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- [Instructor] As usual, once I'm done
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with polishing the torso
or the center of gravity,
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I work on the contact
points of the character.
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So I will work on the feet as always.
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I will start with the right leg
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as it's going to be pretty fast.
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First of all, I want to make sure
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that the leg gets fully extended
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before the foot leave the ground.
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So I will simply delay by a couple
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of frame the moment the
foot leave the ground.
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From there, I will make sure that the foot
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is drawing a nice arc in space,
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and then I will slightly
push the z location curve
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to create the up pose of the
foot right in the middle.
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I will then switch the handles to vector
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for the starting point and ending point
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of the z location and x location.
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This way I make sure that the foot
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is accelerating when leaving the ground
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and when it's about to contact the ground.
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Then I can revise the heel orientation
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or heel rotation using
the heel controller,
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raising the heel just before
the foot leave the ground
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and flattening the foot a couple
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of frame after the contact pose.
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Then I'm also working on
the toes of the character.
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So as usual, I will make them drag,
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meaning that they will be pointing
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toward their previous position.
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On the contact pose,
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I will raise the toes
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and then I will slap them on
the ground one frame later.
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And I will convert the contacting key
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of the toes to vector
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so that I'm sure that
they are accelerating
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before they hit the ground,
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even if it's over only one frame.
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Then I will work on the jumping motion.
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So I will make sure
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that the foot leave the ground late enough
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so that I get an extended leg.
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And as I move the foot,
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I will also work on
its quaternion rotation
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to make it drag.
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So the ball of the foot will be pointing
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toward its previous position,
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and then while in the air,
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I will make it transition
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toward its next position,
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toward the contacting pose.
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I will slightly open the
foot just before the impact
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so that the character land
on the edge of the foot,
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and it slightly pivot while the weight
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is shifting onto the foot.
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Then I will work on the kicking motion
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of this current foot,
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the foot that is contacting the ground.
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It has a specific rotation,
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as we have see in the reference.
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It twist to follow the hips
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and then just after the impact,
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it twist backward very fast.
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So we have this very fast
back and forth motion
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of the heel toward the target.
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In this case, it's driven
by the W quaternion rotation
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for my foot, and I'm creating this V shape
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with the curve
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where when it's going down,
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it rotates toward the target,
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and after frame 81, it rotates back.
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To make this motion less linear,
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I will hold the pose
for a couple of frames
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by adding a new key on frame 80 and 81.
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And then I will make the
foot ease into its rest pose,
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just before the left foot enter contact
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with the ground.
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Once I'm done with this,
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I will work on the last step backward
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with the same checkpoint
in mind as before.
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I want to make sure that
the leg extend a bit
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before the foot leave the ground.
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And that the foot contact the ground
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before the weight of the
character starts to shift
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toward the current foot.
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So as usual, I'm often delaying the moment
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where the foot is leaving the ground.
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In this case, by two frames.
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And then I switch the
contacting pose to vector
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so that I get a hard contact.
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And I input a bit of up pose in between
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using the z location to make
the foot raise in space.
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From there, as usual,
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I will refine a bit the heel controller
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to make sure that the heel is raising
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whenever the foot is getting pulled,
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and that it's at it highest point
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just before the contact frame.
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Then I will switch to the foot rotation
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and see if I can make
it drag a little bit.
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And as I did before,
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I want the foot to rotate
a bit after the contact
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as the weight of the character
is shifting upon this foot.
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And also, contact first
with the inner edge
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of the foot, and then the foot will tilt
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to become flat.
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This create a slight roll on the ground
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of the foot that looks more natural
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than the foot getting flattened
directly on the ground
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as it contacts.
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As the final detail, as usual,
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I will work on the toes.
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Whenever the foot is leaving the ground,
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I will make the toes drag
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and eventually, when
it contacts the ground,
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I will raise them a bit
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so that they slap the
frame after the contact.
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Another detail I wanted
to add is the friction
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of the toes on the ground
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when the character is
twisting to throw the kick.
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If you flatten your hand on the table
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and you push on the hand
and try to twist it,
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you will see your fingers dragging
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in the opposite direction as the twist
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because of the friction and the resistance
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on the ground, or on the table.
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So this is what I'm doing here
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using the z Euler rotation.
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I rotate them toward
their previous position.
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It's the same principle
as when we lift the foot
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but in this case, the
motion is side to side
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instead of being up and down.
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From there, I've worked on the left foot.
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At this point, the
workflow is pretty linear.
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I hope you understand what
I've been doing before
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and if not, you should rewatch the videos.
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I know how confusing it can be
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to read the graph editor,
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especially for beginners
where you are not comfortable
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with the tools.
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So talking about poses, rhythm and spacing
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might not translate for
you watching those curve.
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If it's the case, jump back
to the squirrel chapter
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and make sure that you
practice with this character.
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During the switch,
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I'm mainly reworking the up pose
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so that it's smallest in
the middle of the motion
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of the foot toward its new position.
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And as you can see, I deal
with the z curve a bit
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like with the bouncing ball
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with vector handles when the
foot is leaving the ground
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and hitting the ground
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and a scale key in between.
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Now, as you have guessed,
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most of the work was during the kicking,
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first, make sure that you
calculate your motion path.
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The first choice I did
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was to make the foot to stay on the ground
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as long as possible.
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This way we do get the feeling
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that the hips is pulling the leg
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as strong as possible.
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But also, it will all
need to get less frames
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to throw the kick
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so that it will be very fast,
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and very snappy.
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So as the foot is leaving the ground,
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I make sure that it's very close
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to its initial pose
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so that I will have a big spacing
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between the starting frame
and the contacting frame.
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We will have a big acceleration,
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so for the in between,
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I'm favorizing the first position,
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so that the spacing get bigger and bigger
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and we do feel the acceleration
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of the foot before the contact pose.
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Once I feel good with this,
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I will make sure that my arcs are clean,
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especially on the impact frame.
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I will slightly tweak
the position of the foot
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from the camera view
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so that it perfectly wrap
around the punching bag,
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creating a nice arc.
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Since the punching bag is an accessory,
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I will pose the bag later on,
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paste on the foot motion.
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But it's not hard for
me to create a nice arc
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from the camera view,
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considering that the punching bag
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will be more or less there
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since we have blocked everything before.
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Then when the leg is pulled back,
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I will make sure that
I get a very clean arc
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and that the foot is
accelerating toward the ground.
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Beyond being bound to your graph editor,
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you should be more watching
and analyzing your motion path.
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This is the tool that perfectly
translate to you the arcs
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and the spacing of your animation.
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Then with experience, you will be able
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to read this also into your graph editor.
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As usual, from there, I will
work on the heel controller.
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That's pretty straightforward.
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As the foot is leaving the ground,
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I'm raising the heel.
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The only tricky thing
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is that our character just jumped
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into the anticipation for the kick.
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So the heel is going down
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and then he's pushing to throw the kick.
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So the heel is raising.
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There is this slight
plateau at some point.
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From there it's all about
building the smear frames.
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Don't hesitate to work
with all the controllers,
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like the toe controller, for example,
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to make the foot longer
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as it's getting pulled from the ground.
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The trajectory of the knee
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will also be crucial,
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so it's very important to track the arc
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of the knee and from there,
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build the shape of the leg.
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Just think of the leg as a whip.
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You want to create a nice curly shape
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with the whole leg
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that is going toward the kicking position.
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Make sure that the foot orientation,
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make it drags toward
its previous position.
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And take advantage again
of all the controllers.
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There are tweaker on the top of the toes,
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so do not hesitate to
make those toes dragging.
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At this stage, it's not about animating
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but really sculpting your pose.
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There are only three
frames of your character.
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They must be perfect.
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One tip to get this muscle shape
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is to hide the heel of the character
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from the camera point of view.
239
00:10:05,900 --> 00:10:09,720
You can easily do this by
using the ankle tweaker
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instead of trying to rotate the foot.
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I'm trying my best to get
a smooth shape for the leg.
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There are limitation due to
the anatomy of the character
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but also the resolution of his mesh
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and the number of controllers in the rig.
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On the frame, just after
the contact with the bag,
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I will scale on one axis the sheen
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and the foot so that it feels
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like they are squashing on the bag.
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It's like creating an explosion.
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You start with a thin shape
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and then you make it very big.
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And this visual pop will bring more impact
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to your animation.
254
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And this is exactly what
we want for the kick.
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When it's done over one frame like that,
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it's barely viewable or noticeable
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but it will feel for sure.
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For this kind of shape,
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I don't really have any rules to tell you
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or to explain you.
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What I do advise you is
to search for references,
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like in anime, for example,
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where they do deform a lot the character
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to get crazy perspective
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or crazy impactful shapes like that.
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You will also find this
kind of crazy shape
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00:11:25,970 --> 00:11:27,840
in kids cartoon.
268
00:11:27,840 --> 00:11:32,000
I think that's a very,
very interesting source
269
00:11:32,000 --> 00:11:36,460
of inspiration whenever it
comes to stylized animation
270
00:11:36,460 --> 00:11:40,220
because I guess that
as the target are kids,
271
00:11:40,220 --> 00:11:43,010
we consider that they are more fantasy
272
00:11:43,010 --> 00:11:45,960
or more imagination than adults.
273
00:11:45,960 --> 00:11:50,090
And so they would react
positively to crazy shapes.
274
00:11:50,090 --> 00:11:53,650
But in the end, if you
input it in your animation
275
00:11:53,650 --> 00:11:55,180
and it's subtle enough,
276
00:11:55,180 --> 00:11:58,360
it will work for any
public or any audience.
277
00:11:58,360 --> 00:12:01,840
For the last step of this
polishing stage on the left leg,
278
00:12:01,840 --> 00:12:04,340
there is nothing we haven't seen already
279
00:12:04,340 --> 00:12:06,300
or we haven't talked about
280
00:12:06,300 --> 00:12:08,810
while working on the other foot.
281
00:12:08,810 --> 00:12:11,080
So now we need to polish the hips,
282
00:12:11,080 --> 00:12:14,039
the chest, neck, head and then the arms
283
00:12:14,039 --> 00:12:15,456
of the character.
21423
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