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- Start polishing the
torso of our character.
2
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As usual, I will start with
the torso route controller.
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This is something we have been doing
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on all the previous lessons,
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whether it was the robot
or the squirrel character
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or the run cycle on this character.
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What I want to point out here
is that the motion of the
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torso root is one of
the most important parts
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of your character.
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Define the center of gravity
motion of your character.
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Hence it will define the weight and rhythm
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of your walk cycle,
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which is the most important
notion in body mechanic.
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Start with the up and down
motion, or Z location curve,
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which is the most important
on the walk cycle.
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Right now, the curve
looks very (indistinct)
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and very smooth
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but it seems that the extreme are
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pretty well positioned in time.
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Goal will be to bring contrast
to the motion by holding
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a bit the down pose and the up pose.
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We will have a slight plateau
on the highest and the lowest
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values of the curve.
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On the extreme up,
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I'm trying to have the
leg almost fully extended.
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Here I'm comparing the
previous pose with the new one.
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During the pushing or up pose,
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I'm trying to get an almost straight leg.
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This give a better shape to the leg
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and a better line of action to it.
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We will talk about line
or action in detail
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in the next chapter.
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To make it simple here,
it makes the silhouette
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of our character more readable.
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As the straight leg supports
the idea of verticality,
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of pushing up.
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So I've polished the
first half of the motion,
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I will first duplicate the
extreme down on frame four
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and move it by 16 frame of
the length of the cycle,
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get rid of all the key
frame after frame 20.
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And they will duplicate the
polished portion of the curve
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from frame four to frame 20
and move it by 16 frames.
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There I can select the key on frame 32,
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if you don't have one and you
can insert a key frame there
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and move it on frame zero.
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You treat of any keys that
goes beyond our 32 frame rail.
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If needed, don't forget to rotate
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to beat the keys on frame
zero and 32 to align the curve
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from one cycle to the other.
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Where you are polishing a
specific feature or area
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of your character,
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don't hesitate to hide the other part.
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So I will add that to the
visibility properties panel
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and I will hide arms
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and hide the arms
(indistinct) controllers.
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I do so I remove visual noise
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and I feel like the up and down motion
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while it's properly timed
is a bit too strong.
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To make sure I'm using the bounding box
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as a pivot point so that I
can scale the whole curve
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on an average.
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I will simply scale the
whole curve on the Y axis
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by pressing S and then Y.
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You can also move the whole
curve along the Y axis
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in the (indistinct) to
either raise or lower
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the center of gravity of your character.
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I want my character to
almost have a straight leg
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whenever he is pushing so
that it feels lightweight.
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With the up and down motion now polished,
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I will jump to the side to side motion,
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working on the explication.
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We'll add the Z location and
display the X location curve.
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It currently looks a bit messy.
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We are going to fix it pretty quickly.
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First thing we need to do
is identify the extremes.
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Weight mainly shift
between the contact pose
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and the passing pose.
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Then the body is to decide
during the pushing pose,
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before the body starts
falling on the other side
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and accelerate,
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shifting the weight onto the other leg.
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To the polished curve,
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when zero we have the contact pose,
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and we are almost reached the extreme
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on frame six in the curve
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is until frame 11,
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where we start pushing.
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Frame 11 to frame 15,
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we slowly shift the
weight onto the other side
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until the contact pose where we will have
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a fast change in direction.
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So you really want to shift
the weight from side to side
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during the fall,
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whenever the leg is about
to contact the ground
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and contact the ground.
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And as the character recover
with this contacting leg
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and start pushing on it,
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it will first absorb the momentum
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and then start pushing on the other side.
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00:04:50,930 --> 00:04:54,732
As usual, you can refer to the
current curve on this plane,
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00:04:54,732 --> 00:04:57,510
but if you want to properly learn,
102
00:04:57,510 --> 00:05:00,670
mostly focus on what we've just explained
103
00:05:00,670 --> 00:05:02,420
first motion during the fall,
104
00:05:02,420 --> 00:05:05,000
and then easing from the transition.
105
00:05:05,000 --> 00:05:07,890
I was getting close to a convincing result
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00:05:07,890 --> 00:05:11,870
I want to be able to properly
symmetrize the motion.
107
00:05:11,870 --> 00:05:13,960
Note that this is not mandatory.
108
00:05:13,960 --> 00:05:17,170
If you have a difference between
the left to right motion,
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00:05:17,170 --> 00:05:19,230
it can be interesting
110
00:05:19,230 --> 00:05:22,810
as a real life walk
cycle is never perfect,
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00:05:22,810 --> 00:05:24,780
but I just want to show you how
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to mirror the curve over time.
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00:05:27,100 --> 00:05:29,974
I will get rid of any
curves that goes beyond
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half of the cycle.
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After frame 16, we select
all the other keys,
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duplicate them and move them
by 16 frame on the X axis.
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Now, my side to side motion
repeat over 16 frame,
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but always go onto the same side.
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00:05:47,390 --> 00:05:50,590
You need to symmetrize the
value of our curve along
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the Y axis and around the value zero,
121
00:05:54,190 --> 00:05:58,490
we can easily do this
by using the 2D cursor.
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It is defined by the play at position
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for the X value
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and this horizontal blue
line for the Y value.
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00:06:07,260 --> 00:06:11,780
Since we want to symmetrize our
curve around the value zero,
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00:06:11,780 --> 00:06:15,240
we need to reposition our 2D cursor
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00:06:15,240 --> 00:06:17,460
horizontal value to zero.
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00:06:17,460 --> 00:06:21,400
Precisely set this value
by adding to the view tab
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where we can see the play at position
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00:06:24,210 --> 00:06:28,260
named cursor X value and the Y value.
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00:06:28,260 --> 00:06:31,710
So I would replace the
current Y value by zero.
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00:06:31,710 --> 00:06:35,100
Now, I just have to
make sure that I'm using
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the 2D cursor as a pivot point,
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00:06:37,940 --> 00:06:41,410
scale on the Y axis by minus one,
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00:06:41,410 --> 00:06:45,420
the keys from frame 16 to frame 32.
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00:06:45,420 --> 00:06:50,120
This way, we make sure that
our cycle is currently cycling.
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00:06:50,120 --> 00:06:52,400
And then I will clean a bit the curve,
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00:06:52,400 --> 00:06:55,510
removing the keys that talk
too close one to the other,
139
00:06:55,510 --> 00:06:58,160
and doesn't bring any information.
140
00:06:58,160 --> 00:07:01,680
From there, we can work
on the Y location axis
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of our torso.
142
00:07:04,780 --> 00:07:07,620
Polishing the Y curve is
going to be pretty simple
143
00:07:07,620 --> 00:07:12,530
because it has a very subtle
influence onto our walk cycle.
144
00:07:12,530 --> 00:07:14,770
If you don't want to play with this curve,
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00:07:14,770 --> 00:07:16,070
that's fine,
146
00:07:16,070 --> 00:07:19,690
but you should always
input a bit of motion.
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00:07:19,690 --> 00:07:23,870
By that is that since we
are animating our walk cycle
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on the spot,
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00:07:25,270 --> 00:07:29,150
the torso route forward and backward wise
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00:07:29,150 --> 00:07:31,120
should it be on the spot too.
151
00:07:31,120 --> 00:07:34,180
There is always a bit
of variation of our time
152
00:07:34,180 --> 00:07:38,645
while your whole body is
moving in a linear fashion,
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00:07:38,645 --> 00:07:41,734
the are variation for every single point
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00:07:41,734 --> 00:07:43,740
in the body of your character.
155
00:07:43,740 --> 00:07:47,330
Thing to know is that as the
character is falling forward,
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just before the contact pose,
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the body is accelerating forward.
158
00:07:52,300 --> 00:07:55,450
And as soon as the foot
is hitting the ground,
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the body will slow down and move backward.
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Double check the values of my curve.
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You can see that the range of
motion is very, very subtle.
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00:08:05,950 --> 00:08:09,277
It just brings some extra
texture to the motion.
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Our torso root is now polished.
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And in the next video,
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we are going to polish the
other features of the torso.
13035
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