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- [Instructor] In the
beginning of this chapter,
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we've been talking about exaggeration
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and line of action.
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Exaggeration can be
used to amplify feeling.
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If you want to communicate anger,
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just make your character mad, for example.
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But we have also seen that
we can use exaggeration
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to give whether more impact
or more freely to the motion.
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Look at all, the Trident
here is completely bent,
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helping to read the arc of motion.
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Next frame, all the limbs are reshaped
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to exaggerate this pinning
motion of the character
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or on this landing pose.
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The character is stretched
toward the ground
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clearly supporting the line of action
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and the directionality of the jump.
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And if you did your homework,
this should remind you,
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this should remind you
something, right there.
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Whenever we are stretching the ball,
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we create some kind of smear
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and we are exaggerating its motion
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and the same occur
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whenever we are squashing
the ball on the ground.
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It's another exaggeration
that better sell the impact.
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So how can we apply those
principles to our character?
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When we are first in the
light the reference pose
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output the different line
of action of the pose
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using the red and orange line.
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So now what if we push those lines?
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What if we exaggerate them?
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The goal is to build
our shape or silhouette
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based on the motion of the character
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as if he was pulled by the
inertia of the movement.
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As our line of faction is
curving, just push the curve.
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And as our character is twisting,
just support the twists,
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creating a rotation motion
within the hum and the sword.
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We can also build a strong
smear upon the sword
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to simulate motion blur.
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To do it, let's go back into pose mode.
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I will duplicate the initial pose
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and I will start by pushing
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the center of gravity of
our character to the right,
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in the direction of the motion
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or in the direction of
the force is applying
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to strike the ball or maybe
cut is opponent in half
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to be able to shape the silhouette
of our character at will
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we will need to enable the tweaker bones.
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All the yellow controllers,
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I'll use to reshape each part of the arms,
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the legs, torso, or even the whip.
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So as we need in the previous video,
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I'm slightly pushing the pose.
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And then I will start using
those tweaker controllers,
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starting with the left leg.
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My goal will be to shape the
whole left side of my character
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as a single curve.
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Note that I will mainly
build the shape to camera.
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It's all down to create smears
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that can read from all the angles
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and focusing on the camera point of view
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will alow you to push
the pose even further.
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The bigger knee tweaker controller
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allows you to push the knee with the thigh
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and shin following.
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While the smallest one will allow you
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to shape each joint of
this thigh and the shin.
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So, as we did so far,
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just repeat the process several time.
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Push should be the pose.
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Shape the arm and the
leg into a curvy shape.
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And whenever you reach a satisfying shape,
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just try to push it by
repeating the process.
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As you get more experience,
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you will be able to reach your extreme
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or exaggeration faster.
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Another important thing
is not to over-focus
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on one part of the character,
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and this is why you
should often add a loop
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to the silhouette of short character.
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The first step to give a better shape
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to the sword is to first bend it.
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To do so, you can use the sword
master rotational controller
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available on the root of the blade
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by pressing R and D twice, I can rotate it
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along its local Z axis.
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Then you can use each
individual controllers
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to whether tweak the rotation
or location or to scale them.
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Here, I'm currently scaling
them along their local X axis.
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Starting from the tip of the sword
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And then going up until
the root of the sword.
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Look, all, we already improve
the character's silhouette.
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And we do feel like the
sword is currently swinging.
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From this point, my goal would
only be to push the pose.
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So I need to accentuate
the curvature of the body
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on the left side so that
I have better continuity
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between the left leg and the torso.
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This will support the line
of action of our character.
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I will also slightly tweak
the shape of the blade,
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so that it is smoother.
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I just need to re walk
a bit the X local scale
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of the different tweaker bones
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to avoid those jacket profiles.
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So don't forget to test each controller.
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I've also used the tweaker
bone within the torso
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to give it a more curved shape.
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Progressively push the pose,
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and don't be afraid to fail.
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If you can't nail a good pose at once
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that's perfectly fine.
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While I do believe I ended
up with a satisfying pose,
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I am convinced it can be improved a lot
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and a more experienced animator
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will probably get a better
pose than mine faster.
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As any other art form
becoming good at animation
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is just a matter of practicing.
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And someone practicing
every day for four hours
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will be better than someone
practicing once a week
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for one hour,
while it may sound abused,
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this is something I'd like to remind you,
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And I will probably remind you often
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during this whole course.
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And if you lack of confidence,
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just stop telling yourself
that you lack of talent.
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I personally don't believe in talent
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and whenever you meet any
artist that is very good
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as it's art and you make the effort
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to dig a bit into his career.
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You understand that they don't land there
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because they were talented,
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but just because they were working a lot.
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So I will let you there.
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Don't hesitate to experiment
with the body shape,
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stretch the EDD to give it speed.
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Just try to affirm. And don't
forget that it's okay to fail.
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So if this pose doesn't look right to you
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just restart from scratch.
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(relaxing music)
10851
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