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- Before we jump into the next chapter,
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there is a couple of more
poses I'd like to show you.
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The first one is a katana pose
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and we are going to use the
double-handed sword to do it.
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The second pose is going
to be a flying knee.
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For those two poses, I will go through
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the analysis of the reference,
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and then I will give you some
hints on how to improve them.
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As usual, the first
thing you need to do is
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to identify the line of
action in your character.
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Since the character has
been swinging to his left,
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there is big probabilities
that he was pushing
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with his right leg.
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We will also be able to
identify another line of action
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going through the left leg.
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It's interesting to
see all those two lines
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form a triangular shape.
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So this is something we
will have to try to match
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in our pose.
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From there as usual,
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I'm drawing some lines on the character
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to see the orientation of the face,
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the orientation of the torso,
check the hips position
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and outline some of
the interesting shapes.
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Going to use anatomical
part as point of reference,
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like the clavicles and the pecs
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to figure out the chest orientation
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or the eyes to figure
out the head orientation.
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For this pose,
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I advise you to switch
to inverse kinematics
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for the arm controllers,
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powering the weapon to the left hand.
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From there, offset, a bit, the weapon
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so that there is enough
room for the right hand
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on the handle.
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Then, as usual,
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try to first match the right
position for the torso root.
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In this case,
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it is slightly twisted toward
the left arm of the character.
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It is slightly leaning forward
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and it is tilting toward the
right arm of the character.
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Once your torso root is roughly posed,
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you should pose the feet.
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First, check out the
orientation of the feet,
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and then double check that
your center of gravity is
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currently aligned with those feet,
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so that your character is balanced.
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Finally, carefully watch
the knees orientation
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and don't forget to use the pole targets
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to rectify the leg's shape.
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You will be able to see
the whole posing process
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in a slow-paced time-lapse
in the next video.
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When posing the arms,
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double check the position of the elbows
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and the position of the hands.
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Watch for the angles made by the elbows
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and carefully watch for hands orientation.
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Then, use the shoulder
controller to reach those poses.
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When working on the hands,
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don't forget to use
the pan bone controller
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and try to draw a nice
curling shape of the finger.
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Make sure that your hand
doesn't look like a box.
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Finally, don't forget that you can use
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the sword controller to tweak
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the sword orientation and position.
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To push this pose,
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you have to increase its directionality.
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Since the center of gravity
is pushed to the right,
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I will just push it even more.
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And as the character is
slightly leaning to the left,
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I will make him lean even more.
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And since there is quite
a lot of spine twisting
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engaged into this pose,
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I will make the body twist even more.
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The final touch was to fix some issues
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regarding the initial pose.
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On the initial pose,
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the sword doesn't tread well
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because it's overlapping with the body.
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So while my first concern
was to make the character
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look more dynamic,
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I've also made sure that
the sword better reads
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on the pushed pose.
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For this new pose, as usual,
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I'm looking for the line of action,
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and since the character just jumped,
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it's pretty easy to find it.
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While the line of action is currently
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supporting the motion of the character,
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remember that we are here to translate
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the motivation of the character.
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And his purpose is currently
to hit his opponent
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as hard as possible with his knee.
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So when we are going to push this pose,
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instead of focusing on the line of action,
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I will focus on the
directionality of the knee
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and make sure that the
whole pose of the character
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supports this idea.
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Once I was able to match
the reference pose,
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I've pushed the pose of my character
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so that we do feel the
directionality of the knee.
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And it's to make your whole
character becoming a hero
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pointing at the target.
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I've shortened the angle of the left knee
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so that it looks more pointy,
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but I rotated the torso backward
so that it's more aligned
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with the directionality of the knee.
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And finally, I make sure that both arms
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are supporting the current pose
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and don't forget to support
the pose, even in the finger.
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Make sure that the hands read
well and make the fingers
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track toward their previous
position in the movement.
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But you should also pose
the toes of the character.
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Double check the orientation of the feet.
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Basically check each
part of your character,
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rotate around the pose and
make sure that each features of
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the body are supporting the current pose
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and make sure that the current pose
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does translate or communicate
the will of the character.
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This is the mindset you need to have
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whenever you are creating a pose,
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whether it's an action pose
like this one or an acting pose.
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If your character is
feeling fear, for example,
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how should his hand be
posed to translate the fear?
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What kind of shape should his body make?
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How do I pose the shoulder,
how do I pose the head?
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What kind of shape do I do with the eyes?
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So again,
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whenever you are building
the pose, ask yourself
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what it communicates
and if it does it well.
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And if each part of the
character currently communicates
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the same idea.
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Use reference to get
a good quality of pose
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and a good believability,
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push the pose to better
communicate the idea
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and connect with your audience,
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whether it's for gameplay
animation or film animation.
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This is the end of this video.
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The next video will be the time-lapses
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of the two different
poses we've just studied.
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And I will see you in the next chapter.
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