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- I will show you a quick method
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to double-check your timing.
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First we will check with root motion
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and then without root motion.
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I've already made a quick timing pass
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in the previous video
without explaining it,
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because it wasn't very good.
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The idea was just to check
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the follow of the different poses
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but you don't need to
work on timing for this.
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Now is the timing path
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before I switch to spline.
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So to check it,
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since I have root motion
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I've kept my root activated,
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and I will now simply use
my quick favorite menu
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to calculate the motion
path of the root bone
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setting it from frame zero to frame 12.
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This way I will be able to see
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the spacing of my root bone
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between the different
poses we have created.
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And since the root bone is
supposed to have a linear motion
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since we are doing a cycle,
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I can try to make the
spacing match the timing.
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If we have a loop to the spacing
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between frame three and frame five,
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we can see that the position of
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the root bone hasn't changed that much.
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It means that since we have
a linear interpolation,
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those two keyframes should be very close,
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one to the other.
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So I will offset the frame
five onto frame four.
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Now if I keep this mindset
to analyze my spacing
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I can see that from
frame zero to frame one,
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I have a pretty large spacing
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and I have the same spacing
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between frame one and frame three.
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So I have the same spacing
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between those two poses
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or almost the same spacing
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but the timing is different.
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The first one is on one frame,
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the second one on two frames.
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So I will offset my keyframes
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from frame three to frame two.
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So in the end I am animating
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in those first four poses onwards.
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And during the polishing stage
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I will be able to revise a bit
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the spacing between the
different part of the body.
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From there I can evaluate
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the distance between the
frame seven and the frame 10,
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and the frame three and the frame seven.
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And the spacing is quite the same as
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between frame zero and frame two,
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so timing-wise I think that
I should have two frames
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between my airborne pose
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and the contacting poses.
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So I will move my airborne pose
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from frame seven to frame five,
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and then I should be moving
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frame 10, 11, and 12
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on frame seven or frame eight.
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Again the timing and spacing of
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the animation will be refined during
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the polishing stage in spline modes,
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but this is a good way
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if you can't feel your
timing to check it out.
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Try to make it logical.
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And it does show case again
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that having a detailed blocking
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can really help the animation process.
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If you have animated your character
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without moving the root bone
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then use the features of your character
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that are contacting the tree trunk
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to guess the spacing.
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When I check the back-right
foot of my character,
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I have the same spacing
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between frame zero and one
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and between frame one and three.
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So I can choose to move
the pose number three
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onto frame number two.
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And when I see the different of spacing
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between the current pose and the next one,
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it's even smaller so
this change of position
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should happen within one frame,
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even less than one frame
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so I will move it onto frame three.
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Then I want my character to float a bit
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so I will keep in airborne for two frames,
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for example, I can track
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the front hands to see
the different of spacing
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between those two frames,
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and I believe that this
airborne position will be
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the extreme so it will
be quite of right in
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the middle of the jump,
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so I can move frame 10
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and all the next poses
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onto frame seven.
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So in the end, during our blocking stage
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we have created almost
a pose for each frame,
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and this is because we are working
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on the fast motion animation.
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And this will happen when
you work on combat animation
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for example, where your character
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change poses very fast.
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You can't keep an empty frame
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if there is a lot movement
that happen in this frame,
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you will have to detail your blocking.
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The good news here is that
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it's going to be way easier
to polish this animation.
8184
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