Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:01,670 --> 00:00:02,503
- [Pierrick] In this video,
2
00:00:02,503 --> 00:00:05,720
we are going to learn our first pose
3
00:00:05,720 --> 00:00:10,720
and I will teach you some tips
about good posing workflow.
4
00:00:10,870 --> 00:00:12,880
You will find in the documentation
5
00:00:12,880 --> 00:00:15,470
a link to my Pinterest collection.
6
00:00:15,470 --> 00:00:19,290
It includes a lot of
different poses from sports,
7
00:00:19,290 --> 00:00:23,750
martial arts, that you can
use to repeat this exercise.
8
00:00:23,750 --> 00:00:26,470
The more you will do,
the better you will get.
9
00:00:26,470 --> 00:00:30,690
It's perfectly fine to
use drawing references
10
00:00:30,690 --> 00:00:33,350
whenever you are creating your poses
11
00:00:33,350 --> 00:00:36,470
or searching for references
for your animation.
12
00:00:36,470 --> 00:00:38,000
But for this exercise,
13
00:00:38,000 --> 00:00:40,410
I advise you to use a photo
14
00:00:40,410 --> 00:00:44,490
because if you are using drawing
references or illustration,
15
00:00:44,490 --> 00:00:46,660
there is big chance that the artist
16
00:00:46,660 --> 00:00:50,280
has already pushed the pose,
like on this one, for example.
17
00:00:50,280 --> 00:00:52,700
So again, I truly encourage you
18
00:00:52,700 --> 00:00:56,480
to watch as much illustration
and drawing as possible,
19
00:00:56,480 --> 00:00:59,790
even try to reproduce those poses.
20
00:00:59,790 --> 00:01:02,410
But for the sake of learning,
21
00:01:02,410 --> 00:01:05,770
I think it's better to
use photo references.
22
00:01:05,770 --> 00:01:09,610
Here is the first pose
we are going to work on.
23
00:01:09,610 --> 00:01:12,300
you will find the link
in the documentation.
24
00:01:12,300 --> 00:01:14,020
Here is what we have to look for
25
00:01:14,020 --> 00:01:16,360
whenever we start working on a new pose.
26
00:01:16,360 --> 00:01:18,800
First of all, the line of action.
27
00:01:18,800 --> 00:01:21,440
In this case, it's super obvious.
28
00:01:21,440 --> 00:01:24,040
It goes from the right foot to the head.
29
00:01:24,040 --> 00:01:28,820
So, we definitely need to
define this line of action
30
00:01:28,820 --> 00:01:30,010
in our posing.
31
00:01:30,010 --> 00:01:32,580
Then I'm looking for secondary shapes.
32
00:01:32,580 --> 00:01:35,120
Look at the flow in the arms.
33
00:01:35,120 --> 00:01:39,060
It creates a nice S shape
with shoulders aligned.
34
00:01:39,060 --> 00:01:42,160
Then I'm looking at the leg flow,
35
00:01:42,160 --> 00:01:45,440
creating a nice angle with the body.
36
00:01:45,440 --> 00:01:49,640
And finally, the torso creates
this nice and smooth curve.
37
00:01:49,640 --> 00:01:53,080
So, those lines are the
one we need to identify
38
00:01:53,080 --> 00:01:56,400
and clearly define in our posing.
39
00:01:56,400 --> 00:01:58,880
Third thing I like to do on my references
40
00:01:58,880 --> 00:02:01,550
is try to define the orientation
41
00:02:01,550 --> 00:02:05,470
of the main features of the
body, especially the torso.
42
00:02:05,470 --> 00:02:07,780
I will quickly draw some lines
43
00:02:07,780 --> 00:02:11,360
that defines the orientation of the torso
44
00:02:11,360 --> 00:02:16,210
and its main shape, as if I
was sketching the current pose.
45
00:02:16,210 --> 00:02:19,800
The simple thing of doing
this is writing in my brain
46
00:02:19,800 --> 00:02:21,690
what I will have to look for.
47
00:02:21,690 --> 00:02:24,230
So, whenever you are using a reference,
48
00:02:24,230 --> 00:02:26,910
just draw some line on top of it,
49
00:02:26,910 --> 00:02:30,150
trying to identify the
shoulder orientation,
50
00:02:30,150 --> 00:02:33,480
the eye orientation and
the torso orientation.
51
00:02:33,480 --> 00:02:36,110
Let's get started and prepare our file.
52
00:02:36,110 --> 00:02:38,040
I'm starting where we left
53
00:02:38,040 --> 00:02:40,170
with our run cycle finished
54
00:02:40,170 --> 00:02:43,580
and then will search for the keying action
55
00:02:43,580 --> 00:02:44,870
in the action editor.
56
00:02:44,870 --> 00:02:47,010
I will duplicate this action
57
00:02:47,010 --> 00:02:52,010
with our character in a rest
pose and rename it 04-post-01.
58
00:02:53,110 --> 00:02:55,210
Don't forget to click the shield icon,
59
00:02:55,210 --> 00:02:56,870
I've just forgotten to do it.
60
00:02:56,870 --> 00:03:00,800
Then on my second 3D view,
I will rework the shading
61
00:03:00,800 --> 00:03:03,870
and set it to flat, object color,
62
00:03:03,870 --> 00:03:06,070
get rid of cavity and shadows
63
00:03:06,070 --> 00:03:09,370
so that I get a raw
silhouette of my character.
64
00:03:09,370 --> 00:03:12,170
I will go back to my main 3D view
65
00:03:12,170 --> 00:03:16,440
and in object mode, I will
press Shift + A to add a camera.
66
00:03:16,440 --> 00:03:19,400
Now, the camera should appear in outliner
67
00:03:19,400 --> 00:03:22,330
on the root of the scene collection.
68
00:03:22,330 --> 00:03:24,200
With my 3D viewport view
69
00:03:24,200 --> 00:03:27,130
aligned with the front of the character
70
00:03:27,130 --> 00:03:31,600
I will press Control +
Alt + zero on the numpad
71
00:03:31,600 --> 00:03:35,360
to set this as being the camera view.
72
00:03:35,360 --> 00:03:37,970
I really clean the
camera transform channels
73
00:03:37,970 --> 00:03:41,870
so that there is no offset
on the X-axis location
74
00:03:41,870 --> 00:03:45,213
and no rotation but on the X-axis.
75
00:03:45,213 --> 00:03:47,470
I will hover over my second 3D view
76
00:03:47,470 --> 00:03:50,350
and press zero to switch to camera view.
77
00:03:50,350 --> 00:03:52,473
And then instead of the outliner,
78
00:03:52,473 --> 00:03:57,100
I will open the image editor
and load the reference.
79
00:03:57,100 --> 00:03:59,300
You will find it in the files,
80
00:03:59,300 --> 00:04:01,850
or you can download it from Pinterest
81
00:04:01,850 --> 00:04:03,960
or download any other reference
82
00:04:03,960 --> 00:04:06,570
if you want to work on another reference.
83
00:04:06,570 --> 00:04:09,680
Now what I'm doing is
positioning the camera.
84
00:04:09,680 --> 00:04:11,880
I'm having a look to the reference
85
00:04:11,880 --> 00:04:15,270
and it seems that the
person taking the picture
86
00:04:15,270 --> 00:04:18,120
is slightly higher than the character,
87
00:04:18,120 --> 00:04:20,160
as we can see the top of the shoulders
88
00:04:20,160 --> 00:04:22,490
and the top of the head of the character.
89
00:04:22,490 --> 00:04:24,160
So from a side view,
90
00:04:24,160 --> 00:04:27,710
I will slightly raise
the camera to 1.4 meters.
91
00:04:28,905 --> 00:04:31,482
I will push it to the character
92
00:04:31,482 --> 00:04:35,837
and reduce a bit the focal
length to 40 millimeters
93
00:04:35,837 --> 00:04:37,440
to get a wider angle.
94
00:04:37,440 --> 00:04:41,500
We will revise the camera
a bit later on if needed.
95
00:04:41,500 --> 00:04:44,240
The last thing I will
do is go back to my rig,
96
00:04:44,240 --> 00:04:46,830
press Control + Tab to
switch to pose mode,
97
00:04:46,830 --> 00:04:49,090
I will go to the rig properties panel,
98
00:04:49,090 --> 00:04:51,150
search for HEAD-FOLLOW and NECK-FOLLOW,
99
00:04:51,150 --> 00:04:54,540
set the NECK-FOLLOW to one
and the HEAD-FOLLOW to zero.
100
00:04:54,540 --> 00:04:56,440
That's a personal preference.
101
00:04:56,440 --> 00:04:58,340
But they feel like my characters
102
00:04:58,340 --> 00:05:01,310
generally have a better behavior
103
00:05:01,310 --> 00:05:02,960
with the neck following the chest
104
00:05:02,960 --> 00:05:05,980
and the head being free
of any rotation hierarchy.
105
00:05:05,980 --> 00:05:08,880
For me, the most important controllers
106
00:05:08,880 --> 00:05:12,380
whenever you are posting a
character that is on the ground
107
00:05:12,380 --> 00:05:15,430
are the torso controller and the feet.
108
00:05:15,430 --> 00:05:19,640
And the torso controller or
center of gravity controller
109
00:05:19,640 --> 00:05:22,570
is the main and most important controller,
110
00:05:22,570 --> 00:05:24,860
whatever the pose you are doing.
111
00:05:24,860 --> 00:05:26,710
So the first thing you have to do
112
00:05:26,710 --> 00:05:29,580
is pose the torso controller.
113
00:05:29,580 --> 00:05:31,010
I'm lowering it
114
00:05:31,010 --> 00:05:35,320
and I'm rotating it to the
side on its local Z-axis
115
00:05:35,320 --> 00:05:38,310
by pressing R and Z twice,
116
00:05:38,310 --> 00:05:42,960
so that I can manipulate the
controller in its local space
117
00:05:42,960 --> 00:05:47,590
since by default my pivot
point is set to global.
118
00:05:47,590 --> 00:05:50,440
Then the most important controllers
119
00:05:50,440 --> 00:05:52,500
are the feet controllers.
120
00:05:52,500 --> 00:05:55,480
I am using inverse kinematic as usual,
121
00:05:55,480 --> 00:06:00,480
and I'm manipulating those
controllers on the Y and X-axis
122
00:06:00,890 --> 00:06:03,040
so that they stick to the ground.
123
00:06:03,040 --> 00:06:07,090
Before even watching the
whole shapes of the leg,
124
00:06:07,090 --> 00:06:09,590
I'm watching the orientation of the feet.
125
00:06:09,590 --> 00:06:13,270
One of the big benefit of 3D animation
126
00:06:13,270 --> 00:06:16,790
is that we can focus on each
feature of the character
127
00:06:16,790 --> 00:06:17,760
one by one.
128
00:06:17,760 --> 00:06:22,760
So I first make sure that my
feet are properly oriented
129
00:06:23,180 --> 00:06:26,010
and properly matching the reference.
130
00:06:26,010 --> 00:06:29,760
Then, as we need to adjust to torso shape,
131
00:06:29,760 --> 00:06:33,948
just make sure that you use at 90%,
132
00:06:33,948 --> 00:06:37,300
the center of gravity or
the torso root controller,
133
00:06:37,300 --> 00:06:41,907
and then slightly tweak the
chest and hips by rotating them.
134
00:06:41,907 --> 00:06:45,730
As I'm still at working
on the chest, hips,
135
00:06:45,730 --> 00:06:49,200
and torso controller,
just look at the knees.
136
00:06:49,200 --> 00:06:52,320
I've also posed the pole target
137
00:06:52,320 --> 00:06:54,540
so that the right leg knee
138
00:06:54,540 --> 00:06:58,380
point a bit inward toward the camera
139
00:06:58,380 --> 00:07:02,930
while the left leg knee
point a bit on the outside.
140
00:07:02,930 --> 00:07:04,440
At the end of the posting,
141
00:07:04,440 --> 00:07:07,890
almost every single
controller of the character
142
00:07:07,890 --> 00:07:09,400
will be posed.
143
00:07:09,400 --> 00:07:12,863
As any form of art, there
is a lot of back and forth.
144
00:07:14,510 --> 00:07:17,100
You need to watch your
character from every angle
145
00:07:17,100 --> 00:07:18,780
to make sure that it looks good.
146
00:07:18,780 --> 00:07:21,580
Since the legs and the
torso of my character
147
00:07:21,580 --> 00:07:23,290
are more or less posed,
148
00:07:23,290 --> 00:07:26,600
I can now rework a bit
the camera position.
149
00:07:26,600 --> 00:07:29,620
I press Control + Tab
to get out of pose mode.
150
00:07:29,620 --> 00:07:33,670
And then I can click the
outer edges of the camera view
151
00:07:33,670 --> 00:07:34,780
to select it.
152
00:07:34,780 --> 00:07:35,730
Then from this view,
153
00:07:35,730 --> 00:07:39,410
you can press G and Z
twice to zoom in and out.
154
00:07:39,410 --> 00:07:43,860
Or press R and the axis of your
choice to rotate the camera.
155
00:07:43,860 --> 00:07:47,130
I've slightly lowered the
camera as it was too high
156
00:07:47,130 --> 00:07:50,453
and rotated it so that I can
nicely frame the character.
157
00:07:50,453 --> 00:07:54,683
Here you can see the actual
transform values of the camera.
158
00:07:56,830 --> 00:07:57,850
From the camera view,
159
00:07:57,850 --> 00:08:02,400
I can slightly adjust the
center of gravity position
160
00:08:02,400 --> 00:08:05,430
and also work a bit on
the hips controller.
161
00:08:05,430 --> 00:08:07,013
Note that the hips controller
162
00:08:07,013 --> 00:08:10,420
will have a lot of impact
on your legs shape.
163
00:08:10,420 --> 00:08:12,490
Watch for the groin alignment
164
00:08:12,490 --> 00:08:15,350
and the chest alignment of the reference.
165
00:08:15,350 --> 00:08:17,570
You can see it's leaning a bit forward,
166
00:08:17,570 --> 00:08:20,460
so I'm adjusting it accordingly.
167
00:08:20,460 --> 00:08:22,220
As for life drawing,
168
00:08:22,220 --> 00:08:25,270
watch your reference as often as possible.
169
00:08:25,270 --> 00:08:27,430
Don't over-focus on your character
170
00:08:27,430 --> 00:08:30,210
and forget that you have
to check the reference.
171
00:08:30,210 --> 00:08:32,460
Once I feel like I have a good pose,
172
00:08:32,460 --> 00:08:34,830
I will check my center of gravity
173
00:08:34,830 --> 00:08:37,230
by checking my character from the bottom
174
00:08:37,230 --> 00:08:39,210
and checking the feet alignment
175
00:08:39,210 --> 00:08:42,900
compared to the center of
gravity, or from a side view.
176
00:08:42,900 --> 00:08:46,540
And it feels like my character
is a bit out of balance.
177
00:08:46,540 --> 00:08:51,100
His center of gravity is
a bit too far on his back.
178
00:08:51,100 --> 00:08:54,280
So I feel like the character
will fall on this bottom.
179
00:08:54,280 --> 00:08:55,170
To fix this,
180
00:08:55,170 --> 00:08:59,710
I simply need to push the
center of gravity a bit forward.
181
00:08:59,710 --> 00:09:03,310
This is why it's very
important to check your pose
182
00:09:03,310 --> 00:09:04,400
from every angle,
183
00:09:04,400 --> 00:09:07,940
because this is something
I wouldn't be able to see
184
00:09:07,940 --> 00:09:09,760
through the camera view only.
185
00:09:09,760 --> 00:09:12,710
3D posing is like freaky sculpting,
186
00:09:12,710 --> 00:09:14,810
and you won't be sculpting a character
187
00:09:14,810 --> 00:09:18,090
without turning around
it most of the time.
188
00:09:18,090 --> 00:09:22,510
And this is also why
sculpting and drawing,
189
00:09:22,510 --> 00:09:24,470
while they are not mandatory,
190
00:09:24,470 --> 00:09:26,750
will make you a better animator
191
00:09:26,750 --> 00:09:29,800
because you will learn to
better pose your characters.
192
00:09:29,800 --> 00:09:31,150
One thing I've noticed
193
00:09:31,150 --> 00:09:34,270
is that I've rotated the
neck too much forward.
194
00:09:34,270 --> 00:09:36,780
As being a continuity of the spine
195
00:09:36,780 --> 00:09:38,680
that goes through the chest,
196
00:09:38,680 --> 00:09:42,460
try to keep your neck slightly
aligned with the chest
197
00:09:42,460 --> 00:09:43,673
for a better flow.
198
00:09:45,660 --> 00:09:47,160
And then I can rotate the head
199
00:09:47,160 --> 00:09:49,200
to try too match the final pole.
200
00:09:49,200 --> 00:09:52,910
I didn't work on the shoulder
or the arm on purpose
201
00:09:52,910 --> 00:09:56,290
so that we can focus on legs and torso.
202
00:09:56,290 --> 00:09:59,970
Don't hesitate to hide
the arms to rig the pose.
203
00:09:59,970 --> 00:10:01,710
Your brain will do the job
204
00:10:01,710 --> 00:10:04,680
of figuring out where the arms should be
205
00:10:04,680 --> 00:10:07,580
and you can have a clear
view of your current pose.
206
00:10:07,580 --> 00:10:11,450
So I can now pose the arm,
I will display them again,
207
00:10:11,450 --> 00:10:14,190
and I will start with the shoulders.
208
00:10:14,190 --> 00:10:17,250
The shoulders are clearly
raised on the character,
209
00:10:17,250 --> 00:10:18,760
so I would rotate them,
210
00:10:18,760 --> 00:10:21,010
and then I would start
posing the left arm.
211
00:10:21,010 --> 00:10:22,850
When posing the forearm,
212
00:10:22,850 --> 00:10:27,230
do remember that your elbow
can rotate only on one axis,
213
00:10:27,230 --> 00:10:29,250
the local Z-axis.
214
00:10:29,250 --> 00:10:31,950
Whenever I need to change
the orientation of the arm,
215
00:10:31,950 --> 00:10:36,030
I will twist the arm controller,
not the forearm controller.
216
00:10:36,030 --> 00:10:37,860
And then I pose my character
217
00:10:37,860 --> 00:10:40,780
following the chain of hierarchy.
218
00:10:40,780 --> 00:10:43,810
First the shoulder, then the
arm, and finally the forearm.
219
00:10:43,810 --> 00:10:46,630
Then I will work on the other arm.
220
00:10:46,630 --> 00:10:49,920
And when I've run the reference analysis,
221
00:10:49,920 --> 00:10:52,930
I've tried to figure where the elbow was
222
00:10:52,930 --> 00:10:54,000
beneath those clothes
223
00:10:54,000 --> 00:10:56,890
so that they can then
select the arm controller
224
00:10:56,890 --> 00:11:00,960
and twist it accordingly so
that the elbow is pointing down.
225
00:11:00,960 --> 00:11:04,850
Then as usual, I will go down
the chain and pose the hand
226
00:11:04,850 --> 00:11:08,033
so that it's slightly
open towards the sky.
227
00:11:09,620 --> 00:11:12,650
From there, I can turn around my character
228
00:11:12,650 --> 00:11:16,330
and spot that the arm is not
aligned with the shoulder,
229
00:11:16,330 --> 00:11:19,910
and it generates a weird
angle that doesn't look good
230
00:11:19,910 --> 00:11:22,410
and that is not anatomically correct.
231
00:11:22,410 --> 00:11:24,170
If you hold your shoulder
232
00:11:24,170 --> 00:11:27,150
and try to rotate your arm backward
233
00:11:27,150 --> 00:11:29,320
with your elbow pointing down,
234
00:11:29,320 --> 00:11:31,840
you won't be able to reach this angle.
235
00:11:31,840 --> 00:11:34,150
So I will fix a bit the pose,
236
00:11:34,150 --> 00:11:36,810
and now look at the flow
between the two arms.
237
00:11:36,810 --> 00:11:40,180
But most of the time you
want your arms to flow
238
00:11:40,180 --> 00:11:41,490
in a nice curve.
239
00:11:41,490 --> 00:11:43,890
You may think of your arms building
240
00:11:43,890 --> 00:11:46,240
a second line of action in a way.
241
00:11:46,240 --> 00:11:47,530
We are almost done.
242
00:11:47,530 --> 00:11:50,550
Now I'm just double checking
the different features.
243
00:11:50,550 --> 00:11:53,040
You can see that my head orientation
244
00:11:53,040 --> 00:11:54,820
doesn't match the reference.
245
00:11:54,820 --> 00:11:59,250
So rotating a bit the neck
and the head, I can adjust it.
246
00:11:59,250 --> 00:12:02,300
It's also a good idea
to pose a bit the eyes.
247
00:12:02,300 --> 00:12:05,700
Just check both controller
on top of the eyebrows.
248
00:12:05,700 --> 00:12:07,310
By simply moving them,
249
00:12:07,310 --> 00:12:11,310
you will be able to set
pre-made shapes for the eyebrows
250
00:12:11,310 --> 00:12:15,320
that will all you to reach
appealing pose pretty quickly.
251
00:12:15,320 --> 00:12:17,380
As I'm almost done with the pose,
252
00:12:17,380 --> 00:12:19,990
I'm double checking
the different features.
253
00:12:19,990 --> 00:12:23,360
Slightly repositioning the
foot and reorienting them.
254
00:12:23,360 --> 00:12:25,130
And I will just put another problem
255
00:12:25,130 --> 00:12:28,150
regarding the relationship
between the left shoulder
256
00:12:28,150 --> 00:12:29,350
and the left arm.
257
00:12:29,350 --> 00:12:32,080
This angle here is impossible to reach
258
00:12:32,080 --> 00:12:34,750
between the shoulder and the arm.
259
00:12:34,750 --> 00:12:37,520
Basically, with your shoulder at rest
260
00:12:37,520 --> 00:12:41,410
you can't have your elbow
getting upper than the shoulder.
261
00:12:41,410 --> 00:12:45,500
As soon as you want to rotate
the arm beyond the T pose,
262
00:12:45,500 --> 00:12:47,160
the rotation is done by the shoulder,
263
00:12:47,160 --> 00:12:50,050
creating a nice straight line
264
00:12:50,050 --> 00:12:52,170
between the shoulder and the arm.
265
00:12:52,170 --> 00:12:55,410
So this is really something
you have to remember.
266
00:12:55,410 --> 00:12:59,140
Don't forget that the arm
rotation has a lot of limitation
267
00:12:59,140 --> 00:13:01,500
and you need to compensate
with the shorter.
268
00:13:01,500 --> 00:13:03,930
That's a beginner mistake I see a lot.
269
00:13:03,930 --> 00:13:07,333
So I can fix this issue
and now pose the hands.
270
00:13:08,970 --> 00:13:12,800
One of the most important
controller regarding the hand
271
00:13:12,800 --> 00:13:14,690
is the palm controller.
272
00:13:14,690 --> 00:13:17,630
This is this little controller
on the side of the hand.
273
00:13:17,630 --> 00:13:18,860
When rotating it,
274
00:13:18,860 --> 00:13:19,853
it will curl the hand
275
00:13:19,853 --> 00:13:23,320
with a nice fall off between
the different pan bones.
276
00:13:23,320 --> 00:13:26,650
First beginner mistake
to absolutely avoid,
277
00:13:26,650 --> 00:13:30,570
hands are never flat, unless
you are pushing on a wall.
278
00:13:30,570 --> 00:13:33,960
So please always input a bit of rotation
279
00:13:33,960 --> 00:13:35,790
in this palm controller.
280
00:13:35,790 --> 00:13:38,330
As for the elbow and the arms,
281
00:13:38,330 --> 00:13:41,340
the fingers have limitation
in their rotation.
282
00:13:41,340 --> 00:13:45,520
Remember that your finger
root can tilt a bit
283
00:13:45,520 --> 00:13:47,900
or rotate side to side.
284
00:13:47,900 --> 00:13:50,900
They can curl, but they
can't really twist.
285
00:13:50,900 --> 00:13:54,290
When it comes to next
joint into your fingers,
286
00:13:54,290 --> 00:13:58,320
which are manipulated using
the second controller here,
287
00:13:58,320 --> 00:14:01,080
they should only be able to curl.
288
00:14:01,080 --> 00:14:03,960
So while everything is
possible in animation,
289
00:14:03,960 --> 00:14:08,120
try to match those anatomical constraints
290
00:14:08,120 --> 00:14:10,520
whenever you are posing your character.
291
00:14:10,520 --> 00:14:12,300
Then while moving,
292
00:14:12,300 --> 00:14:15,840
we may need to bend the
limbs of our character
293
00:14:15,840 --> 00:14:19,230
in a weird way, just to follow
the flow of the animation.
294
00:14:19,230 --> 00:14:24,230
But currently, just try to
respect anatomical constraints.
295
00:14:24,340 --> 00:14:26,170
Now regarding the finger pose,
296
00:14:26,170 --> 00:14:27,910
look at how they are grouped.
297
00:14:27,910 --> 00:14:31,790
The index and the middle
finger are linked together,
298
00:14:31,790 --> 00:14:35,870
while the ring finger is
slightly getting away,
299
00:14:35,870 --> 00:14:40,260
and the pinky is the one that
is the most on the outside
300
00:14:40,260 --> 00:14:41,810
and opening the hand.
301
00:14:41,810 --> 00:14:45,020
Finally, don't hesitate
to change the location
302
00:14:45,020 --> 00:14:46,530
of the controller too.
303
00:14:46,530 --> 00:14:48,570
You can move them by grabbing them
304
00:14:48,570 --> 00:14:51,200
if you feel like the rig is breaking
305
00:14:51,200 --> 00:14:54,580
or you can't reach the pose
you are currently looking at.
306
00:14:54,580 --> 00:14:57,150
There is no rule of thumb (chuckles)
307
00:14:57,150 --> 00:14:58,927
whenever you are opposing the hands.
308
00:14:58,927 --> 00:15:02,050
Also, you see, while I'm pushing you
309
00:15:02,050 --> 00:15:04,550
to follow the constraint of the body
310
00:15:04,550 --> 00:15:06,520
whenever you're opposing your character,
311
00:15:06,520 --> 00:15:08,490
what's matter is the shape.
312
00:15:08,490 --> 00:15:12,440
So if you can't reach the
correct shape for the fingers
313
00:15:12,440 --> 00:15:17,440
using an anatomically correct
behavior with the controllers,
314
00:15:18,130 --> 00:15:20,770
just cheat and move them a bit.
315
00:15:20,770 --> 00:15:24,150
Even if those controllers
are called bones,
316
00:15:24,150 --> 00:15:27,080
they don't behave like
a real life skeleton.
317
00:15:27,080 --> 00:15:30,830
Plus you have to take into
account the flesh, the muscle,
318
00:15:30,830 --> 00:15:33,530
the fat on top of the body
319
00:15:33,530 --> 00:15:36,260
that will currently shape your character.
320
00:15:36,260 --> 00:15:38,730
So just move them as you want
321
00:15:38,730 --> 00:15:41,800
so that you can reach the nice pose.
322
00:15:41,800 --> 00:15:46,800
While I do advise you to
follow anatomical constraint,
323
00:15:47,710 --> 00:15:51,130
if you can't reach the pose
you want, just cheat a bit.
324
00:15:51,130 --> 00:15:55,060
So my advice is to always
follow an anatomical constraint,
325
00:15:55,060 --> 00:15:58,320
especially if the rig is built on them.
326
00:15:58,320 --> 00:16:00,830
Which is more or less the
case with this rigging.
327
00:16:00,830 --> 00:16:03,520
But the most important
thing is the result,
328
00:16:03,520 --> 00:16:07,310
this is what your customer,
the viewer, will see.
329
00:16:07,310 --> 00:16:08,570
So if you need,
330
00:16:08,570 --> 00:16:11,750
cheat with the rig to
get to the right result.
331
00:16:11,750 --> 00:16:15,470
An example here, I'm
using this ankle tweaker
332
00:16:15,470 --> 00:16:19,770
just to break a bit the odd
angle I have on the ankle
333
00:16:19,770 --> 00:16:21,730
that doesn't look right.
334
00:16:21,730 --> 00:16:23,500
This is not anatomically correct,
335
00:16:23,500 --> 00:16:25,310
that will be pretty painful,
336
00:16:25,310 --> 00:16:27,550
but in the end it looks a bit better.
337
00:16:27,550 --> 00:16:31,970
So some with small adjustment,
we can call this posing done.
338
00:16:31,970 --> 00:16:32,940
In the next video,
339
00:16:32,940 --> 00:16:36,180
we are going to see how
we can push this pose
340
00:16:36,180 --> 00:16:38,133
to make it even more appealing.
27195
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.