All language subtitles for 03-12-04-Polishing the run Cycle - tail

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These are the user uploaded subtitles that are being translated: 1 00:00:00,081 --> 00:00:01,400 - [Narrator] The tail motion is 2 00:00:01,400 --> 00:00:03,576 almost exclusively follow through. 3 00:00:03,576 --> 00:00:06,470 It is supporting the ax made by the body 4 00:00:06,470 --> 00:00:09,950 of the character when it's jumping and moving forward. 5 00:00:09,950 --> 00:00:12,480 On such a character, the tail is used 6 00:00:12,480 --> 00:00:14,356 to balance the motion. 7 00:00:14,356 --> 00:00:16,083 As explained in the previous video, 8 00:00:16,083 --> 00:00:20,830 if I want to show that my character is balanced and agile, 9 00:00:20,830 --> 00:00:23,800 I won't make the tail wobbling around. 10 00:00:23,800 --> 00:00:28,220 But I'd rather try to make it having a smooth movement. 11 00:00:28,220 --> 00:00:31,540 So as usual, I'm starting with the X rotation 12 00:00:31,540 --> 00:00:35,060 because it's the most influential transform channel 13 00:00:35,060 --> 00:00:36,810 on the motion of the tail. 14 00:00:36,810 --> 00:00:40,091 As the tail is using forward kinematic mechanism, 15 00:00:40,091 --> 00:00:43,300 it's better to start polishing the base 16 00:00:43,300 --> 00:00:45,400 of the tail or the root of the tail, 17 00:00:45,400 --> 00:00:48,790 and then go along until the tip of the tail. 18 00:00:48,790 --> 00:00:52,261 So I've been mainly smoothing the rotation curve, 19 00:00:52,261 --> 00:00:56,300 and we have a bigger gap whenever our character 20 00:00:56,300 --> 00:00:57,747 is hitting the ground. 21 00:00:57,747 --> 00:01:00,380 Protect pose occur on frame 11, 22 00:01:00,380 --> 00:01:04,040 and the rotation of the tail is offset by one or two frames. 23 00:01:04,040 --> 00:01:05,130 During the blocking, 24 00:01:05,130 --> 00:01:08,730 I've also input a slight location change 25 00:01:08,730 --> 00:01:11,690 in the tail to support the shape and the silhouette 26 00:01:11,690 --> 00:01:12,970 of the character. 27 00:01:12,970 --> 00:01:15,110 I'm just editing a bit the curve so 28 00:01:15,110 --> 00:01:18,690 that it transitions mostly from one key to the other. 29 00:01:18,690 --> 00:01:21,340 So I'm mostly doing this to avoid any glitches 30 00:01:21,340 --> 00:01:22,330 in the animation. 31 00:01:22,330 --> 00:01:24,540 The Z rotation curve allow us 32 00:01:24,540 --> 00:01:26,894 to swing the tail from left to right. 33 00:01:26,894 --> 00:01:29,850 And this is typically the kind of motion 34 00:01:29,850 --> 00:01:33,920 that will translate the lack of balance from your character. 35 00:01:33,920 --> 00:01:36,340 If you're walking on a thin line 36 00:01:36,340 --> 00:01:38,118 and you try to keep your balance, 37 00:01:38,118 --> 00:01:41,236 you will spread your arms on each side. 38 00:01:41,236 --> 00:01:44,860 So that you could use them as a counter weight. 39 00:01:44,860 --> 00:01:47,730 And the more your body will move left to right 40 00:01:47,730 --> 00:01:49,008 when you are moving forward, 41 00:01:49,008 --> 00:01:52,950 the more you will translate this lack of balance. 42 00:01:52,950 --> 00:01:55,867 When put a very subtle left to right motion just 43 00:01:55,867 --> 00:01:58,880 to support the line of the body. 44 00:01:58,880 --> 00:02:01,352 This will support the line of action, 45 00:02:01,352 --> 00:02:04,310 and the realism of our character. 46 00:02:04,310 --> 00:02:06,630 We will have a more in depth discussion 47 00:02:06,630 --> 00:02:09,561 about the line of action later on in this course. 48 00:02:09,561 --> 00:02:11,280 But you should understand 49 00:02:11,280 --> 00:02:16,280 that this slight tilt brings some kind of randomness 50 00:02:16,340 --> 00:02:19,698 or make the character a little more uneven 51 00:02:19,698 --> 00:02:22,810 and make it this way more realistic. 52 00:02:22,810 --> 00:02:25,860 Don't forget on your cycle to make sure that the first 53 00:02:25,860 --> 00:02:27,780 and last key frame are the same 54 00:02:27,780 --> 00:02:30,730 and that their vector are aligned with the curve 55 00:02:30,730 --> 00:02:32,640 to get a smooth transition. 56 00:02:32,640 --> 00:02:35,131 Now we can jump onto the second controller. 57 00:02:35,131 --> 00:02:40,130 And what I will do is that I will re input the root motion 58 00:02:40,130 --> 00:02:41,061 to my character 59 00:02:41,061 --> 00:02:44,910 and calculate the motion pass to see how it goes. 60 00:02:44,910 --> 00:02:47,670 I don't want to repeat the mistakes I've made 61 00:02:47,670 --> 00:02:51,240 in the previous video where I've checked the motion 62 00:02:51,240 --> 00:02:55,140 of my character with the root motion on a bit too late, 63 00:02:55,140 --> 00:02:57,330 and I had to fix a lot of things. 64 00:02:57,330 --> 00:03:00,800 As for the root of the tail around the impact frame, 65 00:03:00,800 --> 00:03:04,480 we will have some kind of big change in the curve. 66 00:03:04,480 --> 00:03:08,630 And then it will be mostly smoothing out the shape 67 00:03:08,630 --> 00:03:12,660 of the tail so that it follow the flow of the body 68 00:03:12,660 --> 00:03:15,180 or the motion of the body in space. 69 00:03:15,180 --> 00:03:18,400 Think of it as a train or as a ribbon. 70 00:03:18,400 --> 00:03:22,320 As the root of the ribbon is throwing shape in the air, 71 00:03:22,320 --> 00:03:26,090 the rest of it is following in the same motion. 72 00:03:26,090 --> 00:03:26,923 The same flow, 73 00:03:26,923 --> 00:03:28,060 the same arc, 74 00:03:28,060 --> 00:03:29,300 the same path. 75 00:03:29,300 --> 00:03:31,930 This way you are really supporting the motion 76 00:03:31,930 --> 00:03:33,730 of your character in space. 77 00:03:33,730 --> 00:03:37,400 And it give more freedity, more smoothness 78 00:03:37,400 --> 00:03:39,040 to the jumping motion. 79 00:03:39,040 --> 00:03:41,900 This kind of fall through animation is pretty easy 80 00:03:41,900 --> 00:03:45,860 to set up on such a cycle animation, 81 00:03:45,860 --> 00:03:48,330 and on such a smooth animation. 82 00:03:48,330 --> 00:03:50,550 But it's kind of more complicated 83 00:03:50,550 --> 00:03:53,530 as soon as you get a more snappy animation 84 00:03:53,530 --> 00:03:56,980 or a lot of big variation into the motion. 85 00:03:56,980 --> 00:03:58,700 On same note with this joint, 86 00:03:58,700 --> 00:04:00,470 I will jump on the last one. 87 00:04:00,470 --> 00:04:02,910 So this is all I have for this video, 88 00:04:02,910 --> 00:04:05,055 and I will see you in the next one. 89 00:04:05,055 --> 00:04:07,472 (soft music) 6951

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