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This is the final part of the
polishing stage of the idle.
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It's gonna be a quick one
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because there is not
that much of an action.
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In the end, our character is
getting into its anticipation
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before jumping into the run
cycle to flee the danger.
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You now should know that we
are going to track all the arts
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especially the head motion.
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For this segment of the animation,
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the body controller
will lead the animation.
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Then the chest is dragging,
then the head is dragging.
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We can really feel that
the head is getting
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(indistinct) by the hips
motion of the character.
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And since after the idle,
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we have a pretty extreme
motion with our run cycle.
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The idea was to eat the
extreme pose on frame 104.
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And on the next pose, we will push
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that extreme compressing our character
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to a maximum before it goes
into the jumping action.
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Since most of the last
pose were duplicated
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from the run cycle,
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the handle of the curve might be rotated.
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So, I will select them, press
V and switch to auto clump.
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Then polishing the body
controller was pretty fast.
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I, (indistinct) a bit on
to the rotation curves
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so that I get a bit of easing
before reaching the frame 104
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which is our extreme pose
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that we are going to push on frame 105.
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Then I've worked on the chest rotation,
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the idea was to make the chest dragging.
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So, I've slightly delayed the rotation
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by pulling a bit the curves down
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toward their previous value.
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And as I reach frame 103,
I slightly rotate the curve
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so that I get a natural overshoot.
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'Cause I'm getting a nice
arc with a nice spacing,
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you will see me pushing
the X rotation curve
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down on frame 105.
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This is where I'm really pushing the pose
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to have a very strong anticipation
before the jump forward.
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Polishing the head
rotation was pretty simple.
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I've made the head dragging
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and I got rid of any twisting
or unwanted rotation.
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The idea is to get a very clean rotation
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toward the extreme pose as our
character is going to flee.
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There is no secondary motion in the head
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because it's a very fast transition
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to the anticipation before the run.
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Then I've quickly reworked
the heels animation
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to make sure that their timing
was a bit offset compared
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to the head timing and
the whole body timing.
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The idea is to change the pose of the head
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within one or two frames to
get to very snappy rotation,
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very snappy motion of the heels.
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Then I spent some time
trying to create an eye blink
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as the character while
he's rotating his head
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but I didn't kept this additional motion.
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Because as the eyes are blinking
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it creates a slight
glitch into the animation.
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And we already have a very fast
motion of the head rotating
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but the silhouette of our
character get a drastic change
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and it creates a lot
of visual information.
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Adding the eye blink on top of this,
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make this portion of the
animation very noisy in the end.
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The other thing is that, this
black dot that is the eye
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of our character, really help
tracking the head motion.
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So, it really helps the audience following
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the head rotation in this particular case.
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So, if you make the eye disappear
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while the character is rotating very fast,
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it's like, he blinks and
then he's in another pose.
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That really doesn't read well.
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So in end, I've just slightly squashed
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the eyes so that we get
a different head shape
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but I've kept the eyes opened.
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So, adding secondary motion
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will sure bring more
appeal to your animation,
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but sometime it will
make sure animation worst
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by destroying its readability.
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So, be careful with this and if adding
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this kind of secondary
motion then looks weird
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and you can't identify the
problem on your animation
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just get rid of it.
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Secondary motion like an eye blink
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is here to support the animation.
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To make it more readable
or more interesting.
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00:05:03,530 --> 00:05:05,000
When polishing the hips,
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I've just make it drag a bit compared
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to the main body controller,
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and I've made sure that I
add some kind of big drop
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between frame 104 and 105
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to again push the pause on frame 105.
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This is going to be our micro
anticipation before the jump
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so every controller that defines
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the silhouette of our character
should be pushed a bit.
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The feet steps were very fast.
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There is nothing new compared
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to the previous polishing stage.
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00:05:41,330 --> 00:05:43,610
Just make sure that you
have different timing
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for the different feet.
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And make sure that your
spacing is correct,
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avoiding easing whenever the foot is going
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to contact with the ground.
103
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This is why I almost
always switch my contacting
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location channels to vector.
105
00:06:02,830 --> 00:06:06,450
And then as usual, I
will polish a bit more
106
00:06:06,450 --> 00:06:10,130
the foot motion by
inputting a bit of rotation
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to make the tip of the feet
drag compared to their location.
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00:06:14,930 --> 00:06:18,310
One super important
secondary motion I wanted
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to add was the breathing motion.
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To create it, you have to
use the chest controller,
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and use the X and Z scale channels.
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Because the Y scale channel will push
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in a way the head forward
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while the X and Z scale will
make the chest slightly bigger.
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To figure this out, I've
just been moving the curve
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up and down and see how
my character behaves.
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And once I was happy with it,
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I've tried to find the right
spacing for this animation.
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After a couple of tests,
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I found that using six frame
to make a full breathing cycle,
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kind of marched what I wanted
to have for this character.
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When you watch the reference, you can see
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that the belly of the
character is moving very fast.
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00:07:10,290 --> 00:07:13,940
And this is very common,
the smaller an animal
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the faster we'll be it's breathing.
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I haven't created any breathing variation
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on this animation because again,
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that will take time and
the benefit was pretty low,
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but adding the secondary motion
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of the breathing was very important
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and it really brings
something new to the table.
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So, in the end on frame 20
and 26, I've slightly scaled
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down the X and Z and on frame
23, I've slightly scaled up.
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00:07:46,830 --> 00:07:50,700
Then I will get rid of
all the next key frame,
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select those three key frame press Shift
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to duplicate X constraint on the X axis
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and move by six frame on the right.
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And then, I've pressed
a Shift+R several time
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to repeat the operation.
140
00:08:05,870 --> 00:08:09,360
Just press Shift+R until you have filled
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your timeline until a frame 105.
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These little secondary action,
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the breathing motion really
adds to the animation
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00:08:19,867 --> 00:08:23,210
and I feel like it
betterly define the kind
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of character we are currently animating.
146
00:08:25,830 --> 00:08:30,280
Adding these fast paced
secondary action really
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makes our character feeling more alive.
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00:08:33,650 --> 00:08:37,020
As I finished polishing
this idle animation,
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I want to isolate it from the run cycle.
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So I will insert a keyframe
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on all the channels on
the last frame, 105,
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and on the first frame of
this idle, the frame 12.
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00:08:50,800 --> 00:08:54,740
Then I will select all
the keys on the frame 105,
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press the V key and switch
the handle type to free.
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I will do the same on frame 20.
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This way we can remove the
previous frame and the last frame
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without any influence on
frame 12 and frame 105.
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00:09:11,890 --> 00:09:14,420
From there, we can duplicate our action,
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make sure it does a fake user
by clicking the shield icon.
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00:09:19,610 --> 00:09:23,510
And then we can remove frame 0 to frame 11
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and all the key frame after frame 105.
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Then select all the keys and offset them
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so that the first key
frame starts on frame zero.
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And now we have our
cleaned up idle animation
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ready to be used later on.
13490
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