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In this video, we will start
blocking a new animation.
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This is going to be an idle
animation of the squirrel.
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But we need our character to transition
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from the run cycle into a stop,
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do the idle, and then get
back into the run cycle.
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At least to make our character
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checking the surrounding environment.
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And then as it hears some noise
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maybe it will go back into the
run cycle to flee the danger.
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It is going to be a
very fun idle to animate
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and the first step is always
to check out references.
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Looking for some specific information.
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First one is the rhythm of the character.
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You can see how we jumped
from a pose to another
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in a very fast motion
and sometimes just stop.
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And then it almost stay still.
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Those various snappy motion really brings
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the fact that our
character is lightweight.
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00:00:58,525 --> 00:01:02,570
Squirrels use their tails also
to communicate their feelings
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and to communicate between them.
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So we can use the tail to
communicate surprise or fear,
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to our character.
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The last thing that really
shines through those reference
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is the briefing pattern of the character.
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It is really fast paced
and he does show a lot
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when the character is
not moving that much.
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We'll be blocking five poses.
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The first one where our characters stop
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and look at the side.
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Then it will raise on its back
leg and maybe smell the air.
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00:01:32,550 --> 00:01:36,010
We will then pull his
attention to the other side.
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00:01:36,010 --> 00:01:39,090
Then he will turn his head
in a more grounding pose
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because he heard something,
transition into a pose
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where he will start
running to flee the danger.
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00:01:45,320 --> 00:01:48,380
Since we are going to
transition from the run cycle
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00:01:48,380 --> 00:01:51,556
the first thing I will do
is clean the run cycle.
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So I will select older
curve and press the Shift+E
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and clear the cyclic modifier.
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00:01:58,990 --> 00:02:03,410
Then I will select the root
bone and I will press Shift+E
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and get clear of the linear extrapolation
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by choosing constant extrapolation.
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00:02:08,510 --> 00:02:11,030
Make sure you have all your keys selected
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00:02:11,030 --> 00:02:12,740
when removing your modifiers
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00:02:12,740 --> 00:02:16,850
or your character will be
kind of behaving weirdly.
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At least it looks pretty fun
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00:02:18,280 --> 00:02:20,620
but it will be hard to work with that.
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00:02:20,620 --> 00:02:24,190
So once I'm done, I will
duplicate my run cycle.
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So that I have a new action to work with
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that I will call idle.
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And I will keep the run cycle animation
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at the beginning of this new animation.
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This will help us creating the transition
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between the idle animation
and the run cycle.
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We'll have to animate our
character transitioning
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from the run cycle to the idle.
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00:02:46,940 --> 00:02:50,700
But as we did for any
of our animation so far,
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I will go on frame 15
and I will stop blocking
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the first pose of our idle.
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00:02:57,250 --> 00:03:01,050
The first thing I do is to
flatten the feet of the character
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00:03:01,050 --> 00:03:04,770
because they're on the ground
and since you will have
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some kind of still pose we
need him to be grounded.
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00:03:09,310 --> 00:03:11,650
And to make our life a little easier
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I will keep the back feet on the ground.
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In the same position they had
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when he land at the end of the run cycle.
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00:03:20,450 --> 00:03:23,510
You can do the pose you
want, but, I believe
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it will be better for you
to follow what I'm doing
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so that you won't be lost
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00:03:28,700 --> 00:03:31,300
if you're not use to animate that much.
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00:03:31,300 --> 00:03:34,287
As I block the character
pose I will give you
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the key component I'm
looking for when doing so.
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I don't want my character
to stay on his four leg
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in the straight pose.
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If you raise the one of your
leg you will automatically
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shift your weight towards the other one.
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This way you will keep balance.
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00:03:51,990 --> 00:03:55,180
And we can clearly see that
on the reference poses.
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Our character has turned
to its right side.
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His whole chest is slightly shifting
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to be right under his front leg.
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This way his center of mass
is aligned with the front leg
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is aligned with these contact points.
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00:04:11,590 --> 00:04:14,930
If we were to see our
character from beneath,
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we can see that the three contact points
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the three legs contacting the
ground are shaping a triangle.
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00:04:22,080 --> 00:04:24,880
And the center of mass of our character
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is more or less centered
with this triangle.
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This way our characters looks balanced.
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00:04:31,230 --> 00:04:33,230
And this is a very important thing
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when you are doing these
kind of idle poses.
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Since there is no more
inertia like motion forward
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00:04:40,650 --> 00:04:44,060
as in the run cycle, you
need to make your character
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look in balance on each pose.
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00:04:46,578 --> 00:04:50,020
The other very important
thing to do is to twist
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the character to while the contact point.
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Looking at the reference again
we can see that the shoulder
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are pointing down towards
the contact point.
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00:04:59,090 --> 00:05:03,960
And as in most cases you want
to create an opposite twist
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with the hips.
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00:05:05,120 --> 00:05:08,570
The cool trick to remember
is to create a V shape,
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with the line of the shoulder
and the line of the hips.
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We then try to give a nice
curved shape to the tail.
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00:05:16,330 --> 00:05:19,383
And when I feel like the
pose is looking all right,
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I will use the tweak controllers
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to fix the shape of the front leg.
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00:05:25,040 --> 00:05:28,750
On the current pose, the front
leg contacting the ground
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is bending forward and
it looks a bit weird.
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00:05:32,170 --> 00:05:36,110
So I'm using this tweaker
controller to fix it.
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Checking the rotation first
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and then just moving the
joint a bit backward.
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As we did before, during
this blocking stage
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I'm absolutely not considering
the timing of the animation.
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I'm just setting the key poses
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or golden poses every five frame.
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I've seen people setting those
key poses, every one frame
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00:06:01,330 --> 00:06:05,280
and then moving them when they
knew their first timing path.
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00:06:05,280 --> 00:06:07,310
For the next two poses,
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I want my character to
kind of relax and sit.
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00:06:12,450 --> 00:06:15,960
On the first pose our
character is transitioning
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from the previous pose
watching to his right.
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And then I want him to watch to his left
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so that we have a cool rotation
and the change in the pose.
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00:06:26,800 --> 00:06:31,120
So, as usual, try to avoid
the twinning in your poses.
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Think of the silhouette of your character.
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Does it read well?
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And think of the balance of your character
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and his emotional state.
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Is he relaxed, curious,
in danger, stressed?
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As I'm building the
very first sitting pose,
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I will kind of squash a
bit the character backward.
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00:06:51,340 --> 00:06:54,110
So I'm watching references from the video
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I've linked in the documentation,
to check the curvature
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of the body of the character, for example.
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So I'm using both rotation
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and location of the different controller.
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Don't hesitate to move the controllers.
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00:07:08,680 --> 00:07:12,380
A lot of people, especially
beginners, tend to use
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only rotation, especially
for the spine bone
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or the arm bone when
using forward kinematic.
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00:07:19,530 --> 00:07:23,567
And a lot of rig doesn't
allow to move the joint,
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using the location channels.
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While this behavior can
be physically correct
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because you can't really move your bone
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you can only rotate them,
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animation wise it's not
necessarily relevant.
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Because unless you have a
rig that perfectly simulate
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the physical behavior of your character,
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with the bones, the fat and everything,
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you may not get an interesting shape
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or a believable shape of
the body of your character
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by only rotating the controllers.
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00:07:56,720 --> 00:07:59,860
Especially with this
kind of fluffy character.
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00:07:59,860 --> 00:08:03,060
Because you're not currently
animating it's skeleton
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you're animating everything
from the skeleton,
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the muscles and the bones and the fur.
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00:08:10,100 --> 00:08:13,660
So as usual, think of the
shape of your character,
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think of its silhouette,
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and think of what you want to communicate.
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00:08:18,550 --> 00:08:22,330
Here, I want him to be
chilling on its back leg.
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So I'm compressing him a bit.
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A reminder, don't forget to set your keys
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to constant interpolation,
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and don't forget to key
your whole character
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to avoid foot sliding and
all this kind of shenanigans.
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00:08:37,240 --> 00:08:40,540
For the third pose, I
want my character to be
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kind of curious to what's
happening in his environment.
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So I will turn him the other
side so that we have contrast
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between the previous
pose and the current one.
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One of the key component of
this next pose is curiosity.
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I want the character to be
smelling the air around him,
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as if something was
catching his attention.
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This is why I will give to
his body a more extended pose.
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He's pulling his head
apart to smell the air.
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His body is kind of stretched
or pulled by his curiosity.
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00:09:18,080 --> 00:09:22,120
And since the pose is
slightly bending forward,
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I've laid the tail backward
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so that the character is balanced.
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There is more weight of his
head forward and the tail
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is counterbalancing the
weight of the head backward.
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00:09:35,240 --> 00:09:38,380
From my experience an unbalanced pose
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doesn't look right at all.
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So, before being appealing,
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I feel like a pose must be balanced.
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Like, we can feel that the
character is well grounded
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and it won't be falling down.
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00:09:50,030 --> 00:09:54,450
So when creating your pose,
think first of the goal
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of your character, the purpose
of the pose, his feeling.
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Then, think of the appeal of the pose,
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the silhouette, et cetera.
190
00:10:02,940 --> 00:10:07,250
And for any still pose or
pose with very slight motion
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where there is not that much inertia,
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always think to balance your character.
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As I'm getting close to the pose I want,
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I can't think to fix the secondary shape
195
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like the elbow orientation,
the knee orientation
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and all this kind of stuff.
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From there I've made a personal choice.
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00:10:26,710 --> 00:10:30,370
I'm not sure that squirrel
can really rotate their ears.
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Watching the reference, it seems that
200
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there is a slight rotation of the ears.
201
00:10:35,170 --> 00:10:39,010
And watching other video I
can see a bit of rotation,
202
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but I'm not sure how much
they can rotate their ears.
203
00:10:42,680 --> 00:10:47,670
But the ears are a fantastic
feature to communicate emotion,
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to communicate curiosity.
205
00:10:49,730 --> 00:10:52,420
Think of the motion of a cat's ears
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when they've heard a noise
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their ear rotates almost 180 degrees.
208
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They can show also fear,
aggressivity, et cetera.
209
00:11:02,210 --> 00:11:05,410
So I'm perfectly fine
if this motion is wrong
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because I'm not here to
reproduce a realistic motion.
211
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I'm here to give life to this
character through emotions.
212
00:11:14,520 --> 00:11:17,050
I feel like, the pose
look believable enough.
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00:11:17,050 --> 00:11:19,770
Here I'm starting to work on the next pose
214
00:11:19,770 --> 00:11:22,470
and at first I also made a pose
215
00:11:22,470 --> 00:11:25,230
where the character was
staying on his back legs.
216
00:11:25,230 --> 00:11:28,700
But it was way too similar
to the current pose,
217
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so in the end, I've modified this pose.
218
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I wanted the character to feel surprised
219
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by some kind of noise or whatever,
220
00:11:37,100 --> 00:11:39,010
and scared at the same time.
221
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We will jump directly to the next pose
222
00:11:41,010 --> 00:11:45,180
and then we will see how I
reworked the current one.
223
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Since the next pose is the last one
224
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before our character run
again, I have duplicated
225
00:11:50,740 --> 00:11:54,453
all the key frame of the run
cycle and them onto frame 35.
226
00:11:55,448 --> 00:11:59,110
I will also duplicate
the last route motion key
227
00:11:59,110 --> 00:12:02,360
and put it on the first
one of the second cycle.
228
00:12:02,360 --> 00:12:06,520
This way I don't get root
motion on the second cycle.
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00:12:06,520 --> 00:12:09,630
We will get rid of the
root motion in the end,
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but it's important to have
it, for the transition
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between the run cycle and
the first pose of the idle.
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Here, I'm creating the anticipation pose.
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The next video will be a
more in depth explanation
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of anticipation, but
basically it's the moment
235
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where the character is compressing himself
236
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to gather energy before jumping
forward into the run cycle.
237
00:12:32,560 --> 00:12:35,200
So I flatten the foot on the ground
238
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so that he's very stable.
239
00:12:37,160 --> 00:12:41,280
I'm pushing the chest
backward and the hips forward
240
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to compress the torso as much as possible.
241
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And I'm also pushing the head inward.
242
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It's like squashing a spring
243
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before releasing to make it jump.
244
00:12:51,700 --> 00:12:55,090
I'm shaping the tail into
a knock because I know
245
00:12:55,090 --> 00:12:59,530
that when he will be jumping
he will whip the tail downward.
246
00:12:59,530 --> 00:13:02,250
So I'm kind of shaping the body
247
00:13:02,250 --> 00:13:06,280
the opposite way it will
react on the next pose.
248
00:13:06,280 --> 00:13:08,220
I'm compressing it a lot
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while it will be stretched
When the character is jumping.
250
00:13:12,650 --> 00:13:16,810
As explained before I'm
revising the previous pose
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00:13:16,810 --> 00:13:19,850
before the anticipation
because I wasn't happy
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with him staying on his back
legs while I wanted him to be
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kind of scared by some
noise, or something,
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just before he decide to run away.
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So I want the squirrel to be
well-grounded on his four legs.
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Slightly closer to the
ground ready to jump
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and with the ears, head and
torso pointing toward the noise.
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The tail is counterbalancing the pose
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creating a nice curve of the whole body.
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Again, I'm making sure that
the character is well-balanced
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that's why I moving the right
front leg a bit on the side.
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As explained before, as any art form
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don't hesitate to try to
improve your animation.
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Revise them, change your mind, et cetera.
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If you are not convinced
about what you are doing,
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then change it.
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If you don't feel like you're
communicating anything,
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change it.
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00:14:14,600 --> 00:14:16,890
If it's boring, change it.
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00:14:16,890 --> 00:14:18,690
But if you can't figure why,
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don't hesitate to ask anybody around you.
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00:14:21,890 --> 00:14:24,450
One of the cool thing
about animation is that
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most of the people connect with animation.
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00:14:27,680 --> 00:14:30,500
And while your mother might not be able
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00:14:30,500 --> 00:14:33,870
to tell you what you have to
do to improve your animation,
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00:14:33,870 --> 00:14:38,340
she might point out things
that looks weird to her.
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00:14:38,340 --> 00:14:41,050
Or what she doesn't like
about your animation.
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00:14:41,050 --> 00:14:44,580
And then you can make
the choice to modify it,
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00:14:44,580 --> 00:14:48,750
or it can put you on the way
to improve the animation.
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00:14:48,750 --> 00:14:51,600
And if you know any professional animator
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00:14:51,600 --> 00:14:54,560
that can give you
feedback, don't hesitate.
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00:14:54,560 --> 00:14:58,753
Or put your animation on
forums, that's very important.
23433
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