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- [Instructor] The first pose we've been working on
was a static pose or a balanced pose.
In this new video I like to tackle motion poses
and we will try to push it to an extreme using smears
and rebel limbs.
So the first thing you need to do and I truly advise you
to do it whatever your animation level is to identify
the line of action on the pose.
Even if it seems very obvious on this picture,
drawing this line will help you whenever you are going
to build your pose because it will be written
in your subconscious.
I know it is I'm the first to rush into posing my character
whenever I'm starting a new animation and this is not
the right way to do it.
But what I'm sure is that whenever I do this work prior
to start posing my character, I generally get a better
result.
Second thing I do is to define the lines of interests.
In this case, we have a nice angle with the right leg,
the left arm, and the overall shape made by the connection
between the two arms and the baseball bat.
Then as in the previous video, I will define the orientation
of the face, the torso, and the hips of the character
by drawing lines on top of the character.
Again, this will really improve my posing process
helping me reading the current pose and the orientation
of the different features of the body.
So I will open my previous file,
I will duplicate the current action and I will rename
it, pose number two,
I will get rid of all the key frame on frame number two,
and then I will go on frame zero, enter pose mode,
select all my controllers and press Alt+R, Alt+G,
Alt+S to reset the rotation scale and location
of all the controllers.
From there in the 2D editor, I will open the new reference
picture.
Since this new picture is not framed as the other,
we need to rework our camera,
the current camera as an horizontal format while the new one
needs to be into a vertical format.
To change the format ratio of the camera
we need to go into our output properties,
scroll up till you reach the dimension tab
and replace the resolution X by 1080 and Y by 1920.
From there, I will make sure that I'm in object mode
and I will click on the outer edge of the camera frame,
this will select the camera and I can roughly reposition
it using our two rotating G to move.
Since the reference picture has probably been taken
from afar, I will increase the focal length to 60,
I guess a focal length of 80 or 90 would be better,
but for the time being we will stick to these.
While our character has no baseball bat,
he's equipped with some weapons.
We can go towards the visibility properties and enable
the two ended sword or long sword.
We can continue these as these are some bad-ass baseball
bat and we now need to enable it's rig layer.
By default these two ended sword is parented to the right
hand, meaning that it will follow any motion or movement
of the right hand.
If we head over the weapons properties tab,
we can change the parenting of the sword or of any
of the weapons of the character.
Changing the parent will whether parent it to the right
hand, left hand, or give it no parent so that we can move it
freely inward space where we can definitely pose
our character using forward kinematics for the arms.
Whenever we are manipulating an object,
we've both and in contact with it,
it's easier to have at least one or both end set to inverse
kinematic.
So in the arm properties panel, I will set the arm
fkik.l and .r to one so that we switch to arm
inverse kinematic controllers.
From there, we can enable the arm inverse kinematic
controllers layer and hide the arm forward kinematically.
From there we can pose the arm of our character by simply
selecting the end controller and moving it
and adjust the elbow orientation using the pole target
exactly as we did with the feet.
There are a lot of animators that prefer to use inverse
kinematic all the way from their arms.
I personally prefer forward kinematic to build nice arcs,
but whenever I have contacting pose with the hands
on the wall, on the ground, or on an object like that,
I generally switch to inverse kinematic.
The first thing I will do is press control tab to jump back
into object mode and I will select the camera and hide it,
this way I can start working in front orthographical view
without having the camera object in the middle
of the screen.
As usual, I can always start posing my character
with the center of gravity or torso root controller.
As we have looped to the reference picture,
our goal is to figure out where the torso is pointing at.
Once I get a very basic ID of my torso pose
we can pose the feet, they are very important
since they are supporting the weight of our character,
they will define its balance and the orientation
of the hips.
When posing the feet, if you have to rotate them forward
or backward, I advise you to favorize the foot roll
controller, it has a pretty natural behavior regarding
the posing of the character and when animating it
it's easier than rotating the feet and compensating
any contact.
Don't forget to pose the toes of the character.
And before you focus on the whole leg,
just focus on the feet orientation of the reference.
For the time being I'm just roughly posing each controller
as seen in the previous video you can hardly get
to the right pose or the right position of each controller
in one shot, you need to refine the pose of each controller
by going back and forth on each of them one by one.
With the feet controllers and the leg I can pose,
roughly post, I can go ahead and work a bit more
onto the torso of the character.
I need to twist the torso even more, twist a bit the chest
controller, make it lean to the side,
basically push the pose a little more.
Then I'm watching the head orientation of the reference
picture and I'm trying too match, rotating the neck
controller will offset the head and then I can change
the orientation on the head using the head controller.
As usual the shoulder are very important because they will
shape the chest and the overall silhouette of the character,
but they will also change the behavior of the arms
especially when using inverse kinematic.
But before I even try to refine the shoulders
I will position the hands of the character.
You watch carefully the reference, the right hand palm
is pointing up while the left hand home is pointing down.
So I need to rotate the right hand accordingly,
then I will position it in front of the character
and roughly both in space.
Once I have a rough pose for the right hand,
I will pose the left hand and position it on the handle
of the sword.
Here you can see we have a lot of tension into our arm,
and this is because we haven't posed the shoulder yet.
We need to rotate the shoulder inward to loosen the arm
and get a nice angle with the elbow.
Watch out for this nice and smooth C-shape boat
by the shoulder line.
Whenever you are posing the elbow,
double check their position in space,
be aware whenever you are posing,
don't try to guess, just watch the reference.
The left elbow is pointing to the sky making a nice angle
with the shoulder while the right elbow is pushed toward
the chest of the character.
A common mistake you need to absolutely avoid is trying
to reach any weapon pose using only the hand controller,
your hand have a pretty limited range of rotation.
So you can't break the wrist to orientate the plate,
but whenever you are manipulating and object in your hand,
the way you move your finger you open your palm or not
will change the orientation of the object.
So please move the object using the object controller.
Getting back on to our pose we can see that both
end are very close one to the other,
so I fix that and now I'm rotating the shoulder so that
I can reach the same range of motion or range of pose
as on the reference.
When I pose the hand, again I try not to break the wrist
too much and if I need to compensate the rotation
of the sword I will do it using the sword controller.
Now that I have a roughly posed both hand and I want
to move both of them or change the orientation of the sword
at hands, I'm using the active controller as the rotation
point or pivot points.
This way I can select both hand controller,
make sure that I select last or make active the right hand
controller, this way both end rotating around the right hand
pivot point.
And since we are using inverse kinematic, both end get
posed pretty natural,
and I can do the same process by selecting both hands
and then selecting the torso controller for example.
As I'm turning around my pose to make sure it works
from every angle, I will first select both end
and finally the torso controller.
And now whenever I move or rotate the torso controller,
the ends follow, good practice is to test the different
pivot points
so that you get familiar with them and can switch
whenever you think it's more relevant to pose faster
or with ease.
So as seen for the previous pose, don't forget to turn
around your character and make sure that the pose
works from any angle.
Now that I have a better pose or at least a base pose,
I will go back to object mode and they will unhide
the camera by pressing Alt+H.
With the camera selected, I will go back onto the camera
properties and I will set the focal length to 90
and now we have a way better focal length that better match
the current reference picture.
With the focal length corrected I will jump back
into pose mode, select both end and finally select
the torso root controller and I will tweak the pose
of my character to better match or try to better match
the reference pose.
When you're watching your reference, take one feature
like the elbow and try to clearly identify its orientation.
My left elbow is currently pointing up
while on the reference it's pointing down,
so I will simply fix that by rotating a bit the shoulder
controller and lowering the pole targets,
then I will control the other elbow and make sure that
it doesn't clip too much inside my character.
Another good practice whenever you are watching
the reference is to draw straight lines,
to see the position for example, of the head compared
to the foot or the left elbow compared to the left foot,
I can see that I need to push my left foot a little
on the outside.
So there are a lot of moment where you won't be able
to perfectly match the reference because the range of posing
of your character depend on his proportions.
Our current character is more elongated than the female
character on the reference for example,
so his arms are a little longer and I have a lot of time
trying to perfectly match the position of his harm compared
to the female character.
So your goal is trying to match but not trying to match
at all costs, at some point you need to figure out whether
the pose you have, but please you are not.
Again, animation is enough form, so I can't teach you
the perfect way to pose your character or tell you
this is or this kind of pose must be bad.
You are here to learn all to bad a good pose,
not this specific pose.
And then you need to bring your style to the pose,
again I'm comparing the reference pose with my character
trying to find the right balance or at least the right
momentum.
Here we don't need to get our character perfectly balanced
since he's in motion, so its center of gravity is moving
in space.
I could tweak this pose forever, but for the time being
we are going to rapidly pose the finger around the handle
of the weapon.
So I will pose each finger one by one trying to match
a convincing pose, but this is not the main focus
of this video, so I will just let you with a time-lapse
where I'm posing those fingers.
Don't forget that you can also find tweaking the position
of the feet and the position of the toes,
but we will work on and posing in a dedicating the video,
for the time being I'll see you in the next one
where we will push the current pose.
(upbeat music)
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