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- Let's gets starting with the blocking
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of the climbing cycle of
our squirrel character.
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For the previous animation,
we will start fresh.
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I will duplicate the keying action
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rename it off free climbing blocking
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and make sure that it does affect chooser
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by clicking the little shield icon.
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I will select the rig
and instead of protecting
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the character vertically in pose mode,
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I will rotate it in object mode
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so that we can have a
vertical representation
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of the character but it
will still be moving forward
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whenever we are animating it.
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It's also better to
create a tree trunk dummy.
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So in object mode, I will press Shift + A
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and add a cylinder and I will scale it
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in edit mode vertically.
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I will make sure that
its silhouette is aligned
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with the z-axis so that it's aligned
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with the origin of the document.
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The initial pose I will
use the squashed pose
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of the character in the video reference.
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Can use the corresponding then
their file as a reference,
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all the picture in this video.
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First in object mode, I'm
make sure that my character
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is properly aligned with the tree trunk.
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I always start the blocking off of pose
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by moving the main controller of the body
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and trying to find the
contact pose for the feet.
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One important thing when
you watch a reference
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is to see the position of
the different body feature
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compared one to the other.
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If we have a look to the back feet,
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they're more forward than the hips.
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The hips are currently hanging in the void
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and the back legs are pulling the body up.
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The tail motion on this
animation will be pretty subtle.
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So I just place it so
that it's smoothly hanging
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and not clipping with the tree truck.
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Then I'm working on the
feet and hand position
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so that they are contacting
with the tree trunk, why?
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You generally aligned the feet
with the running direction.
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In the case of this animation,
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I've opened the feet and
the hands in a V-shape.
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This way, our character
will have a better grab
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on the tree trunk.
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When they look at my reference,
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I would slightly push the hands up.
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Imagine you are hanging
on to a wall or a tree,
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your arm will mainly be stretched.
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The main difference here is
that the character is very light
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so he won't be stretching his arm
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or his arm won't be as extended
as if he was very heavy.
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But this is something
I will have to consider
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whenever I'm starting to
polish my character animation
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is make sure that we have the feeling,
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he's pulling himself up.
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Finally as I felt that the
character was a bit too squashed,
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I've just pulled a bit the
hips and the chest controller.
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And we are done with this first pose.
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When it comes to block the second pose,
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I advise you to go for one
of the most extreme pose.
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Don't try to block the next pose
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in the emotion of the character.
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The second advice is that you can choose
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whether you move the root bone or not.
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I've decided to move the root bone
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and try to compensate
the position of the feet,
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and it was some kind of extra work.
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You can animate your character on place
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and then during the polishing stage
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or during the splaining stage,
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we will input some linear motion
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of the root bone to fix that.
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Important thing here is not
to answer any technical issue,
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but really to match the references.
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As the second extreme
pose, I've selected the one
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where our character is
about to lose contact
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with the tree trunk.
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The front legs are already not contacting
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the tree trunk anymore,
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but the front leg are
still in contact with it.
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The key feature we have seen that
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during the reference analysis,
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is that the body is getting
closer to the tree trunk
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as the character is pushing the hips,
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chest and head get really extended,
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the head and chest extend first
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and those three body features gets more
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or less aligned into a straight pose.
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So one important thing too is
that we have to push the pose.
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So here I feel like the pose is okay
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but not pushed as much as I liked it to.
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It's better to push it a little too much
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as it's going to be a
very fast-paced animation.
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So we need quite of a
striking silhouette change
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of our character so that the
animation will read well.
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Only to the mistake I've made
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and I will need to fix later on,
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is that I've used the main body controller
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and pushed the character up a lot.
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So you can use the body controller
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for the left to right up and down motion,
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but avoid moving it too
much forward and back
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because this is a motion
that will be mostly generated
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by the root motion and the
locomotion of the character.
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Slightly adjust the hands of my character
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and I think we are good
to go for the next pose.
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As explained before, I
haven't made my life easier
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by choosing to move the root bone.
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So what I'm doing here is
that I'm trying to figure out
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how much of a distance
the character is moving
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during one jump.
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So I'm trying to figure out
a point on the tree trunk
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or the back of the tree and the head
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and hips position of the character.
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In the end, I figured that the character
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was moving his whole body
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and the hips were getting
further away by one head.
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So the character is jumping
off it's full body length
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plus one head.
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Since we are building a cycle,
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the first and last pose
should be the same.
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So I will duplicate the first
pose and move it on frame 20.
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And holding the D key and left clicking,
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I will draw some reference point
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to measure the position of the head
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and then the position of
the hips of the character.
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So I move the base of the hips,
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one head further than
the position of the head
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on the previous pose.
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This is not rocket science,
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you can push it a little
further if you want
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it will make your jumping
motion a little more dynamic.
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The next pose I want to work on
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is when our character is airborne.
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So I just push a bit the root bone up
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because our character is
traveling through space.
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And then we can start
reworking the silhouette
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of our character.
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This is the point where the front legs
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are fully extended forward,
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the body shape of the character
is pretty straightened
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but the head and the chest
are slowly catching up
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meaning that the distance
between those two
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is getting a little smaller
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while the hips are really dragging.
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When you are posing the legs,
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make sure that you look
at it from every angles
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and realign the knees with the body.
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I also make sure that both the feet
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and the ends of the character
are not symmetrical,
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It will look a bit boring.
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For this motion, I haven't
set any left to right motion
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into the spine nor any twisting.
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I guess there should be some
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but it's pretty hard to
figure out right now,
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while in the polishing,
based on the contacting pose
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we might be able to input a bit of it.
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As our main key poses or
golden poses are now down,
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we can go ahead and add some
in-betweens or breakdowns.
12903
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