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- [Instructor] Since it's a pretty complex animation,
we do need more poses in the blocking stage
so let's add some in-betweens.
The first pose I've been working on was the pushing pose,
the character is getting almost fully extended
the front legs or hands are just about to leave the trunk,
the back legs are not extended yet,
pressing Shift S I've snapped the cursor
to the leg of my character,
now I can push the foot backward
and then move to root bone forward
or upward since our character is rotated to match
the previous position of the foot
so that we don't have this sliding contact effect.
The trick here is that I input the value
of the movement with the keyboard pressing G then Z to move
along the global Z axis
and press 0.08 to move by eight centimeters,
this way, I do know how much I have moved the foot
and I will offset the root bone,
but also the hands of the character by the same value
this way I'm sure that I will have corresponding motion
for all the parts of the characters.
It's a good way to do this because it's very accurate
but it's also a bad way
because it's a very constraint way to do this thing,
this is why I advised you not to use any root motion
for the blocking of this animation in the previous video
but to show doing so that's not bad
because this is something we will have to do later on,
so it gives us a base to work on,
doing it the hard way here might not be the most
intuitive way to do it
that's what I'm meaning
but I will have a solid base to go into polishing them.
Dispose is the one where the head
has the biggest spacing compared
to the previous pose,
it's one of the first pose
where the character is pushing forward,
so I will extend the neck of the character quite a bit,
it feels like the front legs are a bit too extended
and on the reference we can see
that the front legs are not touching the trunk anymore
so I will put them into a pose
where they just took off the tree trunk.
Since this in-between is starting to define
the emotion of the character
because we have the extreme poses and this is an in-between
so it makes the transition between those two poses,
this is why I'm playing the animation
of curbing through the frames a lot
beyond matching the reference pose
I'm trying to feel the emotion of the character.
Try to fix the orientation of the arms
I'm facing some kind of issues with the rings,
some limitations, this is pretty usual
with this kind of inverse kinematic controllers
so I reset the rotation
and instead I'm using those tweaker controllers
to give a better shape to the arms,
so I advise you to deal
with the shape of the arms using those controller
for this specific animation.
The next critical pose for me is the one
whenever the character is contacting
with the surface of the tree trunk,
this contact frame is occurring between frame 15 and 20
so I will set it up from 18
for example, it really doesn't matter from the time being
we are just breeding the different poses
and then at the end of the video
we will do a rapid timing paths.
The first thing I do to switch
to this new pose is to move the root bone
so I've been trying to move it using the same technique
as for the previous pose
meaning that I'm moving the root bone
entering a proper value with the keyboard,
but since my character has no contact with the tree trunk
it doesn't really matter if shall not really accurate
with the position of the root bone
right now, there won't be that much of the problem
we will be able to offset a bit the position
of the root bone during the polishing stage.
What's important here is that
since there is no contacting frame,
no part of the character contacting
with the tree trunk or with the ground
for example, the fact that the root bone motion
is not perfect, doesn't matter,
we won't have any sliding foot effect here
because there is no contact with the ground.
So in the end, because of this foot motion
and the squeal to have everything perfectly aligned
and to try, I spent most of the time trying
to figure out a way to position the hands properly
while it wasn't important,
the only thing important is to make sure that the position
of the hands are correct compared to frame 20
and even if there is a bit of a challenge
a bit of a difference this is something
we'll be able to fix when we are polishing
by moving the curve or duplicating the curves,
what's matter here is really the pose of the character,
so the front legs are almost fully extended,
the back legs are catching up pointing
toward their landing pose.
And finally, we have still the hip sat down
dragging a bit, but they are slowly catching up,
while the chest and head are getting very close
to their final pose or to the pose we have on frame 20,
so you can see on the reference
that the curvature of the body
of our character is slowly getting back into it's S shape.
The next pose is more of a breakdown
that in in-between onto this breakdown
between frame zero and five, because on frame five
our character ends a normal angle contacting the tree trunk
with all my read controller selected,
I'm pressing a Shift E,
then when I moved the mouse left to right
I changed the value of the breakdown,
I will set it to 50%,
then they will left click to confirm
this way blender has automatically interpolated
all the controller of my character by 50%
between frame zero and frame five,
now I don't want to move the hand controllers,
so I go back on frame zero select one of the hand controller
press Shift S snap the cursor to it,
then I go back onto frame two my break down pose
and press Shift S selection to cursor
the hand will be snapped on to the same position
as on frame zero,
I will repeat the process for the other hand and this way
my whole character body and root has moved by 50%,
and I can work on this pose and the feet position is fixed,
thanks to this little manipulation.
So now I can work on the torso controller to refine the pose
and offset the different element
because if everything is interpolated by 50%
I will have a very robotic motion of my character.
So here, as we have explained before
during the reference analysis
I'm pushing a lot the neck and chest of my character
while the hips are dragging a bit back,
from there what I did is that I have taken
all the key frame of each pose
and I have set them every two frames,
so one on frame zero one on frame two,
four, six, eight, 10, and 12.
I feel like this cycle should be 12 frame long
so I'm just kind of distributing the different posts evenly
for the time being because I'm not working
on the timing of the animation right now
but it does help reading the animation.
The last pose I wanted to create is the one
where the back legs are contacting with the tree trunk
as explained why we were locking the idle animation
you should create a bring down pose each time
there is a drastic change in the pose of your character
meaning that here the back feet are abohm
and then they are contacting with the surface
in this regard, their mechanical function
and the way they move is changing a lot
because when they are floating in the air
you should be looking for arcs
while when they are impacting with the tree trunk,
you're not looking anymore for arcs
but mostly for a linear interpolation
as the foot is sliding along the surface.
So it's better to add a breakdown
to this pose than trying to figure this out
during the polishing stage,
this pose was pretty quick to achieve
because we have already depends
on the front legs already contacting the tree trunks
and the only thing we had to do is to make sure
that the back legs are contacting and the hips catch,
I've made a quick timing paths here, but I will show you
how to get a better timing paths in the next video.
Lastly, I couldn't help polishing a bit to tail motion
but honestly, at this stage it's mostly a waste of time,
don't work the tail for the time being since it's ending
and following the body, we will work on it
during the polishing stage once we have finished
the whole motion of the body.
What was a little more important here is to rotate
around your character, check out all the poses
and then fix a bit the pole target to give a better
orientation to the knees and also check
out the elbow tweaker bones,
you can see that my elbows are pointing in word
and it doesn't look super natural,
so double check each poses and check that the silhouette
show character, the shape of the arms of the legs
et cetera, looks good from every point of view.
In the next video, we will revise
the timing of this animation is still
in step mode before jumping into spline.
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