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- [Instructor] Regarding the
bag, more than polishing stage,
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it's going to be an animation stage.
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While the blocking did help to get an idea
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of what we were going to do
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and what would be the behavior
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of the bag during the animation,
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since the main controller animation
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or motion is pretty simple,
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it's almost easier to work
directly in the graph editor
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for this kind of motion.
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And then we will rework
the different tweaker bones
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or even erase all the key
frames and rebuild their motion.
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Since the bag has a pendulum motion
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with an extreme low and an extreme high,
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it's useless to have more
than three key frames.
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One for the beginning,
one for the extreme,
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and one for the return.
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So at this stage, I'm getting rid
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of any useless key frames I
did during the blocking stage.
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From there, I can start
working on the X rotation axis,
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which is the main rotation axis
of our bag in the beginning.
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In the beginning, it's pretty close
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to what we were doing with the character.
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I have two contact frames with the fist.
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After the first punch, the
bag starts to move a bit.
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Then, during the second punch,
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I'm keeping the bag a
bit backward to make sure
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that the fist penetrates the bag.
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Don't over-focus on this part though
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because this is something
I'm going to change later on.
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But this gives me the starting point
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for the first pendulum motion of the bag.
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And once you have that, you
just need your starting point
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and where the bag will
end before the next punch.
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And we just need one key in between,
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so I will get rid of
everything but those two keys.
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Then, we just need to
convert the start and end key
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to vector, and then work on the scaling
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of the handles of the extreme key
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exactly as we will do with
the up and down motion
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of a bouncing ball.
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From there, you need to watch
several times your motion.
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See if it feels right, and
then edit any of your keys.
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Maybe scale a bit up or
down some of the handles
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to accelerate or decelerate the bag
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whenever it's going down or up.
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Here, you can see the final
shape of my X rotation curve
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on the first bounce.
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Regarding the X and Y rotation curve,
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during the first swing, there
is not that too much to do
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than getting rid of any keys
that could be in between.
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And set the handles of the
starting and ending keys
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to vector so that we
have no interpolation.
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I haven't done it on the Y rotation.
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That's a mistake, but
it's not even noticeable
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in the animation.
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On there, I need to redefine the moment
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where the bag will start to move.
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It's currently one frame earlier
that what I have right now,
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and since I want to hold the pose
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for the first impact of the hook,
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I will simply duplicate the
keys from 45 onto frame 47.
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This will create a plateau
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where the bag is no longer moving,
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and I can get rid of
the keys after this one.
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Here, we've just defined
the starting point
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of the pendulum motion of
the bag after the hook.
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Now, I will go on the next
contact frame on frame 78,
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and I will refine the position of the bag
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so that it perfectly matches
the shin of the character.
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I've now defined the starting point
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and the end point of this
next pendulum motion.
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So, I can get rid of all
the key frames in between
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and rework its motion.
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From there, I will rebuild some kind
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of the same curve we had
with the bouncing ball
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or the previous pendulum motion.
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I will select the Z
rotation rotation curve
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that is going to be the
main rotation channel
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for this specific bounce.
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I will duplicate the key.
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I put it right in the middle
and switch it to auto clamp.
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Then, I will make sure that the starting
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and ending keys are set to vector.
85
00:04:03,750 --> 00:04:07,080
From there, I have my base
motion for the second bounce.
86
00:04:07,080 --> 00:04:10,170
From there, I definitely
need some more love.
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I will refine the position
of the hitting frame.
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From there, I will bring
a little more contrast
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into the shape of the Z curve
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as you can see on the reference.
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This way, the bag will be pushed faster
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and will come back faster,
which will look more impactful.
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And from there, I've worked
a bit on the X rotation curve
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so that the motion of
the bag was currently
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physically correct because
in its current state,
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the bag has a weird motion from frame 60,
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where it starts to rotate to the left
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while there is absolutely no force
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that would generate this rotation.
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So just after the punch,
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I will put a bit of a right rotation,
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and then the bag will
swing back to the left.
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Polishing the motion of the bag
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just after the kick was a bit closer
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to what we did during the
polishing of the character.
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00:05:04,790 --> 00:05:07,390
As I'm making the bag holding a bit
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onto the character's shin,
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and then it starts to swing very fast.
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Once the bag is projected
after frame 80 'til frame 85
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where it gets out of the camera range,
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its motion is pretty close
to what we already had
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with initial keys set to vector
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and then a big acceleration.
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From there, since I want the
bag to land flat on the ground,
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I just got rid of all the keys
on the X and Y rotation axis.
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Then, start working on the root controller
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of the punching bag.
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And again, here it is gonna
be super simple compared
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to what we have done before.
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So, the first thing is that I can get rid
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of all the key frames before
the root starts to move.
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Then, I will get rid of any key frames
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between the starting and landing pose.
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Then, I will have refine
the location of the bag
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once it hits the ground
based on the camera frame.
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And from there, I will
convert all the keys
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to vector because why?
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Well, one, there won't be
any change in the speed
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of the bag on your recent channel.
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So on the X and Y location channels
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exactly as for the bouncing ball.
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A few frames after the hit,
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I will slightly offset the
value of the Y location curve
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so that it feels like
the bag is sliding a bit
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on the ground.
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I've done the same with
the X location curve,
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and I will convert both
keys to auto clamped.
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Then, I just need to scale those two keys
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to create a heavy feeling
as the friction of the bag
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on the ground slowing down.
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Now, the only curve that needs
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to be worked on is the Z location curve,
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and as you can see, it's
going to be super simple.
144
00:06:54,440 --> 00:06:57,680
Now, the only thing I'd like to improve is
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as for the character, the
silhouette of the bag.
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As it currently lands on the ground,
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we just see the top part of the bag.
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And if we were only
keeping this still frame,
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we wouldn't be able to
identify a punching bag.
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So, basically this is a bad pose.
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First thing I will do is use
the master rotation controller
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to make sure that the bag
is flat on the ground.
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From there, we get back
onto the root controller
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of the bag, and I will
use its Z rotation axis
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to rotate it a bit to the side.
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Since the bag is airborne,
its rotation will be linear.
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And then just after the impact,
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I've pushed a little bit
the rotation further,
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and I've made it ease.
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This is to simulate the friction
of the bag on the ground
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and the fact that it's slowing down.
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The bag is rapidly
stabilizing on the ground,
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and I haven't added any bounce
so that it feels very heavy.
13230
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