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- [Instructor] As I'm
starting a new pose, as usual,
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I will insert a key frame
on all the controllers
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for both the bag and the character.
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The pose I'm going to create,
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is the overshoot after the right cross.
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Since it is performed just
after the right cross,
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we can start by posing the bag.
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I've just swing the bag,
using the main controller.
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I'm resetting the pose of
all the other controller.
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Then I will select the wall
forward kinematic chain,
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the blue controller, and
slightly bend the bag.
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The idea is to swing the bag
in reaction to the punch,
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so try to align its orientation
with the previous pose
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of the punch. The process
to create the overshoot
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is pretty straightforward.
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You just have to push further
any pose you've picked.
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The chest was twisting, I twisted more.
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I've pushed the center of gravity forward
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and move it a bit to the
left onto the supporting leg.
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I'm spreading the left arm
that was swinging back.
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So basically I'm pushing
the whole line of action.
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Guarding the right arm, I'm
slightly bending it inward.
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The fun fact about this pose is that
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I haven't kept it in the end,
but because it looks like
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the character is losing balance,
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and I was having a hard time to transition
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into the next pose. So
it doesn't mean that
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this pose doesn't work,
but it doesn't sell
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what I want to do with the character.
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And as explained many time before,
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as being a creative process,
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animation is not a linear workflow,
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so you may change your mind along the way.
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That's perfectly fine.
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Now comes the time where we
are going to build the pose
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just after the hook.
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It is the moment where
I need the character
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to rotate around his left
foot and put his right foot
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behind, as being his real
leg, before performing
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the switch kick. Before I
start working on the character,
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I'm posing the bag exactly as
I did for the previous pose.
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And then comes the painful
moment where we don't have any
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reference for the next poses
into the rest pose of God pose.
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And this is the time where
you have to leave your chair,
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in the best case, shoot
your own reference and,
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or at least try to the
mimic the move in front of
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a big mirror or in front
of nothing, and try to feel
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how your body's moving. Super
important, as an animator,
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to try to act what you are animating.
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When doing crazy combat move,
we do know that we can't
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do exactly the same, but just
do it at a very slow pace.
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Just take the pose and
transition into the other pose
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and your body will do the rest.
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I'm certainly not as impressive
as the guy on the reference,
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but I do get enough information,
at least some information,
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in order to perform the next
move and to pose my character.
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I'm swinging back with my
left arm after the hook.
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My feet are rotating, but they
are not changing location.
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There is then a weight
transfer upon my left leg
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while I'm rotating the right shoulder,
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so my whole chest toward
the next contact pose.
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The right foot will
contact first, and then the
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center of gravity will catch
up. While rotating, my weight
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is mostly on the left leg,
and then, I can go into
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the switch kick. So from there,
I can go back into Blender
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and start working on my pose.
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We need to mostly shift the
weight upon the left leg.
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As I did many time before I
will console any transform
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on both the hips and the chest.
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As explained before learning wise,
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it's better to start your
new pose from scratch,
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and it's also a good way to
avoid to inherit mistakes
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from the previous pose.
Adding a quick look
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to the reference pose I've
attached, we can clearly see
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the line of action has a S shape.
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The supporting leg is pushing the hips up,
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and the hips are leading the rotation.
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So the hips are twisted
more than the shoulders
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or the chest. Now, I like to
focus on some artistic choice.
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On the reference, we can
see that I'm lifting my
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right foot pretty high.
While on the reference pose,
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I've decided to make tip of
the toes sliding on the ground,
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as if my character was ice skating.
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So I've straightened a bit
the leg, and I make the toes
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drag on the ground. This
is creating a nice flow
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to the silhouette of the
character, but also to the move.
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I will be able to create
a nice arc using the foot.
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Instead of pulling the arm
back in guard, I've decided
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to make them drag more. This
will create a larger arc
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whenever I will be pulling
the arm, and they will form
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an elliptic shape, so the
whole pose is supporting
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or drawing the rotation of the character.
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And this is all I generally
build my pose to get
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very smooth motion. I try
to respect the physicality
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of the motion, placing
the center of gravity upon
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the supporting foot. I respect
the chest and hips shape,
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but as soon as I can, I
try to create some kind of
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choreographing motion, meaning that
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I will pose the arms and the
legs as if the character was
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totally mastering what he's
doing and trying to input
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a bit of beauty in his movement.
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From the previous pose, we
can settle into the next pose.
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The right foot has reach
its final position and is
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flatten on the ground. Now
the center of gravity is
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on the right foot. It's no
longer on the left foot.
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The chest is twisted backward,
so the right shoulder
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is in the back while it was
dragging in the previous pose.
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The left fist is forward
while the right fist
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is a little backward. If we
compare the previous pose
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and the current pose from the
top view, we can clearly see
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the twisting or rotation
of the upper body,
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leading into a big contrast
regarding the arm poses.
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The current pose is pretty
close to the ideal pose
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of the character, but the
center of gravity is slightly
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lower, so the character looks
a little heavier on his feet.
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Both feet are flattened on
the ground, and the character
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makes a nice C shape from
a profile. This is a good
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anticipation pose for the
next move. To jump into the
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switch kick, the character
is gathering energy.
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This is why we have lowered
its center of gravity.
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And it does a bit of a
squat stance with his legs.
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Think of the spine as a spring.
If you bend it in a way,
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when you will release
the force, it will bend
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the other way. From there, I just need to
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tweak the position of the
arms to match the reference
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I've attached. Don't
worry if you weren't able
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to follow along with this
video. The idea is to highlight
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the important point you have
to look after, and then I will
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provide you a slow-paced
time lapse, so that you can
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see the whole process.
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