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- Before I start working on the next pose,
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the anticipation for the
kick, I will pose the bag.
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Since our character is
pretty close to the bag
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just after the hook, and as
you will need a bit of room
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to execute the anticipation
of the switch key,
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we can rotate the bag farther away
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as the hook was a very powerful punch.
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Just make sure that you push the bag away
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in the right direction.
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While the jab and the cross
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were pushing the bag along the y-axis,
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the hook tend to push it along the x-axis.
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The second thing I'd like to note
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is that the left foot is now back
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on the stance of the character.
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So it will be able to
throw the kick directly.
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As the benefit of the foot shuffle,
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is to get the kicking leg back
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and before you throw the kick.
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But if our character was to throw the kick
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from this position, it will be pretty weak
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because all his weight is
supported by the left leg.
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So can you throw a kick with your left leg
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if most of your weight is on this leg?
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When you throw a hook,
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it's a classic to pivot
around your left leg.
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It's where you can reposition
your right leg back
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and return to what we
call the orthodox stance,
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where the left foot is the
leading foot so it's in front,
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and the right leg is the
rear foot and is in the back.
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With this in mind, we can start working
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on our anticipation pose for the kick.
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And that's not a problem
if our feet position
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is not perfect.
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We will be able to reposition
our whole character
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later on if needed.
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But as repeated many time,
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animation is not a linear workflow,
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and you will need to go back and forth
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onto your different poses.
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Now focusing on the pose, as usual,
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I first moved the feet.
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And once I have my contact define,
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I can work on the toes
or root orientation.
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Here, fully have a look the
orientation of the feet.
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Look how the right foot is opened.
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By opening the right foot
to the outside at this way,
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it's gonna be way easier
to rotate the hips,
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to pull the left leg and
kick with full power.
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Now, I've looked to the
twisting of the whole torso.
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The chest is twisting to
the right to its maximum
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and the left arm and left shoulder
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are also orientated this way.
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This allow to load energy before the kick
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and during the kick release,
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the arm will swing the opposite way.
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By swinging left, the
arm will input energy
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into the hips and push
them to swing right,
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and pull the left leg forward.
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The weight of our character
is shifting to the right leg.
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Right foot is flat
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while the left foot
heel is slightly raised.
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The whole shape of our character,
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it's silhouette and line affection,
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clearly finds that he's
going to kick forward
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and trying to raise his whole body.
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We now need to work on what I believe
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will be the strongest pose
of our whole animation,
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the kicking pose.
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As usual, I've look to
the video reference.
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Look at how the right food
rotates during the heat.
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Also, the right heel is raised.
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It helps rotating around the right foot,
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but it also allows to bring more power
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to the kick because you
are both pushing forward
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by the twist of the whole body
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and pushing hip with the supporting leg.
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I've immediately decided to push the pose
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and kick higher.
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This will give a better
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and more dynamical shape to our character.
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Also, it's a pretty
classic move from the Thai.
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Instead of trying to hit the rib cage,
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they often kick into the arm
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so that will drop your
guard because of the pain.
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If you watch more reference
of roundhouse kicking,
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the first mistake to avoid is to think
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that the leg is kicking upward.
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Powerful kick should be thrown
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as horizontal as possible,
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or even by getting down
during the heat pose.
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So you need to give the proper orientation
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to the kicking foot.
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The top of the kicking foot
should be whether horizontal
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or even pointing a little downward,
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and so should be the
knee of your character.
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Also, we are not kicking with the foot,
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but we are kicking with the shin
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because it's way harder.
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Think of the leg as a saw
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that need to cut through the bag.
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Here's another concept
that is very important
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into our kicking pose
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is that we are not snapping
onto the surface of the bag,
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but we are trying to kick through the bag.
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So the whole body is
leaning into the kick.
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And so, the leg is not fully extended,
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giving a bit of additional range
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to push the bag even further.
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As usual, don't forget to
rotate around your character
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to make sure that the pose
work from every angle,
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that the line affection
is clearly defined,
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and that you push the
pose as much as you can
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to sell the impact and to
communicate, as well as possible,
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the will of your character.
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This is also the pose where the bag
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will be the most deformed,
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as it was a swinging back
towards the character.
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And we are now applying
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a very brutal force the opposite way.
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While I'd like the animation
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to be at least semi-realistical
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because this is a better way to learn
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than going fully stylized directly.
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That's perfectly fine to exaggerate
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what's happening with the punching bag.
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So while the character will
be recovering from the kick,
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I think that will be great
to sell power of the kick.
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That instead of just
swinging the punching bag,
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we throw it away.
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I will swing it a lot.
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I will even create a nice curve to it.
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And then, I will simply move
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the root controller of the bag.
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After the kick, we can
see that the free fighters
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are taking a step back,
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and then transition into their idle pose.
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First, they pivot back from the kick
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into the contact pose,
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with the weight mostly on the right leg.
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And this is the pose
we are going to build.
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We could consider this as
some kind of down pose,
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if it was a work cycle.
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The character is pretty relaxed
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and slowly shifting his
weight back onto the left leg,
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the one that has just kicked.
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But the weight is still
mostly upon the right leg
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while the right foot has been
rotated, it doesn't move.
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I haven't changed its location.
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Once I've roughly posed my feet,
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I will pose the torso.
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And as I did for most
of the previous poses,
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I will first console any transformation
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on the chest and hips controller.
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As usual, take the time to
look at the line of action
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on the reference pose.
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It's more subtle than usual
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because it's a slow paced movement,
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but it is still there.
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Watch the position of
the center of gravity
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compared to the feet.
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It's slightly more on
top of the right foot.
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And finally, watch for extra details
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like the hips and chest orientation,
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the line of the shoulder,
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the position of the
hands, their orientation.
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Every detail that will help
you to identify the pose
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and reproduce it at your side.
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The final pose will be the idle pose,
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and it's gonna be pretty close
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to what we have on frame five.
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But before I pose the character,
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I'm working on the punching bag.
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I'm just trying to guess where
it would land after the kick.
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Walking from the front view
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and scrubbing through the
different poses of the bag
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will help me figure out its orientation
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when it's flying away.
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That's not super important
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if the current pose is not perfect,
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as we will use later on motion path
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to better track the position of the bag.
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Regarding the character pose,
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I won't dive that much into detail
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because it a pose that is very similar
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to the very first pose we have build.
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The only specific tip
you have to check here
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is that I've only pulled
the right leg back
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because the left leg is not
supposed to change location.
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Because while it's getting
back into idle pose,
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his shifting his whole
weight on the left leg
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to pull the right leg back.
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And once the right leg
will be settled back,
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the weight will shift onto the right leg.
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And so the weight is
removed from the left foot,
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00:09:01,400 --> 00:09:06,210
so we can slightly raise
the heel into the idle pose,
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with the left leg ready to
block any incoming kick.
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The incoming video will
be a slow paced time-lapse
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of the whole blocking
process we've done so far.
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And in the further video,
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we are going to continue
on blocking our animation.
15634
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