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- [Instructor] Let's go ahead
with our walk cycle blocking.
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Before we go ahead,
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we need to check our frame rate.
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Since I'm using the same
file as the run cycle,
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my frame rate is still
30 frame per seconds.
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As explained in the previous video,
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it's pretty common for feature film
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to use a 24 frame per second frame rate.
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And since I'm used to
animate for video game,
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I tend to use 30 frame per seconds.
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I will stick to 30 frame per second,
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but it doesn't really matter
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if you want to switch
to 24 frame per seconds.
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A walk cycle can be on 18, 24, 26, 30,
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whatever number of frame you want,
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depending on the style of
walk cycle you are doing.
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For vanilla walk cycle,
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we generally use 24 frames,
based at 24 frame per second.
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00:00:52,623 --> 00:00:55,400
Basically, a cycle of one second.
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00:00:55,400 --> 00:00:58,970
So I will stick to those
24 frame for a cycle,
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but I will keep my 30 frame
per second frame rate.
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So it will be a little
less than one second cycle.
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00:01:06,490 --> 00:01:09,820
And if I feel like I
need to change the length
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of the walk cycle to have a good feedback,
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I will do it later on.
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So don't get stuck with numbers.
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You can change the number of frame at reel
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depending on the visual feedback.
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So to mark the end of the cycle,
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I will duplicate all
the keys from frame zero
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and move them on frame 24.
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I will place the playhead on frame 23,
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and I will press Control + End,
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so that our animation plays
from frame zero to frame 23.
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So the first thing I will do
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is re-enable all my controllers,
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I will select them all and
I will press Control + C
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to copy the current pose,
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go to frame 12 and press
Control + Shift + V
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to mirror the pose.
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Since our character is symmetrical,
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we can mirror it halfway
through the cycle on frame 12,
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and since we are at the blocking stage,
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I will select all my keys, press T,
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and switch to constant
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so that I don't have any
interpolation on my controllers.
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The next pose we are going
to build is the down pose.
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Looking at the reference,
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it's the moment where the torso
root is at its lowest point.
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00:02:19,240 --> 00:02:22,240
The front foot has already
starting moving backward,
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00:02:22,240 --> 00:02:26,070
but it's not centered beneath
the center of gravity.
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The back foot just left
or is leaving the ground.
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This depends on your work cycle style
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or the reference you are using.
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The front arm start swinging backward
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while the back arm is
starting swinging forward.
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The hips are pushed by
the contacting legs,
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while the shoulder are
tilting the opposite way.
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Let's start posing our character.
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I will move to frame three
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and insert a keyframe on all controllers.
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We will basically build the key pose
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every three frames.
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As for the first pose, I
will start with the feet,
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so I will cancel the rotation on the toes
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and the heel controller on the front foot,
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and I will move it backward.
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Since it's contacting the ground,
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I'm moving it straight on the y-axis.
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I will lower the center of gravity
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using the torso controller
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and as I'm putting
weight onto the left leg,
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I will shift the center of
gravity toward the left leg.
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I will push the back leg
further away backward,
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00:03:27,040 --> 00:03:29,590
and I will rotate the heel controller.
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This way, the heel will
reach its highest point
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before the foot leave the ground,
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keeping the leg slightly bent.
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00:03:36,910 --> 00:03:41,610
Finally, I will slightly push
the center of gravity forward.
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00:03:41,610 --> 00:03:46,200
I will tilt and rotate the
hips toward the supporting leg
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and I will also slightly twisted them.
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We can now build our contact
pose with the chest controller
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by making it leaning a bit
toward the supporting foot.
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I will also slightly twist the chest
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to follow the arm motion.
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00:04:02,850 --> 00:04:05,720
I will slightly rotate
the shoulder backward
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00:04:05,720 --> 00:04:08,360
and then rotate the arm backward,
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and I will slightly rotate the forearm
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00:04:11,370 --> 00:04:15,400
and hand forward to build
a follow through motion
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or dragging motion.
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00:04:17,080 --> 00:04:19,530
I will do the same on the other arm.
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I will slightly move the shoulder forward,
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and then I will rotate
the arm forward a bit
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00:04:25,677 --> 00:04:29,270
and the forearm and hand backward,
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so the arm is a bit extended.
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00:04:31,660 --> 00:04:34,850
My character pose feels
a bit out of balance,
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so I will tweak the position
of the center of gravity
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00:04:38,560 --> 00:04:41,490
and I will also tweak the arm position
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00:04:41,490 --> 00:04:43,790
on the very first pose we built
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because I felt that the arm
was a bit too, on the outside.
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Since I've refined the pose,
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I need to re-mirror it on frame 12
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and reduplicate it on frame 24
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or at least paste the new pose.
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From there, I will jump
between frames zero
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and frame three using
the up and down arrow,
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and see, or merge, the center
of gravity of the character
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is moving.
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It will reach its
extreme side to side pose
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onto the next one.
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00:05:12,920 --> 00:05:15,860
So I need to find a good in between here.
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00:05:15,860 --> 00:05:17,750
The second thing I've been watching
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was the position of the front hand.
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In the front view, when I
was comparing the poses,
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it seems that the hand
wasn't moving in space.
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So I've slightly rotated
the forearm backward.
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00:05:30,330 --> 00:05:32,930
And we can now work on the next pose.
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Next pose is the passing pose.
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It's the moment where the supporting foot
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is right under the center of gravity.
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The opposite leg is catching up,
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both arm are almost
aligned with the torso,
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00:05:46,690 --> 00:05:49,290
the hips are no longer twisted,
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00:05:49,290 --> 00:05:52,900
but this is the time where the
leg pushed the most on them
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and they are raising the most.
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00:05:54,870 --> 00:05:58,040
The chest is no longer twisting neither
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and depending on your reference,
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it might be almost horizontal
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or slightly tilting toward
the supporting leg too.
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Building a soft contour posing.
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Note that we will have to
slightly move the person leg,
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the one that not contacting
the ground to the side.
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Let's now work on our character
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so I will jump onto frame six,
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I will move the left foot
backward, along the y-axis,
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under the center of
gravity of my character
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and then on frame six
in the action editor,
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I will key all the controllers.
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00:06:33,810 --> 00:06:36,130
This is the time where
the center of gravity
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reach it's extreme on the
side, toward the supporting leg
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and also moment where the character
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starts pushing on the
supporting leg so we can raise
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the center of gravity.
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00:06:47,860 --> 00:06:52,180
Now I will position the right
leg just before the left leg
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and raise it a bit.
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We also need to rotate the heel upward
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00:06:56,870 --> 00:06:59,730
and as explained before,
from the front view,
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I will slightly move it to the left
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and rotate it to the left.
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00:07:04,310 --> 00:07:06,330
One super important thing to mention
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whenever you are building a walk cycle.
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Humans and mammals, in general, are lazy.
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So we are raising our
foot as less as possible,
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meaning, that during the passing pose
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where the foot reach its highest point,
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keep it close to the ground.
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A beginner mistake is to
raise the foot, way to high.
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Now, jumping onto the hips controller,
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this is the moment where
the leg pushed the most
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onto the hip, so we need
to raise it to the side
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00:07:36,690 --> 00:07:40,950
and regarding the twisting,
we can almost cancel it.
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I will do the same with the chest.
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I will almost cancel any twisting
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and I will, very slightly, make it tilt
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toward the pushing leg
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so I'm canceling its rotation
and slightly tilting it.
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00:07:55,900 --> 00:07:58,780
Regarding the arms, it's
pretty straightforward.
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You can slightly move the
shoulder backward or forward
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depending on the motion of the arm,
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mainly move the arm controller
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and slightly catch-up with the forearm,
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and make the hand drag a bit.
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You can use the reference provided to,
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to refine your pose.
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I'm not yet posing the fingers,
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and as you have may noticed,
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I haven't posed neither
the neck or the head.
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This is because we will work
on this animation a bit,
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as we did regarding the run cycle.
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We are blocking the main pose,
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trying to make them as
accurate as possible,
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and during the polishing stage,
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we will bring a bit of up and
down on the chest and the head
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and a bit of rotation in
the head and the fingers.
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00:08:45,400 --> 00:08:48,120
The raised foot need a little more work,
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we need to raise the heel away more
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and also, slightly rotate
the toes toward the ground
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as they are dragging.
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00:08:55,810 --> 00:08:59,590
After reviewing my poses
and the references,
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I've decided to rotate more
the foots on the outside.
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00:09:03,480 --> 00:09:05,890
On some reference and
depending on the character
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you are animating,
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00:09:07,320 --> 00:09:10,500
the foots can be slightly
rotated to the side
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even when hitting the ground.
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00:09:12,380 --> 00:09:15,270
Rotating the foot on the
outside or the inside
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will define your character profile.
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00:09:18,000 --> 00:09:22,100
It could be extremely open
for a cowboy, for example,
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or tilting toward the inside
for a shy kid or a shy girl,
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00:09:26,420 --> 00:09:27,253
for example.
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For the sake of this course,
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I will keep it straight.
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00:09:30,380 --> 00:09:32,623
And we can jump on the final pose.
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00:09:33,460 --> 00:09:36,480
Let's have a look to the
latest pose we need to block.
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It's the up pose or pushing pose.
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00:09:39,510 --> 00:09:42,000
The supporting leg is
slightly on the back,
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00:09:42,000 --> 00:09:44,660
and it's heel starts to raise.
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00:09:44,660 --> 00:09:47,220
The other foot is slightly forward,
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00:09:47,220 --> 00:09:49,620
and it has starting rotating
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00:09:49,620 --> 00:09:54,000
so that the heel can get in
contact in the next pose.
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00:09:54,000 --> 00:09:56,700
The arms are swinging
the opposite direction
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00:09:56,700 --> 00:09:58,810
compared to the legs
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00:09:58,810 --> 00:10:02,920
and almost reach their extreme
poses that they will reach
213
00:10:02,920 --> 00:10:04,420
in the next pose.
214
00:10:04,420 --> 00:10:06,997
The hands are moving the faster in space
215
00:10:06,997 --> 00:10:10,170
between the passing and the pushing pose.
216
00:10:10,170 --> 00:10:13,770
The hips are still pushed
by the supporting leg,
217
00:10:13,770 --> 00:10:17,270
but they have start shifting
toward the other one.
218
00:10:17,270 --> 00:10:18,750
They are as usual,
219
00:10:18,750 --> 00:10:22,180
slightly twisting toward
the different feet.
220
00:10:22,180 --> 00:10:24,860
The chest is twisting in the opposite way
221
00:10:24,860 --> 00:10:27,960
and is slightly raised
toward the front arm.
222
00:10:27,960 --> 00:10:30,840
As the leg push, the center of gravity
223
00:10:30,840 --> 00:10:33,730
is moving toward the opposite foot.
224
00:10:33,730 --> 00:10:36,400
Let's build this final
pose and see how it look.
225
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I will jump on from nine
and insert a key frame
226
00:10:39,270 --> 00:10:41,010
on all controller.
227
00:10:41,010 --> 00:10:44,040
We can push the center of gravity up,
228
00:10:44,040 --> 00:10:48,520
and start moving it on the
opposite side of the pushing leg.
229
00:10:48,520 --> 00:10:52,420
I will move the pushing leg
backward along the y-axis
230
00:10:52,420 --> 00:10:56,900
and then I will raise the heel
using the heel controller.
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00:10:56,900 --> 00:10:58,250
I'm raising the heels
232
00:10:58,250 --> 00:11:00,740
so that I have a subtle
bending in the leg.
233
00:11:00,740 --> 00:11:04,490
I will then select the other
foot and move it forward.
234
00:11:04,490 --> 00:11:07,880
I will then rotate it backward
using the heel controller
235
00:11:07,880 --> 00:11:12,440
and relax a bit, the toes, by
rotating them a bit forward.
236
00:11:12,440 --> 00:11:16,200
I will keep them slightly
rotated toward the ground
237
00:11:16,200 --> 00:11:19,020
so that we can feel that
they are dragging the feet.
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00:11:19,020 --> 00:11:21,850
I will slightly rotate the foot controller
239
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toward the outside and
from the front view,
240
00:11:24,440 --> 00:11:27,710
I will slightly push it on the inside
241
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toward the contacting pose.
242
00:11:30,190 --> 00:11:32,170
Since I rotated a bit the foot,
243
00:11:32,170 --> 00:11:35,301
I need to align the knee
by moving the pole targets
244
00:11:35,301 --> 00:11:37,110
slightly to the outside.
245
00:11:37,110 --> 00:11:40,450
I will slightly reduce
the tilting of the hips
246
00:11:40,450 --> 00:11:42,880
and then I will slightly twist them
247
00:11:42,880 --> 00:11:45,470
so that they are align with the feet.
248
00:11:45,470 --> 00:11:47,640
I will slightly tilt the chest
249
00:11:47,640 --> 00:11:51,750
so that it's slightly
upward toward the front arm,
250
00:11:51,750 --> 00:11:56,360
the left one, and twist it
toward the front arm too,
251
00:11:56,360 --> 00:11:59,240
then I would rotate the front arm forward
252
00:11:59,240 --> 00:12:03,900
and slightly twist it so
that it almost match the pose
253
00:12:03,900 --> 00:12:05,270
on frame 12.
254
00:12:05,270 --> 00:12:08,580
This is why I'm comparing both poses.
255
00:12:08,580 --> 00:12:10,490
As explained previously,
256
00:12:10,490 --> 00:12:15,340
the arms almost reach their
extreme pose during the pushing
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and reach their extreme
during the contact pose.
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So the shoulder and elbow
are easing into frame 12.
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The forearm is catching up
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and the hand is likely dragging backward.
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As usual, you can use the
image reference to guide you.
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As seen during the run cycle chapter,
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a good blocking is important,
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00:12:36,640 --> 00:12:39,100
but it doesn't mean that we won't be able
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00:12:39,100 --> 00:12:43,090
to modify the animation
during the polishing stage.
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It can be harder to spot the
problem during the blocking,
267
00:12:46,615 --> 00:12:48,960
and it's sometimes pop to the eye
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whenever switching to spline
or playing the whole animation.
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So just make the best looking you can
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00:12:55,340 --> 00:12:59,890
and then copy each pose by
selecting all the controller,
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press Control + C to copy the pose,
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00:13:02,290 --> 00:13:06,560
jump 12 frame later and
press Control + Shift + V
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and repeat the process for each poses.
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00:13:09,710 --> 00:13:11,160
Once you are done with this,
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00:13:11,160 --> 00:13:13,890
you can finally play your animation
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00:13:13,890 --> 00:13:17,100
and see your walk cycle blocked.
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00:13:17,100 --> 00:13:19,400
I advise you to watch it for a moment,
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00:13:19,400 --> 00:13:21,293
rotate around the character
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00:13:21,293 --> 00:13:26,293
and also switch between
autographic and perspective view.
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00:13:26,720 --> 00:13:27,620
In my case,
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I feel like there's
something a little off.
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My character is pushed too much forward.
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00:13:33,460 --> 00:13:37,370
So instead of reworking
each poses one by one,
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00:13:37,370 --> 00:13:39,830
I will select the torso controller
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and I will switch to the graph editor
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00:13:42,410 --> 00:13:45,210
and isolate the y location curve.
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00:13:45,210 --> 00:13:46,810
Remember what we have seen
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00:13:46,810 --> 00:13:50,670
in the very last lesson
of the run cycle chapter?
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00:13:50,670 --> 00:13:54,210
We can offset a whole curve
from a transform channel
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to modify the animation.
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00:13:56,240 --> 00:13:59,710
I've hidden all the curve, but the y curve
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00:13:59,710 --> 00:14:03,350
and I will press G and Y to constraint it
293
00:14:03,350 --> 00:14:05,900
on the y-axis in the graph editor
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00:14:05,900 --> 00:14:09,240
and move it up so that it will push
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00:14:09,240 --> 00:14:13,620
the torso controller off my
character slightly backward.
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00:14:13,620 --> 00:14:16,530
And now he looks way more balanced.
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00:14:16,530 --> 00:14:17,710
In the next video,
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we will be able to jump into splining
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00:14:20,260 --> 00:14:24,047
and polishing the different
features of our character.
23789
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