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- [Instructor] We are
slowly but surely making it
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to the end of the polishing
stage of our character
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with the arm polishing.
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At this stage of the course,
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what I'm doing should not
have any secret for you.
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As usual, I will whether track
the hand of the character
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or the elbow of the character.
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And as it's a forward kinematic chain,
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I will start by polishing the shoulder,
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the root of the forward kinematic chain.
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And as we did before several time now,
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I will make the shoulder drag,
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especially on those movement
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where the character is pretty relaxed.
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What I mean here is that you have to spot
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whether the shoulder are used
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to drive the motion or not.
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Whenever our character is
walking or taking a few step back
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and forward, he's not choosing the moment
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of his arms to pull
himself forward or back.
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Generally speaking, the
shoulder will always drag
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compared to the chest.
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But if you remember well,
during the run cycle,
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the shoulder were used
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to pull the character up and forward.
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So they were reaching their extreme
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before the center of
gravity of the character.
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What I want to point out here
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is that the shoulder will
most of the time be dragging
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but don't be too systematic
with the way you deal
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with the dragging because
there are some case,
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like the kicking of our character
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where you want the shoulder
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to reach their extreme a little earlier
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as they will participate
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in the momentum of the center of gravity,
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and the current kick.
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They are not leading for say,
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but they are participating
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to the leading force.
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In the meantime, as you can see,
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I've been tracking the
elbow of my character
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and I'm doing my best to get
rid of any harsh angle drawn
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by the elbow of the character
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whether by using the graph editor
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or by directly posing the
character in the 3D viewport.
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My workflow hasn't changed
since the beginning
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of this animation.
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I'm focusing on the motion path,
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rather than the graph editor.
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My goal when the character
is pulling the arm back
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is to make the forearm
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and the hand move a bit like a serpent,
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while the elbow of the character
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is the head of the serpent
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and the fist is the tip of the tail.
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This is the kind of motion that I love,
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and I generally push them very far.
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In this case, I've kept it pretty simple
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and not too smooth as our
character is contracted.
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Once I got this chunk of
the animation polished,
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I've worked on the kicking move.
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I've started by adding
a little more bounce
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into the shoulder
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by dropping it whenever
the character was jumping,
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and then pushing it further up
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whenever the character was going down.
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And then during the kicking motion
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and the hit, I've pushed
the contrast of the curve.
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Whenever the curve is going up,
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I will push it a little further,
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and whenever it's going down,
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I will lower it a little more.
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This will increase the swinging
range of the whole arm,
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and better communicates
the power of the kick.
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So you can clearly see me
processing the z Euler rotation
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on the shoulder that
drives its swinging motion.
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Then when the character was falling back
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and stepping back into idle,
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it was just a matter of
making the shoulder drag.
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So going a little up when the
center of gravity's going down
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and when the center of
gravity is going up,
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lower a bit the shoulder.
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And once I'm done with the shoulder,
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as usual, I will work
with the arm controller.
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As usual, I will start by
calculating the motion path
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of the elbow and then
tweak the arm controller
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during the swinging motion.
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Generally speaking, on
this part of the animation,
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the motion of the elbow was a bit messy
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and popping all around.
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So my goal was pretty clear.
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I wanted the elbow to rapidly
reach its back position,
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ease into the extreme, and then go back.
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Once I have this space,
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I jump into camera view
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and I make sure that
the arm is getting out
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of the silhouette of the character.
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It's not overlapping with
the chest of the character.
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So I can achieve this result
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by slightly pushing the
x rotation curve up.
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From there, the fist is the part
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that is going to show the
most from the camera view.
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So I will calculate the motion path
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from the tip of the fist using
the end tweak controller.
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From there, we can see
that from frame 80 to 82,
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the arm is going forward way too fast.
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I wanted it to ease backward
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and now it's going forward
as if it was bouncing
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against a wall.
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And on top of this, the motion
path is drawing some kind
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of V shape that doesn't
look like a nice arc.
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So by repositioning a
bit the arm controller
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and working a bit on the z rotation curve
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on the forearm, I will
be able to fix this.
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So whenever I'm working
on such a tight animation
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or motion, meaning that it
occurs upon a very few frame,
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I adjusted the curve and
often update the motion path.
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And I'm not focusing on the character
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but mostly on the arcs drawn
by the tip of his fist.
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In the end, I get a nice arc
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with an ease-out forward.
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So with experience, you will be better
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at creating nice poses,
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and then sculpting those animation arcs.
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And this is fundamental to
create a nice animation fast.
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From there, I've been
reworking the whole arm
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during the steps back of the character.
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But since this is something
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we have seen multiple time before,
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I won't be commenting it anymore.
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Once the motion of the arm is polished,
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you can work on your smears.
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At this stage, what mostly matter
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is what we are going to
see in the camera view.
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Even if I'm rotating around my character
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to get a better angle to pose those tweak,
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I always come back to the camera view
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to double check the pose.
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Your goal in this case
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is to make sure that
the current silhouette
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of your character support the arcs.
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When building those smears,
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don't think of the arm as a current arm
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but rather think of it as a whip
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or a rubber limb.
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Here I'm adding a little detail
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by breaking the elbow joint
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and slightly bending the arm backward
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whenever it reaches its
extreme back during the swing.
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While having fun building those smears,
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don't forget to track your arcs
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because since you're
modifying your tweaker bones,
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their motion path will change.
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So make sure that your
spacing is still relevant.
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Regarding the right arm polish,
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there is not that much to say.
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As usual, I will make the shoulder drag.
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Then I will work on the arm controller,
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making sure I have nice
arcs from the elbows.
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Then work on the forearm,
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making sure that I have
nice arcs to the wrist.
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While you are mainly
focusing on those arcs
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in the spacing, don't forget
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that if you can clear the
silhouette of your character,
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that's always better.
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Like for example, avoiding the end
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to overlap with the thigh
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or make sure that your
negative space allows you
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to perfectly read the arm.
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With all these little
details taken care of,
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I will call this animation done.
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As any form of art,
animation is never done
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but you have to call your
work finished and move on.
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I personally do think that it's better
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to get not too far into polishing
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and finish your piece
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than spending hundred of hours trying
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to polish your animation,
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getting disgusted or bored about it
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and not publish it.
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The best animation will sure
bring attention on your work,
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and in our world, it's
better to get noticeable,
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than the best.
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So always try to push your animation
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as far possible but make sure
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that you finish what you have started.
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And hopefully you will
never be 100% satisfied
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of what you have done.
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So that there is always
room for improvement
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and that you will do better
on the next animation.
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So I would advise to set
yourself some milestone
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or deadlines, and this
is exactly what I did
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for this animation
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where I need to publish the course
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and I can't work forever on it.
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So it's not as good as I would like
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but I do believe it's good enough
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to show my workflow,
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and I'm really proud of this animation.
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Even if I see some part
that could be improved.
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Finally, I'd like to add
that animation is fun
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and you should keep it fun.
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Sometime it's painful
because it's a lot of work
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but if you take pleasure
doing what you do,
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you will progress very fast.
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And if you have the chance
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to make it your job, you
will be among the few
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that enjoy their jobs.
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And this is sure a life changer
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and the key to success.
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So I wish you a lot of success
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and I will see you in the next video.
16442
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