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- [Pierrick] There is one art pose
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I'd like to talk about and work on
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before we go into more
dynamic and spectacular poses.
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It's weight lifting poses.
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The weightlifting exercise
is a classic Funimation
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because it's very hard
and you learn a lot.
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We'll do the animation
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in the chapter I will publish later on.
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I've called this video of Fighting Weight
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because there is a lot of forces involved
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whenever you are trying to lift any weight
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or even your own body, and
we are here to fight gravity.
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And in a good fight, you need
to know your enemy, gravity.
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So the first thing I will do as usual
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is to find the line of action.
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It's not that hard to find,
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I just have to follow the
spine of the character.
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One interesting detail here
is the position of the head.
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It seems that he's trying to
lift the weight with his head,
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so this is something we will
have to translate in our pose.
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Beyond the line of action,
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there is a very important
point to be identified here,
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and it's the center of gravity.
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And as soon as the weight
are leaving the ground,
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we have to consider them
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as being a part of the center
of gravity of the character.
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And they think we can
place the center of gravity
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in the middle of the weight,
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as they are way heavier
than the character.
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Now, our character purpose
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will be to pull the center of gravity
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in the straight line vertically.
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And everything in his
pose is meant to do this.
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Look how the arms and the
legs create a triangular shape
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that goes straight up.
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So we will have to make sure
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that we have this tension in the arms
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and the compression in the legs.
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As usual, I've drawn some
guidelines on top of the character
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to get a better vision
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of the orientation of the
different features of his body.
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In Blender, I will do as we
did in the previous video,
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I will switch to object
mode and hide the camera.
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Then I will select the weight
accessories I have created
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and I will place it in space.
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You will find the initial file
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with the object already placed in space.
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Since we will be only
posing the character,
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I won't be creating any interaction
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between our character rig
and the current object.
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We will see those mechanism
later in the course.
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In the meantime, as usual,
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I can replace one of the 3D
view on the top right corner
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by the image editor and
open the reference picture.
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Then I will prepare on the character rig.
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I will enter pose mode,
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and I will make sure that I add the sword.
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Then in the action editor,
I will create a new action.
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You don't need to do so since
I'm providing you the file
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with the already created action.
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And before we start posing the character,
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I will switch the end mechanism
to inverse kinematics,
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since our character will be
in contact with the object.
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Exactly as did when we were
working on the baseball pose.
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This way,
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we will be able to position
the hands on the weight
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and then work the pose
around the hand position.
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So let's start posing our character.
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I will try to position the hands properly.
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But first,
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I will lower the center of
gravity of the character,
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not of the whole pose, so that
the arms don't get stretched.
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But one important detail
on the hand pose here
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is that they are slightly
bending toward the outside.
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So this is a little detail we
will have to take into account
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whenever we are going to
polish a bit our pose.
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And I will slightly
rotate the hand controller
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toward the outside right away.
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From there, I can press Control + C
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and then Control + Shift + V
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to mirror the pose on the other hand.
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You may remember that
in the previous videos,
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I've told you that we try to
break symmetry into a pose
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to avoid twinning.
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But one thing we have
seen regarding twinning
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is that it can communicate
stability and strength to a pose.
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And this is exactly what we need here.
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So this is a pose where we
will be able to use symmetry.
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As we did for the previous poses,
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I will first try to give
the right orientation
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to the center of gravity of my character.
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One key component of this pose
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is to have the sternum align
with the center of the weight.
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Then I will go back and forth
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with the bending of the chest controller,
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the hips controller,
the head and the neck.
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Whenever you're pulling a heavy weight,
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your shoulders are pulled down,
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so you need to rotate
them toward the ground.
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Don't make the mistake
of raising the shoulders
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because the character is
trying to raise the weight.
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Don't think about what your
character is willing to do,
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think about what forces are
involved against your character
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and it's fighting against those forces.
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The feet will be aligned
with the metal bars
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that is holding the weights.
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Remember what we have seen
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when we have built our first pose,
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we try to get the center
of gravity to be aligned
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within the shape made
by the contacting point.
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So if you have only two contacting points,
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then the center of gravity must be aligned
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between the two feet.
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Based on the knee position
on the reference picture,
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as I'm posing the character,
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I feel like the weights are too high.
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So, I will go back into object mode,
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I will select the weight object
and moving along the Z-axis.
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From there, I can rework
the hand position,
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the torso position and
the shoulder position.
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As usual, I will
progressively shape my pose
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by moving each controller one by one.
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But one of the most important
skill you need to develop
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whenever you opposing your
character is observation.
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Look at the position of the feet,
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they need to be under the bar.
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Look at the hips, the butt
is slightly bending backward.
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The sternum has to be aligned
with the center of gravity
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or the middle of the metal bar.
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The head is pulling the weight up
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as if it was leading the whole body.
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So whenever you are building
your pose, sometime just stop,
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watch the feet, watch the hand,
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watch the shoulder, watch the head,
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and watch their relationship
in space, their position.
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Observation, whether it's a pose right now
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or everything in your everyday life,
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will allow you to catch the
very truth in any motion.
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But most importantly, the
behavior or the purpose.
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Behavior, whether you're
working on a humanoid character,
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a creature, an animal, or even an object,
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will bring personality to your character
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and personality will bring life to it.
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And this is the whole
purpose of this course,
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breathing life into our character.
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And to build a personality,
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you first need to get believability.
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This is why you need to observe
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and translate what you see
into a believable pose.
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And then you can push
it to input personality,
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to make it more appealing.
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And if people can connect
to something they know
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or something they feel they
know into your character,
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it will become real to them.
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And so, you will be breathing
life into your character.
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Back to the posing,
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don't forget to look at your elbows
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and the overall arm orientation.
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And as I feel the left arm is okay,
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I will just copy and paste the pose
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on the other pole targets.
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Then I will go back into object mode
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and I will set up the camera.
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So I will give it back a horizontal format
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by changing the size.
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On the reference picture,
there is almost no perspective.
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So we can keep a long focal length.
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19 millimeters is okay.
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And since we can barely see
the top part of the feet,
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it means that the camera is
just above the feet level,
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maybe the middle of the shin level.
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So, I'm moving and rotating the
camera from the camera view.
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Choosing its local axis,
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as we have seen in the previous videos.
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Having this new point of view
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does help me to see some
of the mistakes I've made.
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I need to raise a bit my character
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and slightly rotate the hips inward.
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One of the issue I have with my character
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is the shape of the butt.
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Fortunately, if you
enable the leg tweaker,
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you should be able to find some controller
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that allow you to reshape a bit the butt.
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So I will lower them a bit
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and rotate them a bit
inward to reshape the back.
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Another thing I did have some
difficulties to get right
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is the shape of the head and the neck.
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As my character is the bit skinnier
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compared to the reference,
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and don't forget that the
rig has also its limitation,
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I will be able to get a better shape
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by simply pushing the head inward.
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I feel like it makes a
huge different in the pose.
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We do feel like the neck is
pushed with blood pressure.
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Finally, I will use some of
the tweaker inside the foot
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to flatten the foot,
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as if there was a lot
of weight on top of them
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and it flattened them.
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One interesting thing on the reference,
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it's the shape of the shoes.
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It seems that there is something
to raise a bit the heel.
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It's probably to keep balance,
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avoiding the foot to get absolutely flat
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and falling backward.
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Regarding the hand pose,
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I start with the pinky because
he does a very special shape
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whenever I'm looking at the reference.
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It feels like it's not totally closed,
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that the first joint is
not rotated that much.
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Another thing that I'm doing
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is that I will slightly scale each finger
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using the first joint
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and scaling them on their local X-axis.
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And they will also do this
on some of the pan builds.
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With the weight and the
pressure applied upon the hands
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and the fingers, they are
squashed against the metal
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and it makes them looking larger.
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So whenever you are posing the hands,
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while you should favorize rotation,
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don't forget that you can scale the bone,
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you can move them also in space.
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The important thing as
usual is what we see.
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So use the whole range of
transformation you have
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to get where you want to be.
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Once you're happy with your end pose,
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select all the bones in the hand
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and mirror the pose onto the other hand.
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While posing, I did feel like
the weight were a bit too big,
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so I've scaled them down.
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From there, I did some minor tweaking
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on the pose of the character.
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But I just wanted to
straighten a bit the legs
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since they are a bit angling backward.
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While I wasn't able to
perfectly match the pose,
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it feels a little better
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with the legs slightly bent forward.
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But as a final touch, you can
enable the face controller
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and create a slightly angry face.
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And I feel like we can
call this pose done.
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It's time to push the pose.
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And it was a little harder than usual
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because we generally
amplify the line of action.
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We often elongate the arcs
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to amplify the motion
or the sense of motion.
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And the first thing I was thinking of
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was to raise the character.
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But in the end, what we want
to communicate here is weight,
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the fact that our character
is pulled toward the ground.
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So what I did instead was to
compress the line of action.
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I've shortened the torso,
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I've made arm as straight as possible
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using the tweaker bones.
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And since I wanted my
character to be squashed,
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I've scaled up most of the
parts of the character,
255
00:12:04,360 --> 00:12:07,860
but only to make them larger, not longer.
256
00:12:07,860 --> 00:12:10,420
So I'm inflating the torso.
257
00:12:10,420 --> 00:12:13,530
I will do the same with
the thigh, with the chest,
258
00:12:13,530 --> 00:12:17,830
using the tweaker controllers
available upon the whole rig.
259
00:12:17,830 --> 00:12:21,880
Increasing the thigh volume
better sells the effort,
260
00:12:21,880 --> 00:12:25,210
and we feel like the
character is going to explode.
261
00:12:25,210 --> 00:12:28,480
But I've also slightly inflated the neck.
262
00:12:28,480 --> 00:12:31,170
And since I've built a bit of a face pose
263
00:12:31,170 --> 00:12:34,950
on the previous pose,
I've decided to push it.
264
00:12:34,950 --> 00:12:38,620
So I will enable the
tweaker bone of the face
265
00:12:38,620 --> 00:12:41,090
and I will raise a bit a lower lids
266
00:12:41,090 --> 00:12:43,130
and raise a bit the cheeks.
267
00:12:43,130 --> 00:12:45,930
This way, the whole body of our character,
268
00:12:45,930 --> 00:12:48,750
from the tip of the toes to the eyes,
269
00:12:48,750 --> 00:12:52,800
will communicate the fact that
he's pulling on this weight
270
00:12:52,800 --> 00:12:54,380
as hard as he can.
271
00:12:54,380 --> 00:12:58,340
Again, as an animator, you
have to communicate something.
272
00:12:58,340 --> 00:12:59,810
I've built this rig
273
00:12:59,810 --> 00:13:03,120
so that we don't have
too many facial stuff
274
00:13:03,120 --> 00:13:05,730
that are going to be distracting.
275
00:13:05,730 --> 00:13:08,610
But with those Spider-Man's like eyes,
276
00:13:08,610 --> 00:13:12,680
that will be a shame if we
don't try to shape them.
277
00:13:12,680 --> 00:13:15,460
And beyond that, this is another tool
278
00:13:15,460 --> 00:13:17,950
to sell the pose we
are currently building.
279
00:13:17,950 --> 00:13:19,957
From there, since I've
slightly moved the weight,
280
00:13:19,957 --> 00:13:23,010
I will go back into object
mode, select the weight,
281
00:13:23,010 --> 00:13:25,670
add a keyframe on its position
282
00:13:25,670 --> 00:13:28,101
and reposition it on the previous pose
283
00:13:28,101 --> 00:13:31,700
so that I can jump between the
two poses and compare them.
284
00:13:31,700 --> 00:13:35,300
And I feel like I can
call this posing done.
285
00:13:35,300 --> 00:13:39,750
While the difference between
the two poses are pretty subtle
286
00:13:39,750 --> 00:13:42,950
I feel like the new
pose better communicates
287
00:13:42,950 --> 00:13:47,760
the fact that our character
is trying to lift this weight.
288
00:13:47,760 --> 00:13:49,833
So I'm pretty happy with the results.
23328
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