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- [Instructor] We are slowly
but surely getting close
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to the end of this chapter,
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as we just need to polish
the arm of our character.
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It's gonna be very easy
because we will deal
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with the arms as a simple,
overlapping motion,
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animating the shoulders
in reaction to the torso
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the arms in reaction to the shoulders,
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and the forearm, hands and fingers
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in reaction of their parents in the chain.
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To polish the shoulder, I
prefer to hide the arms.
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They bring a lot of motion to the screen,
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and that could be distracting.
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As usual, for most of our
forward kinematic controllers,
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I will start with the rotation.
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The X rotation channel drives the rotation
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that goes up and down on the shoulders,
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while the Z rotation drive the forward
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and backward motion of the shoulder.
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We will then slightly
adjust to Y rotation curve,
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but without that much amplitude,
because if you remember
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in the rotation video, I explained
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that if we go too far
with this third axis,
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we may encounter gimble lock.
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Here, I'm starting with
the X rotation curve
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that drives the up and down
motion of the shoulder.
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Editing this curve will be
pretty straight forward,
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as we are animating the
shoulders in reaction
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to the torso motion.
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Whenever the torso is raising,
I will lower the shoulder,
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and whenever the torso is falling,
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I will raise the shoulder,
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and we need to bring extra
contrast on the extremes.
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(mumbles) polishing the chest
for the open-and-down motion,
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we generally mirror or repeat
the cycle over 16 frames,
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as the chest is aligned
with the center of gravity,
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whether we were stepping with
the left foot or right foot,
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we had the same up-and-down behavior,
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but in the case of the shoulder,
there will be a difference
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whenever we are hitting
with the right foot
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or the left foot, since the chest
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is leaning left or right in those cases.
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This is why I'm polishing
the whole X curve,
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not only the frame from zero to 16.
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Goal is to add a bit of overlapping motion
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to have a relaxed shoulder behavior.
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We'll add extra bounce
using the Z location curve
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a little later on.
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The Z rotation curve on the shoulder
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(indistinct) drive the
forward-to-backward motion
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is way easier to understand.
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It looks like curve that we
have already edited before.
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The fast transition
motion, before we ease,
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whether in the forward position
or the backward position.
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Boom, there is a slight
plateau to hold the pose.
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(indistincT) bell-shaped
curve will give you
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a very smooth motion,
while a more stepped curve
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will you give you more contrast in motion.
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My preference goes generally
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toward a more contrasting motion,
which is more interesting.
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The curve is just about the
twisting of the shoulder,
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which on a human being, is super subtle.
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Bend is like a few degrees.
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In this regard, I'm
mainly smoothing the curve
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so that this wide rotation curve
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doesn't show that much on the animation
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and we don't get any popping issues.
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While I would like to add
extra motion to the shoulder,
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using its Z location to bring
a bit of up-and-down bounce,
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I've decided to mirror the motion
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onto the other shoulder right away.
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The idea is just to check
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if the current polishing of the shoulder
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is satisfying before
I bring extra details.
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I've done this a lot of time.
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You can complete the
curve from one shoulder,
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then go on to the other.
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Press control shift to V to paste them
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with the mirror option,
and then duplicate them
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on the whole length by 32 frame
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and offset them back by minus 16 frame.
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As explained before,
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I want to bring a bit of extra motion
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with the shoulder bounce.
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This might not be a good idea
on a very slim character,
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but since our character
is pretty muscular,
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it will bring extra
weight to the shoulders
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and they will look very relaxed.
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So I have isolated the Z location curve
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by IDing all the other ones.
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Try to focus on the chest motion.
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As the chest go down,
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we will make the shoulder drag up.
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There is a lot of compression, or impact,
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on the chest on frame four.
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So I'm hitting the lowest
position for the shoulder
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two frames later on frame six.
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Then the character hit its
highest point around frame 10.
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So again, I'm pulling the
shoulder up at its highest point
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around the frame 12, two frames later.
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There is no impact on the up pose.
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This is why I have a hold on
the pose, or a slight plateau.
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The shoulder hits its extreme
high pose around the frame 12,
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and then it drags as
the body is going down.
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So it's keeping its up pose a bit
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while the lowest (indistinct)
changing the curve
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on frame six and 22,
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mark the impact after
the contacting frame.
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Again, our curve doesn't
perfectly repeat along 16 frame,
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since the torso is leaning left or right
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during those 32 frames.
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So as the torso is leaning to
the right of the character,
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I'm (indistinct) the up
pose of the left shoulder.
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I feel like I've reached
a satisfying motion
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for the shoulder.
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I've run a strength test.
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So basically, I will increase or decrease
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the scale of the current
curve and see how it looks.
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It will increase
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or decrease the up-and-down
motion of the shoulder
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and make it more or less noticeable.
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To do so, we will need
to use the 2D cursor
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as a pivot point.
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So I will first position it properly
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by going into the view tab and
setting its Y value to zero.
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Then in the pivot point selection,
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I will select the 2D cursor
as being the pivot point.
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With all the control points selected,
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I can press S to scale and
Y to constrain the scaling
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along the Y axis of the curve.
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Increasing the Y scale
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will increase the amplitude of the motion
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and make it more noticeable.
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Decreasing it will make it more subtle.
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What I advise you is to scale the curve
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while playing the animation.
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This way, you can have
a real-time feedback,
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that generally feels better
than modifying the curve
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and then playing the motion.
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Once I'm happy with the result,
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I will mirror the curve
onto the other shoulder.
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Don't forget to check your
motion from every angle.
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For the up-and-down motion,
we can clearly see it
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from the back view of the character.
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It's great to make this
up-and-down motion noticeable;
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don't overdo it, though.
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In the next video, we are
going to polish the arm
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for arms and hands.
11794
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