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- Now that we have our base pose,
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it's time for us to push this pose
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to make it more dynamic and appealing.
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We have learned before the fundamentals
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by identifying the line of action
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and studying the basics of
creating a nice silhouette.
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Now it's time to apply those fundamental
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and exaggerate them.
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The first thing I'm going to do
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is duplicate our current
key frames onto frame two.
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This way we can compare both poses
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by hitting the up and down arrows.
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The first thing we can do
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is to push the directionality
of the line of action.
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While on our basic pose
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our line affection create a nice curve,
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I will straighten the line of action
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to give it more directionality.
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The first thing to do is to lower
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the center of gravity of our character
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and push it to the side
on the supporting leg.
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Then we need to increase the contrast
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between the right leg and the left leg,
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meaning that I will try
to make the right leg
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as straight as possible.
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First, with the different
controller in this case
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I will slightly move the pole target
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and I will also use the tweaker controller
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to align the knee with
the ankle and the hips.
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Then I will slightly open
the stance of our character,
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pushing the left foot a bit backwards
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so that it's not out of balance
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and indirectly,
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contrasting the open
stance of our character.
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As usual, this is not a linear work,
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so I may make the character
leaning forward too much,
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then leaning backward,
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then trying different poses
that looks more dynamical.
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In the end, I've chosen to rotate
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the center of gravity more forward
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so that that it reduces a bit
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the profile of the torso
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and makes it more aligned
with the line of action.
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Then we need to tweak
the position of the hips,
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of the torso, of the head also,
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tilting it a bit forward,
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more into the pose.
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And then we can start shaping the arms.
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As for the line of action,
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where I have a smooth curve.
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I've decided to increase
the tension in the arms,
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making the right arm straight
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and supporting the line with the left arm
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by opening it a bit.
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But I was really hesitating
and still hesitating
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to pose it more into an angled way.
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I think this pose works too
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and is also very strong.
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I've straightened what was straight
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and I've created another
angle where it was angled.
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But they feel like there
is more readability
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in the hand of my initial pose,
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so we will stick to it.
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So I will raise the shoulders,
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I will open the hand,
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I will slightly rotate it toward the sky
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and make sure that the
palm is more open too,
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more to the side.
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To keep the directionality,
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when we open the forearm,
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we need to raise the arm
and raise the shoulder.
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I will do the same with the left arm,
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I will make sure that
it's in the continuity
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of the current line of action
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and I will slightly open the hand
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so that we can clearly see the fingers
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on the silhouette of the character
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which wasn't the case previously.
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While it might not look super natural,
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I like to curl the fingers forwards.
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It brings a lot of tension
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as if our character was pushing the air.
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During the whole process,
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I will repeat the same
steps again and again.
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Because it's very odd to push
a controller to its maximum
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without comparing it to the other one.
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Because the pose is to be read as a whole,
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it's a relationship between the legs,
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the torso, the arms, etc.
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So whenever you're pushing the torso,
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then you are rebalancing your
character by moving the feet
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and it changes the pose.
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But then maybe you want to
push this pose even further.
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What I'm trying to explain here is that
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you may need to repeat
the process several time
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before you hit the right pose
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or you hit the most extreme
pose or exaggerated pose
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that still feels right.
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As explained before in
the previous videos,
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we are sculpting the pose.
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And when you are sculpting,
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you don't sculpt the details
of one hand or of the face
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without looking at the whole
body of your character.
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You generally already start looking
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and then you refine each part one by one
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and you refine them
depending on the other one.
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You refine the proportion of
the head based on the chest
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or the proportion of the
legs based on the arm, etc.
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And don't fool yourself,
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animation as an art form
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is really comparable to
drawing or sculpting.
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Because we are shaping
our whole character,
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working on the relationship
between the shoulder,
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the arms, the forearms,
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the hands, the chest, the hips, etc.
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So if you have fundamentals
into sculpting or drawing,
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make sure you also apply them
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whenever you are posing your
character for animation.
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And if you don't have any fundamentals
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in sculpting of drawing,
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don't be afraid to study drawing
and sculpting techniques.
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I'm not meaning that you
need to draw every day
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or sculpt every day,
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but at least read some
book about figure drawing
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because you will see that
a lot of the vocabulary
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we are using in this course,
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or a lot of the fundamentals
we are using in this course
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are applied in drawing and sculpting also.
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So let's jump into the next
video and work on more poses.
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