
offset forward or backward
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during the run cycle.
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You may want to fix the neck orientation
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using the secondary controllers.
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In one word, have fun with your animation!
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And make additional
use of the work you did
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on this run cycle.
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It will sure need a pass of polish
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once you've totally changed
the pose of your character,
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but it's a very fast and painless
way to explore new poses,
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new attitude, and bring
life to your character.
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