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- [Instructor] But once the
bag rotation master controller
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and the route were done,
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I've locked their transform channel
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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
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to rework them from scratch
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than trying to work from
what we have locked before.
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Whenever I want to create a pose,
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I will make sure that
the previous keyframe
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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 the controller
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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 kill 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 axis.
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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.
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And then I will refine the shape
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of the bag frame by frame.
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Since the hitting frame operate is short,
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it's a very fast process.
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Rebuilding the whole animation
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for the whole bag took
me about half an hour.
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And then I've started over again
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with the hook, sculpting
the pose from scratch,
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using the tweaker bones.
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And as soon as I was done
with the hook, guess what.
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I did exactly the same
thing with the kick.
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I've exclusively started working
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on those deformation frames,
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using the tweaker bones,
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and that's pretty important
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because 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 controllers
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that will allow us to
slightly bend the bag.
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We could spend hours in
the graph editor polishing
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those controllers but instead,
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I've kept the process
as simple as possible,
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keying as less frame as possible,
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and letting Blender interpolate
between those frames.
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So I'm selecting all the controllers
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from the one just upon the impact frame
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toward the tip of the bag.
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Then make sure that you
are using individual origin
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so that we will be able to bend
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,
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it won't look realistic
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because it will look too smooth.
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And from there, if you don't
jump into the graph editor,
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that's gonna be hard to make it look good.
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And as soon as I reach
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 the curvature
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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
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toward again its previous position.
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And this is how you create
this subtle dragging,
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almost for free.
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The trick is to make sure 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 that
makes the child rotating too,
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and then you apply on top
of this a bit of rotation
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on the child, et cetera, et cetera.
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And it generates a slight bend in the bag
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that looks very natural.
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The only moment where I had
to be a little more creative
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was on the kick
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where I've 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 to 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 its rotation
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and rotate it a big backward.
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Since the bag is arriving very fast
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and we're 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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And finally, as it hits the ground,
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I bend it toward its previous direction
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so that it is dragging again,
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and then I'll console the
rotation a couple of frame after,
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and convert all the landing keys
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and the keys after to vector
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so that I have a hard slap on the ground.
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One final touch I've added
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is that I've used the tweaker controller
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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 keyframe on the key prior
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to squash the back
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so that I don't get any
weird interpolation.
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Then I've scaled them up
a bit on the x and y-axis
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and flatten it, scaling
it down on the z-axis.
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And 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
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, for example.
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But it's very important
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because it does improve the readability
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of your animation.
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But this is typically the kind of detail
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that will bring you to
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 everything
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about your animation.
11000
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