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- Once the bag rotation master controller
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and the root were done,
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I've locked their transformed channels
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so that I was sure I would
not edit them by mistake.
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From there, I will select
all the other controller
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and get rid of all the keys
but the very first one.
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Since the bag deformations are very fast,
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it's easier for me to
rework them from scratch
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then trying to work from
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what we have blocked before.
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Whenever I want to create a
pose, I will make sure that
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the previous key frame is currently keyed.
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This way, I'm sure to avoid
any undesired interpolations,
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On frame 12, I will kind of sculpt the bag
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as it receive the first jab
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by pushing the tweaker controller.
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And then a couple of frames later,
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I will just console all the transforms
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so that the bag recovers its shape.
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Then a frame later, I will pull a bit
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the controller that was hit by the punch
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so that we get a very
subtle shake feeling.
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Then I will repeat the
process for the next punch.
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I will key the controller on frame 16,
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the frame prior to the hit or impact.
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Then on frame 17, I will sculpt the bag
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by pushing the tweaker bone,
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but also scaling them on one axis
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and then scaling them down
on the opposite taxis.
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I'm trying to preserve
the volume of the bag.
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From there, four frames later,
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I will console all the transform, and then
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I will refine the shape
of the bag frame-by-frame.
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Since the the hitting
frames are pretty short,
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it's a very fast process.
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Rebuilding the whole
animation for the whole bag
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took me about half an hour.
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Then, I started over again with the hook,
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Sculpting the pose from scratch
using the tweaker bones.
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As soon as I was done with the hook,
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guess what I did.
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Exactly the same thing with the kick.
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I've exclusively started working
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on those deformation frames
using the tweaker bones.
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That's pretty important because
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they are very easy to use,
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and to sculpt those specific impacts.
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Then I start working using
the blue controllers.
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Those are the forward kinematic controls
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that will also us to
slightly bend the bag.
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We could spend hours in the graffiti tool
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polishing those controllers,
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but instead I've kept the process
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as simple as possible,
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keying as less frames as possible
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and letting blender interpolate
between those frames.
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So I'm selecting all the
controllers from the one,
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just upon the impact frame,
toward the tip of the bag.
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Then make sure that you are
using individual origin,
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so is that we will be able to bend
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all the controller at once.
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And just bend the bag toward
its previous position,
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as if it was dragging as less as possible.
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If you bend it too much,
it won't look realistic
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because it will look too smooth.
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From there, if you don't
jump into the graffiti tool,
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that's gonna be hard to make it look good.
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As soon as I reached
the next impact frame,
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I'm keying the frame before the impact,
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and then I'm slightly increasing
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the curvature of the bag on the impact.
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Then, when the hook is about to happen,
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this is the time where the
bag is traveling the fastest,
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so I will slightly bend it toward, again,
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it's previous position.
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And this is all you create
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this subtle dragging, almost for free.
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The trick is to make sure
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that you manipulate all the bone
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in the chain at the same time.
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Since they have a parent
and child relationship,
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you rotate the parent,
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that makes the child rotating too,
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and then you apply on top of this
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a bit of rotation on the
child, et cetera, et cetera.
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It generates a slight bend in the bags
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that looks very natural.
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The only moment where I had to be
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a little more creative was on the kick,
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where I posed the bones frame by frame.
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On the frame prior to the kick,
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I've just made the whole bag dragging.
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And then, on the impact,
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I first made the top part of the bag
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to rotate the right, behind
the leg of the character
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while the lower part of
the bag will be dragging.
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So I will invert it's rotation
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and rotate it a bit backwards.
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Since the bag is arriving very fast
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and we kicking it the opposite direction,
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there is a lot of deformation in the bag.
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Then, as it is projected by the kick,
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I will slightly bend it backward
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toward its previous position
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to make it drag a bit.
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Finally, as as it hits the ground,
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I bend it toward its previous direction
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so is that it is dragging again.
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And then I will console the rotation
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a couple of frame after
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and convert all the landing keys
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and the keys after to vectors
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so that I have a hard slap on the ground.
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One final touch I've added is that
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I've used the tweaker control root
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to squash the bag on the ground.
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In the end, it's barely noticeable,
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because I've kept it very subtle.
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I selected all the tweaker bone,
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inserted a key frame on the key prior
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to squash the bag so that I don't get any
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weird interpolation,
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then I've scaled them up a bit
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on the X and Y axis, and flatten it,
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scaling it down on the Z axis.
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Then two or three frame later,
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I've consoled any scale by pressing alt+S.
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One final detail I have revised,
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but I'm not sure I've captured it,
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is the rotation of the bag
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just after the right cross.
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I've slightly lowered
the level of rotation
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of the bag so that it stays on screen
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while we are rotating
around the character.
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This is typically the kind of detail
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I wouldn't have taken care of a year ago,
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for example, but it's
very important because
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it does improve the
readability of your animation.
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This is typically the kind of detail
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that will bring you to a
professional level of animation,
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because it shows that you
care for your audience,
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and make sure that they will get
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everything about your animation.
11007
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