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- [Instructor] The first
pose we've been working on
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was a static pose or a balanced pose.
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In this new video I like
to tackle motion poses
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and we will try to push it
to an extreme using smears
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and rebel limbs.
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00:00:16,510 --> 00:00:20,390
So the first thing you need
to do and I truly advise you
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to do it whatever your
animation level is to identify
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the line of action on the pose.
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Even if it seems very
obvious on this picture,
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drawing this line will help
you whenever you are going
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to build your pose
because it will be written
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in your subconscious.
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I know it is I'm the first to
rush into posing my character
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whenever I'm starting a new
animation and this is not
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the right way to do it.
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But what I'm sure is that
whenever I do this work prior
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to start posing my character,
I generally get a better
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result.
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Second thing I do is to
define the lines of interests.
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In this case, we have a nice
angle with the right leg,
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the left arm, and the overall
shape made by the connection
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between the two arms and the baseball bat.
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Then as in the previous video,
I will define the orientation
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of the face, the torso, and
the hips of the character
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by drawing lines on top of the character.
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Again, this will really
improve my posing process
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helping me reading the current
pose and the orientation
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of the different features of the body.
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So I will open my previous file,
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I will duplicate the current
action and I will rename
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it, pose number two,
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I will get rid of all the key
frame on frame number two,
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and then I will go on frame
zero, enter pose mode,
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select all my controllers
and press Alt+R, Alt+G,
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Alt+S to reset the
rotation scale and location
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of all the controllers.
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From there in the 2D editor,
I will open the new reference
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picture.
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Since this new picture is
not framed as the other,
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we need to rework our camera,
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the current camera as an
horizontal format while the new one
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needs to be into a vertical format.
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To change the format ratio of the camera
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we need to go into our output properties,
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scroll up till you reach the dimension tab
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and replace the resolution
X by 1080 and Y by 1920.
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From there, I will make
sure that I'm in object mode
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and I will click on the outer
edge of the camera frame,
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this will select the camera
and I can roughly reposition
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it using our two rotating G to move.
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Since the reference picture
has probably been taken
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from afar, I will increase
the focal length to 60,
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I guess a focal length of
80 or 90 would be better,
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but for the time being
we will stick to these.
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While our character has no baseball bat,
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he's equipped with some weapons.
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We can go towards the
visibility properties and enable
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the two ended sword or long sword.
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We can continue these as these
are some bad-ass baseball
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bat and we now need to
enable it's rig layer.
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By default these two ended
sword is parented to the right
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hand, meaning that it will
follow any motion or movement
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of the right hand.
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00:03:30,370 --> 00:03:33,370
If we head over the
weapons properties tab,
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we can change the parenting
of the sword or of any
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of the weapons of the character.
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Changing the parent will
whether parent it to the right
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hand, left hand, or give it no
parent so that we can move it
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freely inward space where
we can definitely pose
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our character using forward
kinematics for the arms.
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Whenever we are manipulating an object,
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we've both and in contact with it,
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it's easier to have at least
one or both end set to inverse
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kinematic.
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So in the arm properties
panel, I will set the arm
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fkik.l and .r to one so
that we switch to arm
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inverse kinematic controllers.
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From there, we can enable
the arm inverse kinematic
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controllers layer and hide
the arm forward kinematically.
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From there we can pose the
arm of our character by simply
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selecting the end controller and moving it
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and adjust the elbow orientation
using the pole target
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exactly as we did with the feet.
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There are a lot of animators
that prefer to use inverse
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kinematic all the way from their arms.
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I personally prefer forward
kinematic to build nice arcs,
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but whenever I have
contacting pose with the hands
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on the wall, on the ground,
or on an object like that,
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I generally switch to inverse kinematic.
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The first thing I will do is
press control tab to jump back
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into object mode and I will
select the camera and hide it,
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this way I can start working
in front orthographical view
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without having the camera
object in the middle
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of the screen.
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As usual, I can always
start posing my character
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with the center of gravity
or torso root controller.
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As we have looped to
the reference picture,
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our goal is to figure out
where the torso is pointing at.
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Once I get a very basic
ID of my torso pose
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we can pose the feet,
they are very important
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since they are supporting
the weight of our character,
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they will define its
balance and the orientation
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of the hips.
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When posing the feet, if you
have to rotate them forward
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or backward, I advise you
to favorize the foot roll
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controller, it has a pretty
natural behavior regarding
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the posing of the character
and when animating it
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it's easier than rotating
the feet and compensating
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any contact.
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Don't forget to pose the
toes of the character.
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And before you focus on the whole leg,
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just focus on the feet
orientation of the reference.
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For the time being I'm just
roughly posing each controller
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as seen in the previous
video you can hardly get
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to the right pose or the right
position of each controller
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in one shot, you need to refine
the pose of each controller
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by going back and forth on
each of them one by one.
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With the feet controllers
and the leg I can pose,
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roughly post, I can go
ahead and work a bit more
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onto the torso of the character.
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I need to twist the torso even
more, twist a bit the chest
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controller, make it lean to the side,
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basically push the pose a little more.
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00:06:58,920 --> 00:07:02,420
Then I'm watching the head
orientation of the reference
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picture and I'm trying too
match, rotating the neck
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controller will offset the
head and then I can change
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00:07:08,890 --> 00:07:11,900
the orientation on the head
using the head controller.
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As usual the shoulder are very
important because they will
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shape the chest and the overall
silhouette of the character,
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but they will also change
the behavior of the arms
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especially when using inverse kinematic.
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But before I even try
to refine the shoulders
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I will position the
hands of the character.
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You watch carefully the
reference, the right hand palm
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is pointing up while the left
hand home is pointing down.
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So I need to rotate the
right hand accordingly,
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then I will position it
in front of the character
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and roughly both in space.
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Once I have a rough
pose for the right hand,
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I will pose the left hand
and position it on the handle
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of the sword.
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Here you can see we have a
lot of tension into our arm,
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and this is because we haven't
posed the shoulder yet.
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We need to rotate the shoulder
inward to loosen the arm
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and get a nice angle with the elbow.
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Watch out for this nice
and smooth C-shape boat
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by the shoulder line.
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Whenever you are posing the elbow,
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double check their position in space,
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00:08:27,100 --> 00:08:30,100
be aware whenever you are posing,
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don't try to guess, just
watch the reference.
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The left elbow is pointing to
the sky making a nice angle
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with the shoulder while the
right elbow is pushed toward
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the chest of the character.
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A common mistake you need to
absolutely avoid is trying
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to reach any weapon pose using
only the hand controller,
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your hand have a pretty
limited range of rotation.
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So you can't break the wrist
to orientate the plate,
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00:09:00,810 --> 00:09:04,570
but whenever you are manipulating
and object in your hand,
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the way you move your finger
you open your palm or not
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will change the orientation of the object.
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So please move the object
using the object controller.
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Getting back on to our
pose we can see that both
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end are very close one to the other,
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so I fix that and now I'm
rotating the shoulder so that
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I can reach the same range
of motion or range of pose
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as on the reference.
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When I pose the hand, again
I try not to break the wrist
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too much and if I need to
compensate the rotation
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of the sword I will do it
using the sword controller.
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Now that I have a roughly
posed both hand and I want
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to move both of them or change
the orientation of the sword
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at hands, I'm using the active
controller as the rotation
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point or pivot points.
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This way I can select
both hand controller,
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make sure that I select last
or make active the right hand
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controller, this way both end
rotating around the right hand
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pivot point.
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And since we are using inverse
kinematic, both end get
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posed pretty natural,
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and I can do the same process
by selecting both hands
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and then selecting the torso
controller for example.
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As I'm turning around my
pose to make sure it works
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from every angle, I will
first select both end
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and finally the torso controller.
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And now whenever I move or
rotate the torso controller,
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the ends follow, good practice
is to test the different
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pivot points
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so that you get familiar
with them and can switch
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whenever you think it's
more relevant to pose faster
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or with ease.
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So as seen for the previous
pose, don't forget to turn
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around your character and
make sure that the pose
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works from any angle.
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Now that I have a better
pose or at least a base pose,
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I will go back to object
mode and they will unhide
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the camera by pressing Alt+H.
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With the camera selected, I
will go back onto the camera
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properties and I will set
the focal length to 90
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and now we have a way better
focal length that better match
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the current reference picture.
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With the focal length
corrected I will jump back
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into pose mode, select
both end and finally select
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the torso root controller
and I will tweak the pose
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of my character to better
match or try to better match
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the reference pose.
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00:11:42,140 --> 00:11:45,240
When you're watching your
reference, take one feature
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like the elbow and try to
clearly identify its orientation.
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My left elbow is currently pointing up
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00:11:52,580 --> 00:11:54,760
while on the reference it's pointing down,
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so I will simply fix that by
rotating a bit the shoulder
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controller and lowering the pole targets,
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then I will control the other
elbow and make sure that
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it doesn't clip too much
inside my character.
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00:12:07,180 --> 00:12:09,457
Another good practice
whenever you are watching
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00:12:09,457 --> 00:12:13,000
the reference is to draw straight lines,
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00:12:13,000 --> 00:12:16,610
to see the position for
example, of the head compared
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00:12:16,610 --> 00:12:20,540
to the foot or the left elbow
compared to the left foot,
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00:12:20,540 --> 00:12:24,280
I can see that I need to
push my left foot a little
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on the outside.
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00:12:25,660 --> 00:12:28,660
So there are a lot of moment
where you won't be able
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00:12:28,660 --> 00:12:33,040
to perfectly match the reference
because the range of posing
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of your character depend
on his proportions.
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Our current character is more
elongated than the female
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character on the reference for example,
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so his arms are a little
longer and I have a lot of time
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trying to perfectly match the
position of his harm compared
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to the female character.
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00:12:53,460 --> 00:12:58,230
So your goal is trying to
match but not trying to match
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at all costs, at some point
you need to figure out whether
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00:13:02,890 --> 00:13:06,240
the pose you have, but please you are not.
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Again, animation is enough
form, so I can't teach you
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the perfect way to pose
your character or tell you
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00:13:14,590 --> 00:13:17,780
this is or this kind of pose must be bad.
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00:13:17,780 --> 00:13:22,020
You are here to learn
all to bad a good pose,
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not this specific pose.
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And then you need to bring
your style to the pose,
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again I'm comparing the
reference pose with my character
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trying to find the right
balance or at least the right
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momentum.
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00:13:35,523 --> 00:13:39,260
Here we don't need to get our
character perfectly balanced
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since he's in motion, so its
center of gravity is moving
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00:13:43,460 --> 00:13:44,420
in space.
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00:13:44,420 --> 00:13:47,690
I could tweak this pose
forever, but for the time being
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we are going to rapidly pose
the finger around the handle
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00:13:51,480 --> 00:13:52,500
of the weapon.
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00:13:52,500 --> 00:13:57,360
So I will pose each finger
one by one trying to match
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a convincing pose, but
this is not the main focus
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of this video, so I will just
let you with a time-lapse
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00:14:05,870 --> 00:14:08,020
where I'm posing those fingers.
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Don't forget that you can also
find tweaking the position
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of the feet and the position of the toes,
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but we will work on and posing
in a dedicating the video,
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00:14:18,800 --> 00:14:21,980
for the time being I'll
see you in the next one
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00:14:21,980 --> 00:14:23,840
where we will push the current pose.
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00:14:31,930 --> 00:14:34,597
(upbeat music)
21930
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