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- [Instructor] In this video,
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we are going to talk about
one of my favorite part
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on any character.
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Hands are super important
and too often overlooked.
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And you can often
identify a big inner work
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just by watching the hand posing.
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The first main issue is to keep
the rest pose of most rigs.
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Most of the time for technical purpose,
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most character rigs have flat hand
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whenever they are in rest pose.
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And to get such a flat hand
pose, you need tension,
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meaning that you need to
straighten your fingers
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so that you're not relaxed.
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So the first thing I
would suggest you to do
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whenever you are posing your character,
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but whatever the rig you are using,
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is to slightly curve the end
using the palm controller,
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and then to slightly bend
the tip of the finger.
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Here, you can see a reference
picture of a relaxed hand
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and there is no flat shape.
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Another thing that is very
interesting is finger grouping.
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Most of the time, fingers
tend to group themself
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by two or by three.
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The current pose is the one I use the most
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with the index and the
pinky being separated,
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and the middle finger and the
ring finger being grouped.
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If you watch some of my animation,
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you can see that I use it a lot.
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Whenever I'm posing hand,
this is my go to shape,
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but you can group the middle,
ring, and pinky together
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or you can not leave the pinky alone,
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but you should avoid creating two groups,
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one with the index and the middle finger,
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the other with the ring
finger and the pinky.
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While it may fit for a ninja turtle,
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this is not a very natural hand pose.
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Whenever you are building a fist pose,
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don't just rotate the root of the fingers,
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and then curve them inward.
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If you do so, you will end
up with a very squared fist.
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We have flat surface on top of the hand
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on the front of the
hand, and on the inward.
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This will look very low poly
like or old game fashioned.
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While if you look to a
closed fist reference,
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you can see that there
is a lot of curvaturing.
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So a good practice whenever
you're posing a fist
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is to do the same thing as
when you're posing a rest hand.
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First of all, think of
using the palm controller
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to slightly bend or curve the whole fist.
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Then watch your own fist.
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Watch the relationship between each finger
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and the overall shape.
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Don't hesitate to play with
the location of the bone.
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It's very odd to get a convincing fist
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with all the compression
by using only the rotation.
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Again, remember that we are
currently sculpting the pose,
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shaping our character.
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This is not about getting logical,
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about all the bones should behave
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in the body of our character.
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We are not manipulating bones,
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we are manipulating controllers.
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So again, watch reference,
use your own fist,
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and try to match it.
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Here is the result whenever
I'm using my own fist.
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Note that the fist
position might vary a lot
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from people to people
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and that you will meet limitation
due to the current rig.
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I personally believe that
hands are so expressive
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that they can be considered
as being a separated character
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within the character.
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When you are posing a hand, just act it.
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Why we have been focusing on motion,
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line affection, and
all this kind of thing,
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this course is about animation.
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So bringing your character to life.
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And I do believe that
even in an action pose
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or an action animation,
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hands can communicate a
lot about your character,
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about his personality.
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So whenever you are walking on hands,
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treat yourself as a
child and play with them.
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Just remember whatever you were doing
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whenever you were mimicking a
monster when you were a child.
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Hand poses are written
into our subconscious
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because it's a strong point
of attraction on a character.
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They can be very feminine for example
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or they can show anger or the
envy of an evil character.
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So whatever the tension, the
shape you build with the hands,
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they will communicate something.
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Finally, whenever you
are posing your hand,
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you have to think about the limitation.
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While we can break those boundaries
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whenever we are playing with exaggeration,
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it's always better to build your poses
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on the current limitation of the body.
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Remember that the side to
side motion of the wrist
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is pretty limited, just a
few degrees of rotation.
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Again, use your own hand to test it.
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If you hold your arms straight forward,
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you can almost twist
your hand by 180 degrees
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with your palm pointing to the sky.
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While if you twist your hand inward,
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you will hardly get over 90 degrees.
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Regarding the back and
forth tilting of the hand,
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you should be able to
reach a 90 degrees angle
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whether you are bending
your hand inward or outward.
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So whenever you are building
those pose, try them yourself.
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If it's become painful,
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then you have to compensate
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whether with the shoulder or the elbow.
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Fingers also have their limitation.
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While the thumb is pretty flexible,
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you will reach a limitation
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whenever you're trying to
spread it as far as possible
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til it creates an L shape
with the index finger.
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The index and the pinky
can process free rotation
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with a lot of limitation.
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So you can rotate a bit with them
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to create a circular shape,
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but they are mainly able to curl.
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The middle finger and the
ring finger are more limited.
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Finally, when it comes to the
next joint on your finger,
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they can only curve and rotating
them along any other access
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will look very weird.
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Again, it doesn't mean you
can't rotate them this way.
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And I do it a lot whenever
I'm building smears,
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but if you hold a pose this way,
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the finger will look broken.
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Finally, depending on the people,
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the finger might be more or less flexible
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and you can totally bend
them backward a bit,
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especially if they are
applying any pressure.
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This will mark the end of this video,
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but I do advise you to have a look
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to the talk of Hjalti Hjalmarsson
at the Blender Conference.
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It's one of the best talk about
hand posing I've ever seen
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and it's really eye opening.
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You will find the link in
the documentation as usual.
11225
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