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- Since animation is a sequence of poses.
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Creating good poses is a must have skill.
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So let's study the different
features that make a oppose
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a good pose.
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In the previous video, we
have seen the line of action.
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So clearly it's super important
that your line of action
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are clearly defined on all your poses.
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It will help to read your poses.
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It will help to read the
flow of your animation.
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So this is definitely the first
thing you have to look after
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when building your pose.
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Senior, or the evolution
of the line of action
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clearly communicates
the flow of the motion
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and the emotion.
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Second thing you have
to look for, is balance.
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Characters that look off
balance will look weird
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even to a non-animator.
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You as an animator should know how to fix
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enough balance pose or
enough balance character
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or a static pose.
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A good technique is to draw a box
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around the main feature of the body.
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The ones that wait the more.
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Since the main goal of
balance is to fight gravity,
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draw a straight vertical line
in the middle of this box.
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This line should basically come across
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your center of gravity.
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If you don't have at least one
contact point or better two
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or three contact point under this line,
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your character will look off balance.
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In the case of three
contact point or more,
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the center of gravity, just has to be bind
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to the triangle shape formed
by those contact points.
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When you have only two points
of contact with the ground,
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the center of gravity
should come across the line
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drawn by those two contact points.
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Finally, when you have
only one contact point
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with the ground, your center of gravity
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must be vertically aligned
with this contact point.
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Note that your center of
gravity is not always centered
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around your hips.
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You have to take in account
the weight of your legs,
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of your arms whenever you're
trying to balance yourself
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by spreading your arms on the side
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or whatever piece of
equipment you are wearing.
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The next important thing
whenever you are building
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a strong pose is silhouette.
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It's the main feature
that's gonna be identifiable
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on your character pose.
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While the inner shapes of your
character might need other
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to notice or to identify like
the head of the character
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on this pose.
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Reading inner shapes will
greatly depend on the quality of
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the character design and its contrast.
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A good practice is to have a dedicated
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window in blender with a 3D
view set to flat shading.
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If you're animating to camera,
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these should be the camera view.
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This way you will always have a sneak peek
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to the silhouette of your character.
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Now that we know how to
display our silhouette,
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what makes a good silhouette?
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The most important thing is readability.
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The trident is currently a good example,
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showing the three teeth or
three points of the tridents,
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make it clear on the silhouette view.
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While if I rotate it by a few
degrees and show its profile,
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it doesn't read well anymore.
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We no longer identify a
trident, but simple spear.
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If we scrub through the animation,
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most of the poses are clear
on this one, the legs,
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the arms and the sword
are clearly identifiable.
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The same will apply to this pose
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where we can clearly
see that the character
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is handling this weapon with two hands
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or even this pose where through camera,
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I slightly offset the
position of the sword
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so that it appear in the
back of the character.
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While I did the mistake
on the specific pose
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to not have a clear silhouette.
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And I received this as a
critique a lot of time.
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And that's a bummer because
this is one of the strongest
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moment in the animation.
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This could have been
improved by slightly rotating
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the whole character so
that we can see more
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of a profile of the character
distinguishing both feet
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and a bit of the arms.
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Another principle that will help you build
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a solid silhouette is
simplicity versus complexity.
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If we have a look to
those different poses,
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we can clearly see that
one side of the character
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has almost a straight
line or a smooth curve.
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While the opposite side of the character
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is generally more detailed.
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This will improve the
appeal of your poses.
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It will also improve their readability
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by giving them an orientation
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or at least giving them contrast.
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We did talk a lot about
contrast in our motion
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whenever we have an odd
and a fast transition
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That's the same regarding posing,
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simplicity versus
complexity brings contrast.
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And so it brings more
interest into the pose.
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Another important point
regarding silhouette
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is negative space.
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Negative spaces are the
holes in the silhouette
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of the character.
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When you have overlapping
features like the arm crossing
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the body of the character in this case,
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make sure that you use those
negative space to show the
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different features that will
help the viewer to identify the
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different parts of the character.
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Like the same here of the
silhouette of the biceps
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that allow us to clearly identify the hand
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or the arm of the character.
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You should also try to avoid tangent
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on your character or on your silhouette.
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On this specific pose, the leg get tangent
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with the end of the spear
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and why it's not the end of the world
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that could be improved if
the character was moved a bit
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to one side or the other
so that we have no tangent
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between the leg and the spear
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and we can clearly identify both features.
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There is another pose that look decent,
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but that will read better
and it will be more appealing
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if we were to separate a bit
the silhouette of the legs
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and break the tangent in the
arms by showing the wrist
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or an elbow, for example.
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Avoid twinning in your poses.
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Twinning occurs whenever you
have two features of the body,
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like the hands or the
feet that have exactly
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the same pose.
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While it can be something
you voluntarily create
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to bring strengths to a pose
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or to bring control into a pose
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like on the beginning of this jump,
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where everything about
the body of our character
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is symmetrical.
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This is something you should live out.
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For example on this pose,
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both feet have a slight different of pose.
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If I make them having the same pose,
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it won't look as appealing
as the previous one.
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Twinning will bring a lot of stability
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and so it will kind of break the momentum
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or the contrast in the pose.
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Twinning can also occur in timing.
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For example here, my character is catching
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both sword at the same time,
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and this is a personal choice
because I want to show that
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he's perfectly knowing what he's doing
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and mastering his art.
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So twinning both in timing
and in the pose can show
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strength and stability.
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But in the case of this jump for example,
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if I was to make both feet
arrive at the same time,
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that will make the animation
a bit less appealing
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and interesting.
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In the end twinning bring
a sense of perfection.
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And whenever you're achieving art,
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what you want to avoid is perfection.
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There is a lot of randomness in life,
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and she's what we want to represent.
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We want to make it alive, not
to make something perfect,
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something CG.
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Another thing you should
avoid are perpendicular lines.
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If I take these pose that is decent
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and I now make the arm
perpendicular to the spear
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by straightening the elbow,
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making this pure vertical,
that will look super stiff.
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And if I even exaggerate
despite straightening
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the whole torso, the neck, the head,
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or even the other arm
that will look really bad.
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And my last advice,
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try not to hide any
part of your character.
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There will be many times where
it's gonna be impossible,
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but when you have the
choice like on this pose,
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make sure that we see
a bit of the fingers.
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Don't hide them into the silhouette.
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Or on this other pose,
the pose looks great.
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But if I twist a little more the hand,
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I won't be seeing the thumb anymore.
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So the end will be harder to identify.
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That's a little detail, but
it will make the difference.
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So whenever you are
pausing your character,
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make sure you hit all
the notes in this video.
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Watch full line of action
that we have explained
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in the previous video.
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Watch for balance, make
sure that your character
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is not falling, especially
if he's turning.
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Be very aware of the
importance of the silhouette.
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Watch for readability of the silhouette.
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Watch for simplicity versus
complexity in your silhouette.
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Use negative space, avoid the tangent.
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Break twinning by angling
a bit your character.
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Break perpendicular lines,
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avoid hiding part of your character.
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In the next video, we will
start building our first poses.
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