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- [Instructor] We will
start polishing the torso
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with the hips controller.
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As mentioned in the previous video,
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you should always start
polishing the controllers
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that have the most influence
or that move the most.
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In the case of the hips controller,
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it's gonna be the tilting
motion and twisting motion.
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And those are driven by the rotation,
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I've hidden all the other key.
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Now I'm testing each curve
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to check what channel does what.
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The Z curve twist, the Y curve tilt.
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So I will start with the Y curve.
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I can now hide all the other curves.
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The hips motion is pretty
critical on the walk cycle.
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If it's off, it won't be convincing.
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If you add too much motion,
it will look too feminine.
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If you don't add enough motion,
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it won't look realistic or convincing.
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But there are some common rules
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whatever the weight
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or whether your character
is a male or a female.
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The hips will rapidly tilt
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as soon as the leg is
supporting the weight.
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So basically, one frame
after the contact pose,
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you will have a drastic
change in your curve shape.
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And as soon as you get
over the passing pose,
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it will slightly rotate the other way.
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A bit like the side to side motion we add
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with the center of gravity.
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So this is what I'm working
on, onto the curve right now.
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I'm getting a fast change in the motion
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over a couple of frame
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before transitioning
into a slight plateau.
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So I'm done with the
first half of the cycle.
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I will remove all the keys after frame 16.
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I will then select all the keys
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from frame 0 to 16 and duplicate them
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and offset them between frame 16 and 32.
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My 2D cursor is already
aligned with the zero value.
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I can switch the pivot point to 2D cursor
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and then scale the keys from 16 to 32
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by minus 1 onto the Y axis.
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Then I will duplicate
frame 0 onto frame 32,
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and I will clean my curve.
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This way I have a perfectly
mirror motion of the hips.
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Then you can scale this
curve on the Y axis
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to whether increase or
decrease the tilting motion.
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Don't forget this is something
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we will be able to edit later on
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as we also work on the
twisting of the hips.
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So I'm considering this as a
decent polish of the Y curve
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and I will jump on the Z curve.
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As a switch to the Z
quaternion rotation curve
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of my hips,
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we must admit that this
is quite a surprise
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that the curve already looks pretty cool.
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I think I've nailed the
twisting motion of the hips
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during the blocking stage.
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Since I don't really know what to do,
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I've doubled check the reference.
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If we have a closer look,
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we can see that the hips
twist has a slight delay
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compared to the foot contact.
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As the character on the
left reach its contact pose,
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we can see the hips twisting forward
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for a couple of frames.
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So what I will do is simply
offset the whole curve
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for a couple of frame
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and insert a keyframe on frame 32
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and then set it to 3
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and duplicate it on frame 0.
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I will then get rid of
the keyframe on frame 34,
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and I will call the Z quaternion
rotation polishing done.
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The X rotation is super subtle.
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I will just push the key on
frame 8 a little downward,
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back foot is pushing,
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it pushes a bit the hips forward
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and then it goes the other way.
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The X rotation motion is super subtle.
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Just duplicate this revised frame 8,
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16 frame later on frame 24
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and I will call the X rotation curve done.
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We can now jump onto the chest controller
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and work on its rotation.
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I will start by working on both
Y and Z quaternion rotation
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at the same time.
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The Y rotation will drive the tilt
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while the Z will drive the twist.
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My goal is to build a bit
of contrast on the motion
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and slightly delay the motion of the chest
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compared to what we have
done during the blocking.
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It's about one frame or half the frame.
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Meaning that will push up a bit the key
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where the curve is starting to get down
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like on frame 8.
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And I will push a bit down the keys
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where the curve is starting to raise
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like on frame 24.
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Have a look to both polished curve,
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we can see that they are pretty smooth,
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meaning that they are going
from one extreme to the other
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in a smooth fashion,
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without big changes in their shape.
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00:05:02,710 --> 00:05:06,540
But we still recognize our usual pattern
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when we try to bring contrast
between two extremes,
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with a slight plateau
between those two extreme,
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and then the value of the
curve changing a little faster
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during the passing or
during the transitions.
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The fact that we get this plateau
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make the shoulder easing into the extreme
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as if there was some kind of momentum
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during the swinging of the shoulders.
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And the result is pretty
close to what we have blocked.
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Just trying to get linear curve
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with a bit more contrast.
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Swing a bit with the timing,
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whenever the shoulder should
raise or twist forward.
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Just double check the
reference frame by frame,
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and you should find the right timing.
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Then regarding the shape of the curve,
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been following all the lessons so far,
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you should be a little more comfortable
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with editing those curve
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and those S shape with a slight plateau
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will be read as for the
Z quaternion rotation
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and hold forward and backward
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during the twisting,
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and for the Y quaternion rotation
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and hold upward or downward
during those extremes.
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Once I was done with the Z
and Y quaternion rotation,
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I switched to the X quaternion rotation
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to be super subtle,
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because if you go extreme on this,
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your character will look
drunk or unbalanced.
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And we will input more up and down
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using the Z location of this controller.
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In the end, I'm just
taking the whole curve
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and offsetting it by two frame.
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But the character bend a bit
forward just after the impact.
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And as it's pushing,
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then it will start bending
backward after the up pose.
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And the bend backward will
be pushed as it fall down
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as his body is getting lower and lower.
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So, there is not that
much editing on that curve
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00:07:10,290 --> 00:07:14,220
but just offsetting it
in time on the X axis
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by two or three frame.
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Then I will duplicate
frame 32, set it to 3,
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move it on frame 0
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and then get rid of any keys
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that goes beyond the
frame 0 and the frame 32.
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Explain before, one extra
detail I'd like to add
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is the up and down motion
of the chest controller.
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It is currently driven
by the Z location curve
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of the chest controller.
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The curve is currently flat
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because I haven't posed any location
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during the blocking stage.
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The idea is to animate
the Z location curve
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based on the motion of the torso root.
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So I'm tracking the motion
path of the torso root
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to double check whenever
it's accelerating down,
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but you don't really need to do it.
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By simply going frame by frame,
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you will feel the moment the
body's accelerating down,
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and the moment the body
is accelerating up.
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The idea is to create an
overlapping motion of the chest
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whenever the body hits its lower pose,
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we will then, one frame later,
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or two frame later, push the chest down.
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We will hold a bit this
pose for a couple of frame
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as the body is raising.
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And then just after the up pose,
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when the body is falling down,
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we will raise the chest.
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As the chest is dragging,
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it's falling, but with a bit of delay.
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I've mainly work the curve
between frame 14 and frame 22,
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because this is the time
where we have a big change
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in the cock position.
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And this is your to work on this segment
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and then duplicate the
keys around frame 0 and 32
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then working the transition
from frame 32 to 0.
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In the end, this bouncing
motion will occur twice
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during our walk cycle.
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So once I've polished the one
between frame 14 and frame 22,
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I can duplicate my keys so
that it repeats 16 frame later.
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It's a very subtle bounce
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but it brings a bit of
texture to our motion.
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While we need to bring a bit of motion
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in the neck and head,
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we will keep it as subtle as possible
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unless you want to
build a goofy walk cycle
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that could fit a drunk
guy or even the babies
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that has a lot of trouble to
hold his head in position.
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You don't want to move the
head and the neck too much
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during your walk cycle
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or your character will
look like a chicken.
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So for the neck,
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I will only work on the
X quaternion rotation.
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When the character is moving up,
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clean a bit forward to
make the head dragging.
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And when the body will be falling forward,
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the neck will move backward.
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And I will apply the same
principle for the head.
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Right now I'm just making sure
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that my cycle is repeating
over my whole curve.
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Though each time I find a spot
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where I feel like my animation is right,
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I can duplicate the keys
and move them by 16 frame.
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This way I'm sure I get a consistent cycle
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that look right.
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Then I will do exactly the same thing,
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but this time with the head controller.
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Just track the tip of the nose
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or the chin of your character
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as a point of reference.
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And again, keep this motion
as subtle as possible.
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You may not see it, just feel it,
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like the head is a bit
wobbling but very subtly
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so that we feel like the
character is in control.
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If you feel comfortable enough,
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you can add a bit of Z quaternion rotation
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to create a bit of side to side delay
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in the rotation of the head
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but it has to be super subtle.
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Even more subtle than
this X rotation curve.
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00:11:14,160 --> 00:11:15,090
So in the end,
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if you don't animate the other channel,
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that's perfectly fine.
231
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The torso polishing done.
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I'd like to add extra bit of details
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and to add a bit of bouncing
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on the pectoral muscle of the character.
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If you display the torso
tweak layer of bones,
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you will find a controller
for pectoral muscle.
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The idea is that we will be
only animating one of them
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on its Z location,
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and then we will copy and paste its curve
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onto the other one.
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I will only animate direction
of the pectoral muscle
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on the impact.
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If it was a female character,
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there will be a lot of motion,
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whether up and down, side to side,
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because women breast
is mainly made of fat.
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In the case of our character,
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I only want to create motion
249
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whenever we are reaching the impact frame.
250
00:12:04,730 --> 00:12:07,830
So as the torso travels fast down
251
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before the contact frame,
252
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I will slightly raise the Z curve
253
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to push the pectoral muscle up,
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hold for a couple of frame,
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00:12:16,970 --> 00:12:19,970
and then I will push it down super fast.
256
00:12:19,970 --> 00:12:23,453
We create a slight S curves
that goes up and down
257
00:12:23,453 --> 00:12:25,890
with a smaller and smaller amplitude
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00:12:25,890 --> 00:12:29,520
will create a slight bouncing effect
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that is losing strength over time.
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I was happy with this first bounce,
261
00:12:34,950 --> 00:12:38,200
as usual, I've duplicated all the keys
262
00:12:38,200 --> 00:12:41,340
and moved them back by 16 frame.
263
00:12:41,340 --> 00:12:43,440
From there, I can copy the curve,
264
00:12:43,440 --> 00:12:45,600
select the other controller,
265
00:12:45,600 --> 00:12:48,720
then double-click its Z location channel,
266
00:12:48,720 --> 00:12:50,590
get rid of all the key
267
00:12:50,590 --> 00:12:52,650
but the first and the last,
268
00:12:52,650 --> 00:12:56,210
and just press Control
+ V to paste the motion.
269
00:12:56,210 --> 00:13:00,730
Now both pectoral muscle
move with the same bounce.
270
00:13:00,730 --> 00:13:03,740
If you want to push a bit your walk cycle,
271
00:13:03,740 --> 00:13:05,620
you can apply the same effect
272
00:13:05,620 --> 00:13:07,570
on the butt of the character.
273
00:13:07,570 --> 00:13:10,040
But I will call the torso polishing done,
274
00:13:10,040 --> 00:13:13,137
and now we need to polish
the shoulders and the arms.
21237
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