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