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- [Narrator] The tail motion is
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almost exclusively follow through.
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It is supporting the ax made by the body
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of the character when it's
jumping and moving forward.
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On such a character, the tail is used
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to balance the motion.
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As explained in the previous video,
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if I want to show that my
character is balanced and agile,
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I won't make the tail wobbling around.
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But I'd rather try to make
it having a smooth movement.
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So as usual, I'm starting
with the X rotation
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because it's the most
influential transform channel
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on the motion of the tail.
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As the tail is using
forward kinematic mechanism,
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it's better to start polishing the base
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of the tail or the root of the tail,
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and then go along until
the tip of the tail.
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So I've been mainly
smoothing the rotation curve,
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and we have a bigger gap
whenever our character
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is hitting the ground.
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Protect pose occur on frame 11,
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and the rotation of the tail
is offset by one or two frames.
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During the blocking,
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I've also input a slight location change
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in the tail to support the
shape and the silhouette
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of the character.
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I'm just editing a bit the curve so
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that it transitions mostly
from one key to the other.
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So I'm mostly doing this
to avoid any glitches
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in the animation.
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The Z rotation curve allow us
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to swing the tail from left to right.
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And this is typically the kind of motion
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that will translate the lack
of balance from your character.
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If you're walking on a thin line
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and you try to keep your balance,
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you will spread your arms on each side.
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So that you could use
them as a counter weight.
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And the more your body
will move left to right
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when you are moving forward,
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the more you will translate
this lack of balance.
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When put a very subtle
left to right motion just
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to support the line of the body.
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This will support the line of action,
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and the realism of our character.
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We will have a more in depth discussion
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about the line of action
later on in this course.
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But you should understand
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that this slight tilt brings
some kind of randomness
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or make the character a little more uneven
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and make it this way more realistic.
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Don't forget on your cycle
to make sure that the first
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and last key frame are the same
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and that their vector are
aligned with the curve
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to get a smooth transition.
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Now we can jump onto
the second controller.
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And what I will do is that I
will re input the root motion
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to my character
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and calculate the motion
pass to see how it goes.
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I don't want to repeat
the mistakes I've made
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in the previous video where
I've checked the motion
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of my character with the root
motion on a bit too late,
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and I had to fix a lot of things.
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As for the root of the tail
around the impact frame,
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we will have some kind of
big change in the curve.
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And then it will be mostly
smoothing out the shape
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of the tail so that it
follow the flow of the body
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or the motion of the body in space.
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Think of it as a train or as a ribbon.
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As the root of the ribbon is
throwing shape in the air,
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the rest of it is following
in the same motion.
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The same flow,
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the same arc,
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the same path.
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This way you are really
supporting the motion
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of your character in space.
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And it give more freedity, more smoothness
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to the jumping motion.
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This kind of fall through
animation is pretty easy
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to set up on such a cycle animation,
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and on such a smooth animation.
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But it's kind of more complicated
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as soon as you get a more snappy animation
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or a lot of big variation into the motion.
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On same note with this joint,
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I will jump on the last one.
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So this is all I have for this video,
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and I will see you in the next one.
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(soft music)
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