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- [Instructor] Now that the
torso root of our character
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and the feet are polished,
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we can start polishing the
whole chain of the torso,
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the hips, the chest, neck and head.
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As usual, I will start
with the hips rotation.
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And as explained in the
previous animation chunk,
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I'm mainly following
the motion of the feet
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to figure out the rotation of the hips.
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Also since we add a
very detailed blocking,
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generally the stage is pretty fast
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as we mostly have to smooth
out the motion of the hips
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based on what is already blocked.
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For example, here I'm slightly reducing
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the tilting of the hips
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so that they are more facing the character
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and facing the orientation
of the center of gravity,
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because this is the transition motion
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and our character is
settling just after the hook.
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Then I'm reworking the step back.
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So I make sure that the character
hips don't tilt too much
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and it looks too feminine.
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I'm also making sure that the hips twist
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follow the right leg.
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But remember that the
hips are pulling the legs
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that are not in contact with the ground
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while the supporting leg
are pushing on the hips.
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This should gives you a broad idea
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on how to tilt the hips.
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The character is pushing for the jump,
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I make sure that the bit
is oriented backward.
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The hips are oriented
forward towards the groin
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during the anticipation
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and oriented backward toward the bit
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during the pushing pose.
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Then I will fix the overall
orientation of the hips
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during the jump as they look delayed here.
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Whenever I'm working on the hips,
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it's often a matter of feeling
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whether the pose looks right or not,
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that's pretty hard to explain.
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Hopefully when you're watching this video,
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you can see the improvement
whenever I'm moving a key
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over the different rotation axis.
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One part that definitely
needed some refinement
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is the kicking part.
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As I have initially blocked
a very odd recoil of the hips
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and it generates a very odd visual glitch.
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You can see the difference of rotation
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between frame 79 and frame 80.
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There is a big jump in the
value of the Z quaternion curve.
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And so what I've decided
is to average the value
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over frame 80 and switch on frame 81.
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Having this big change of value
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over two frames instead of one
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really improved the animation in the end.
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From there, here you can see the hips
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are really twisted backward,
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pulling the left leg.
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And then it was just about
tweaking the existing curve
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as we had no extreme motion,
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making sure that the hips tilt
up upon the supporting leg,
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making sure that the
twisting follows the foot
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that was in error whenever the
character is stepping back.
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The chest was a little more
interesting to work on.
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Not that it is more
important than the hips,
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but visually it creates more variation
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in the shape of the character.
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And during this polishing stage,
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I will be able to push even more
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the pose of the anticipation of the kick
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and the kick itself.
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On the initial part of this
chunk, just after the hook,
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I'm tracking the axis
from the base of the neck,
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and I will mainly make the chest drag
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based on the center of gravity motion.
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So whenever the center
of gravity is moving up,
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I will slightly lean
the character forward.
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Whenever the center of gravity
is twisting to the right,
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I will slightly twist
the chest to the left
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so that there is a bit of
delay in the chest motion
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compared to the center of
gravity and the leading hips.
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Even when the character
is initiating the jump,
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we keep the same mechanism.
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If the body is going up,
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I will slightly lean
the character forward.
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But then when the character
is airborne and about
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to land just before throwing the kick,
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the character starts to use
his chest for the anticipation
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to load energy.
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So I will make sure that it
twists as far as possible,
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the opposite direction
than the kick release,
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as if the shoulder were going
to pull the hips forward.
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So from the camera view,
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I just make sure that I
push the line of faction
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as far as possible,
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tilting the chest to the right
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and bending the character
backward as far as possible.
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Then the whole chest will
be moving toward the kick
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as if the character was
trying to give a headbutt
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to another bag that is side
to side with the current bag.
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So in the end, if you
watch my current curve,
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it's pretty noisy.
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There is a lot of ups and downs.
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And at the end of the polishing
stage of this very part,
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you will see that I have
a way smoother curve.
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And it does show in the arc
of the base of the neck,
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which is pretty nice.
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Then I will break a bit the smoothness
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of the X rotation curve around frame 82
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to create the recoil
effect after the kick.
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But while the character was
really leaning into the kick
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now that he has lost momentum,
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he needed to get
straighter to find balance.
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And once I've recovered this balance
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during these short transitions
between frame 82 and 85,
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it's just about making
the chest drag a bit
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while the character is
taking a few step backwards.
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Then to improve the animation,
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what I did is that I've modified
the location of the chest
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during the kick.
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The idea was to create some chest shake
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while the character was hitting the bag.
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So I will be pushing the chest forward
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just after the impact on frame 79
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and a couple of frame later,
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I will pull the chest backward
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until it recovers around frame 85.
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This will create a quick
back and forth motion
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as if the torso was shaking
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because of the impact of the kick.
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This is pretty similar to
what we did to the shoulders
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and the head of the character
during the hook motion.
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(swooshing)
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Once I'm done with the chest,
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I always go further in the chain.
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So I will be working on the neck
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as we did for the
previous animation chunk.
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As usual, I will be mostly
making the head drag.
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Since the neck is a tride of the chest,
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quaternion rotation behavior
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is pretty close to
euler rotation behavior.
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So from the side view,
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I will be working on
the X rotation channel.
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I will make sure to track my axis
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using the base of the neck.
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And then when the character is going down,
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I will slightly raise the neck.
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And when the character is pushing up,
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I will make sure that
the neck is going down.
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This is something we have already done
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during the blocking stage.
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So here I'm just revising
some of the poses
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that may not be clean.
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Like this little drop on the
y-axis that doesn't make sense
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since the character is moving
pretty linearly to the side.
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Polishing the neck is mostly about
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the X and Y rotation curve
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as they drive the tilting
and leaning of the head.
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While my wheel is to make the head drag,
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the polishing stage is
also the opportunity
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to fix some of the poses.
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And my go-to for this
is to watch my character
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and make sure that the head
doesn't feel too uncomfortable.
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I'm just watching the relationship
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between the chest and the neck.
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And whenever the pose feels
uncomfortable, I fix it.
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(swooshing)
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Regarding the head,
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I haven't anything to add that
we haven't covered already.
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For all the transition
between the punches,
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the steps or any motion
that is not that fast,
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I will make the head slightly
dragging as we did before.
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I will jump directly
to the kicking moment.
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And at this stage of the animation,
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my goal is not to make
the head drag that much
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because the character is
focusing on the target,
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and it might not be as relaxed
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as in between the different punches.
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Your goal here is to make
sure that the character
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is watching the target
from the camera angle,
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or at least that we feel like
he's watching the target.
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So, I'm orientating the head
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so that it's looking at the same point
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during the whole kick.
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Once I'm done with the rotation,
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I will play with the location of the head
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to improve the impact of the kick.
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First, I track the head
tweaker on the top of the head.
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And my goal is to clean the
arc from the camera view,
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for example, on frame 78,
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you can see that the
arc is going a bit down
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and then going up.
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So I will raise the head so
that I get a cleaner arc,
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and then after impact I
will push the head forward.
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And after I've pushed the head forward,
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because of the momentum of
the kicks that just stop
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so the head is continuing
to travel forward.
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I will try to bunch a bit
the different keys here,
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this way just after the kick contact,
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the head will stabilize a
bit from the camera view
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and we will be able to see it clearly.
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And it will improve the
recoil feeling of the kick.
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Finally, I will add a bit
of stretching in the head
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when it's moving down super fast
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using the top head tweaker,
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only working on the Z location
axis of the head tweaker.
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And just after the stretch,
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I will squash it a little bit
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a couple of frames later
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before it settles again two frames later.
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