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These are the user uploaded subtitles that are being translated: 1 00:00:00,940 --> 00:00:02,410 - [Instructor] It's now time to switch 2 00:00:02,410 --> 00:00:06,120 to spline and polish our climbing cycle animation 3 00:00:06,120 --> 00:00:07,750 and then will be to remove the linear 4 00:00:07,750 --> 00:00:12,193 feeling of the cycle and get this hopping motion. 5 00:00:13,050 --> 00:00:14,090 So as usual 6 00:00:14,090 --> 00:00:18,180 the first thing we will do is select all of our controllers. 7 00:00:18,180 --> 00:00:22,520 Then in the action editor, select all the keys. 8 00:00:22,520 --> 00:00:25,250 Press the T key and switch to busiest 9 00:00:25,250 --> 00:00:28,070 so that we are now in spline mode. 10 00:00:28,070 --> 00:00:30,980 You can then press control tab to switch 11 00:00:30,980 --> 00:00:35,320 to the graph editor, enable the display all filter, 12 00:00:35,320 --> 00:00:39,320 press alt+H to make sure that there is no curve hidden 13 00:00:39,320 --> 00:00:44,320 and press shift E to apply the make cycle modifier. 14 00:00:44,370 --> 00:00:47,023 Now the animation will be cycling forever. 15 00:00:48,280 --> 00:00:50,590 As we have seen in the previous cycle, 16 00:00:50,590 --> 00:00:52,910 we need to clean the root spoon, meaning 17 00:00:52,910 --> 00:00:57,080 that we want a linear interpolation of the root ball. 18 00:00:57,080 --> 00:00:59,890 The first thing to do is to select all the key frames 19 00:00:59,890 --> 00:01:02,500 of the root bone and remove all of them 20 00:01:02,500 --> 00:01:04,200 but the first and last. 21 00:01:04,200 --> 00:01:06,889 Then you can either press the T key 22 00:01:06,889 --> 00:01:10,890 and switch to linear interpolation 23 00:01:10,890 --> 00:01:12,950 or select all the key frame 24 00:01:12,950 --> 00:01:16,840 press the V key, and switch to vector handles. 25 00:01:16,840 --> 00:01:20,938 This way we will also have a linear interpolation. 26 00:01:20,938 --> 00:01:23,860 To enable the linear extrapolation, 27 00:01:23,860 --> 00:01:27,520 we first need to get rid of the cyclic modifier. 28 00:01:27,520 --> 00:01:30,040 Select all the keys of the root bone 29 00:01:30,040 --> 00:01:33,650 press shift E clear cyclic modifier. 30 00:01:33,650 --> 00:01:38,440 Then press shift E again, and choose linear extrapolation. 31 00:01:38,440 --> 00:01:41,770 Now our character will be moving forward 32 00:01:41,770 --> 00:01:43,220 in a linear fashion. 33 00:01:43,220 --> 00:01:46,370 At this stage, you probably have some foot sliding 34 00:01:46,370 --> 00:01:47,750 and that's perfectly normal. 35 00:01:47,750 --> 00:01:51,373 We will fix and place the feet later on. 36 00:01:52,270 --> 00:01:54,720 As explained in the beginning of this video, 37 00:01:54,720 --> 00:01:56,930 the big deal here will be to get rid 38 00:01:56,930 --> 00:01:59,300 of the linear feeling of the motion. 39 00:01:59,300 --> 00:02:03,560 All contacting frames for the feet will still be linear. 40 00:02:03,560 --> 00:02:06,040 Also the root motion will be linear. 41 00:02:06,040 --> 00:02:08,760 So we need to play with the body, 42 00:02:08,760 --> 00:02:12,600 the chest of our character, to input some hopping 43 00:02:12,600 --> 00:02:16,780 and contrast into this climbing animation. 44 00:02:16,780 --> 00:02:21,120 As usual, I'm working with the main controller of the body. 45 00:02:21,120 --> 00:02:23,798 I will start with the location channels first. 46 00:02:23,798 --> 00:02:26,420 And while I generally start 47 00:02:26,420 --> 00:02:28,470 with the Z location channel, 48 00:02:28,470 --> 00:02:31,200 the up and down, here I will start 49 00:02:31,200 --> 00:02:33,070 with the Y location channel 50 00:02:33,070 --> 00:02:36,760 because since our character is rotated upward, 51 00:02:36,760 --> 00:02:39,940 the Y rotation channel kind of become 52 00:02:39,940 --> 00:02:42,050 the up and down channel. 53 00:02:42,050 --> 00:02:44,830 And this is the one where we must input 54 00:02:44,830 --> 00:02:47,240 as much contrast as possible. 55 00:02:47,240 --> 00:02:50,220 So the first thing I had done was to push the pause. 56 00:02:50,220 --> 00:02:52,920 Push the Y value higher so that the character 57 00:02:52,920 --> 00:02:55,420 is pushing backward more. 58 00:02:55,420 --> 00:02:58,120 Since we are working on the cycle, I make sure 59 00:02:58,120 --> 00:03:01,570 that I always duplicate the first key frame 60 00:03:01,570 --> 00:03:03,910 and move it onto the last key frame. 61 00:03:03,910 --> 00:03:05,690 To bring contrast to the motion, 62 00:03:05,690 --> 00:03:10,160 the thing to avoid is to create a perfect sinusoidal shape. 63 00:03:10,160 --> 00:03:12,570 This is why I have almost a plateau 64 00:03:12,570 --> 00:03:14,369 between frame zero and one. 65 00:03:14,369 --> 00:03:15,890 And I will also push 66 00:03:15,890 --> 00:03:18,160 from eight to slightly higher. 67 00:03:18,160 --> 00:03:22,510 This way I'm pulling my character back upon eight frame. 68 00:03:22,510 --> 00:03:26,150 And then I transition forward on the other frames. 69 00:03:26,150 --> 00:03:27,800 I can even increase the contrast 70 00:03:27,800 --> 00:03:30,770 by lowering the value of the curve on frame three. 71 00:03:30,770 --> 00:03:33,100 In the end, we get the fast variation 72 00:03:33,100 --> 00:03:35,420 from frame two to frame four, 73 00:03:35,420 --> 00:03:37,400 then some kind of lower plateau 74 00:03:37,400 --> 00:03:40,370 and then it transitions smoothly to frame nine. 75 00:03:40,370 --> 00:03:43,620 And these back and forth motion will be amplified 76 00:03:43,620 --> 00:03:45,230 by the back and forth motion 77 00:03:45,230 --> 00:03:47,136 of the chest, head, and hips. 78 00:03:47,136 --> 00:03:49,210 Regarding the Z location curve, 79 00:03:49,210 --> 00:03:52,860 the amplitude of the motion is more subtle. 80 00:03:52,860 --> 00:03:54,967 I'm mainly cleaning the shape 81 00:03:54,967 --> 00:03:57,887 of the curve so that it's a little smoother. 82 00:03:57,887 --> 00:04:00,770 And don't forget that when your character 83 00:04:00,770 --> 00:04:02,810 is pushing forward his body 84 00:04:02,810 --> 00:04:05,380 is getting closer to the tree trunk. 85 00:04:05,380 --> 00:04:07,400 So he's losing altitude. 86 00:04:07,400 --> 00:04:10,480 And when he's grabbing back the tree trunk 87 00:04:10,480 --> 00:04:13,120 then he's getting more altitude. 88 00:04:13,120 --> 00:04:15,780 At some point, I flattened the curve to make sure 89 00:04:15,780 --> 00:04:17,470 that the belly of the character 90 00:04:17,470 --> 00:04:20,590 wasn't clipping with the surface of the tree trunk. 91 00:04:20,590 --> 00:04:22,520 For the X location channel, 92 00:04:22,520 --> 00:04:26,560 I just got rid off any variation by flattening the curve. 93 00:04:26,560 --> 00:04:29,870 I will input a little bit of twisting on the chest 94 00:04:29,870 --> 00:04:33,070 of the character in the final stage of the polishing. 95 00:04:33,070 --> 00:04:36,400 The rotation motion is also pretty subtle. 96 00:04:36,400 --> 00:04:39,450 As usual, I'll start with the X rotation 97 00:04:39,450 --> 00:04:41,770 because it's the most influential. 98 00:04:41,770 --> 00:04:44,870 And I've mainly been polishing the curve, 99 00:04:44,870 --> 00:04:47,186 making it smoother, and making sure 100 00:04:47,186 --> 00:04:52,030 that the character is diving down into the jump. 101 00:04:52,030 --> 00:04:53,540 As you go along again 102 00:04:53,540 --> 00:04:55,570 don't forget to duplicate your frames 103 00:04:55,570 --> 00:04:57,660 in row on your last frame. 104 00:04:57,660 --> 00:05:00,400 And don't forget that when you're ready to curve 105 00:05:00,400 --> 00:05:04,770 you might be going back onto it whenever you are polishing 106 00:05:04,770 --> 00:05:08,450 other controllers, because everything is connected. 107 00:05:08,450 --> 00:05:12,480 So modifying the torse now might quite have 108 00:05:12,480 --> 00:05:16,016 changed the behavior of the chest, of the head, et cetera. 109 00:05:16,016 --> 00:05:19,570 And when you're polishing a specific part of the character 110 00:05:19,570 --> 00:05:21,660 don't forget to isolate it 111 00:05:21,660 --> 00:05:25,167 to check the motion this way you will get rid 112 00:05:25,167 --> 00:05:26,700 of all the visual noise 113 00:05:26,700 --> 00:05:29,270 and will get something more readable. 114 00:05:29,270 --> 00:05:33,240 The animation now looks less linear than before, 115 00:05:33,240 --> 00:05:35,380 and I'm slowly getting the "oomph" 116 00:05:35,380 --> 00:05:36,970 of the pushing of the character. 117 00:05:36,970 --> 00:05:40,787 Another way to see it is obviously to calculate 118 00:05:40,787 --> 00:05:44,710 the motion path of the main controller of the body. 119 00:05:44,710 --> 00:05:46,460 And from there, we can clearly see 120 00:05:46,460 --> 00:05:49,320 that the spacing is getting bigger whenever 121 00:05:49,320 --> 00:05:53,430 our character is pushing forward on this straight line. 122 00:05:53,430 --> 00:05:55,685 And then I have a tighter spacing. 123 00:05:55,685 --> 00:06:00,135 The character body is kind of slowing down in space. 124 00:06:00,135 --> 00:06:02,513 Whenever it's catching up. 125 00:06:03,530 --> 00:06:06,940 I can now switch to the chest controller. 126 00:06:06,940 --> 00:06:09,110 I'm first clearing the motion path 127 00:06:09,110 --> 00:06:13,079 from the main controller to have a cleaner workspace. 128 00:06:13,079 --> 00:06:16,510 And as I oftenly do with the chest controller, 129 00:06:16,510 --> 00:06:20,830 I will work first on the X quaternion rotation channel. 130 00:06:20,830 --> 00:06:25,210 I won't be polishing the Y and Z quaternion on rotation yet. 131 00:06:25,210 --> 00:06:27,810 This is something I will do at the very end 132 00:06:27,810 --> 00:06:29,590 of the polishing stage, 133 00:06:29,590 --> 00:06:32,960 based on the contact pose of the feet. 134 00:06:32,960 --> 00:06:35,950 To get a better readability of what I'm doing, 135 00:06:35,950 --> 00:06:39,460 I will select the neck bone and calculate the motion path. 136 00:06:39,460 --> 00:06:43,000 The neck controller is directly attached to the chest. 137 00:06:43,000 --> 00:06:46,560 It makes this motion path relevant. 138 00:06:46,560 --> 00:06:50,220 The idea here is to emphasize the previous motion 139 00:06:50,220 --> 00:06:54,090 we have created with the main body controller, making sure 140 00:06:54,090 --> 00:06:59,090 that our character is kind of sliding along the tree trunk. 141 00:06:59,150 --> 00:07:02,810 And making sure we emphasize the pushing motion. 142 00:07:02,810 --> 00:07:07,670 If we watch the final cycle again, just check the distance 143 00:07:07,670 --> 00:07:11,580 between the hips connection and the shoulder connection. 144 00:07:11,580 --> 00:07:15,010 This way we can clearly see how I stretched 145 00:07:15,010 --> 00:07:17,410 the body of the character to show 146 00:07:17,410 --> 00:07:21,570 that he's curling his whole body using his shoulders 147 00:07:21,570 --> 00:07:23,210 and his chest. 148 00:07:23,210 --> 00:07:25,380 And this is something I've achieved 149 00:07:25,380 --> 00:07:29,560 by reworking the Y and Z location curve. 150 00:07:29,560 --> 00:07:34,060 I advise you to work on both curves at the same time time 151 00:07:34,060 --> 00:07:37,140 because we are working on the chest controller 152 00:07:37,140 --> 00:07:40,370 which is a child of the main controller. 153 00:07:40,370 --> 00:07:43,000 So we are working on local space 154 00:07:43,000 --> 00:07:44,310 so you will need to play 155 00:07:44,310 --> 00:07:47,330 on both curves to get a straight motion. 156 00:07:47,330 --> 00:07:50,440 The Y location curve will have the main influence 157 00:07:50,440 --> 00:07:52,180 on this animation. 158 00:07:52,180 --> 00:07:55,450 I have, I can trust that frame zero to three, 159 00:07:55,450 --> 00:07:58,540 this is the pushing motion or pulling motion 160 00:07:58,540 --> 00:08:01,510 as you wish, where the body is stretching. 161 00:08:01,510 --> 00:08:04,430 Then as the character is airborne 162 00:08:04,430 --> 00:08:07,890 the main body is slowly catching up with the chest. 163 00:08:07,890 --> 00:08:10,540 So I'm reducing the stretching 164 00:08:10,540 --> 00:08:12,771 by lowering slightly the curve. 165 00:08:12,771 --> 00:08:17,030 And finally, we have a more radical squishing 166 00:08:17,030 --> 00:08:21,650 or compression of the chest when our character is contacting 167 00:08:21,650 --> 00:08:22,780 with the tree trunk. 168 00:08:22,780 --> 00:08:27,090 And I get a fast modification of the curve value. 169 00:08:27,090 --> 00:08:30,830 The Z curve is mainly here to correct 170 00:08:30,830 --> 00:08:33,410 the orientation of the chest. 171 00:08:33,410 --> 00:08:35,960 Finally, I flattened the X location curve 172 00:08:35,960 --> 00:08:39,743 because I don't want the chest to move left to right yet. 173 00:08:41,470 --> 00:08:44,130 Next I've placed the head controller. 174 00:08:44,130 --> 00:08:46,810 So it's a pretty classic workflow again. 175 00:08:46,810 --> 00:08:49,810 And the curve editing from the head will be very close 176 00:08:49,810 --> 00:08:52,700 to what I just did for the chest. 177 00:08:52,700 --> 00:08:55,610 As I always do whenever I'm tracking head, 178 00:08:55,610 --> 00:08:59,740 I will use the nose controller to calculate the motion path. 179 00:08:59,740 --> 00:09:03,310 The idea, as usual, is to keep our arc 180 00:09:03,310 --> 00:09:04,693 as smooth as possible. 181 00:09:06,440 --> 00:09:09,240 Again, I'm starting by working on the X, 182 00:09:09,240 --> 00:09:11,555 what's our normal rotation of the character. 183 00:09:11,555 --> 00:09:15,810 The idea is to make the head slightly diving 184 00:09:15,810 --> 00:09:19,630 or dragging into the jump forward. 185 00:09:19,630 --> 00:09:23,139 But as explained during the run cycle 186 00:09:23,139 --> 00:09:26,490 I try to avoid too much rotation 187 00:09:26,490 --> 00:09:30,350 because I don't want the head to wobble up and down. 188 00:09:30,350 --> 00:09:35,020 This will communicate a lack of control from our character. 189 00:09:35,020 --> 00:09:39,600 And since he's very light and agile, we don't want this. 190 00:09:39,600 --> 00:09:43,970 I play on the Y and Z location curve early on 191 00:09:43,970 --> 00:09:47,068 because I do want to get this compression 192 00:09:47,068 --> 00:09:50,864 and stretching of the head as soon as possible. 193 00:09:50,864 --> 00:09:54,236 And I'm using the X quaternion rotation 194 00:09:54,236 --> 00:09:56,854 to fix the arc of the nose. 195 00:09:56,854 --> 00:10:01,854 In the end, I get almost the same curve as for the chest 196 00:10:01,920 --> 00:10:05,660 but with one frame of offset. 197 00:10:05,660 --> 00:10:09,040 In the end, I was going back and forth onto the head 198 00:10:09,040 --> 00:10:12,134 and the chest controller to get rid of 199 00:10:12,134 --> 00:10:16,340 this little glitch on the motion path of the nose. 200 00:10:16,340 --> 00:10:18,230 Since I have a bit of physics lag 201 00:10:18,230 --> 00:10:20,980 on the last frame of the motion path, 202 00:10:20,980 --> 00:10:22,200 I spend some time 203 00:10:22,200 --> 00:10:26,640 on the three last frames to try to smooth this out. 204 00:10:26,640 --> 00:10:29,530 Then I add the loop to my animation in front view. 205 00:10:29,530 --> 00:10:34,140 And I saw that I got a slight rotation left to right 206 00:10:34,140 --> 00:10:36,360 on the motion path of the nose. 207 00:10:36,360 --> 00:10:38,530 So I've made a first pass 208 00:10:38,530 --> 00:10:43,110 of polishing onto the chest and the head rotation 209 00:10:43,110 --> 00:10:47,200 on the left and right axis, the Z quaternion rotation. 210 00:10:47,200 --> 00:10:49,710 Those are very subtle modification. 211 00:10:49,710 --> 00:10:52,630 I've kept the curve pretty smooth. 212 00:10:52,630 --> 00:10:54,990 And the idea is to rotate the torso 213 00:10:54,990 --> 00:10:57,110 toward the contacting point. 214 00:10:57,110 --> 00:11:00,130 And when the character is pushing, for example, 215 00:11:00,130 --> 00:11:03,699 with his right hand, you push the chest 216 00:11:03,699 --> 00:11:07,543 in the other direction, in the opposite direction. 217 00:11:07,543 --> 00:11:10,881 So when he's contacting with the right hand, 218 00:11:10,881 --> 00:11:14,687 you push the chest toward the right hand. 219 00:11:14,687 --> 00:11:19,687 And when the hand this pushing, or pulling in this case, 220 00:11:19,790 --> 00:11:23,980 to get up there, the chest is getting moved away 221 00:11:23,980 --> 00:11:26,372 from the hand, just make it super subtle 222 00:11:26,372 --> 00:11:28,843 and keep the curve as smooth as possible. 223 00:11:30,060 --> 00:11:34,420 On this specific animation, the hips are very important. 224 00:11:34,420 --> 00:11:37,440 Hips controller is generally something you have to 225 00:11:37,440 --> 00:11:41,300 spend time on because it really defines the way 226 00:11:41,300 --> 00:11:43,960 a character is contacting with the ground. 227 00:11:43,960 --> 00:11:46,260 The way he's gathering energy, 228 00:11:46,260 --> 00:11:50,300 pushing and pulling his body off the contact surface. 229 00:11:50,300 --> 00:11:54,480 Think of the hips as a catapult for the legs. 230 00:11:54,480 --> 00:11:57,230 Starting with the X rotation curve I will make sure 231 00:11:57,230 --> 00:12:01,350 that when the character is projecting his leg backward, 232 00:12:01,350 --> 00:12:05,570 I have a very aggressive motion of the hips. 233 00:12:05,570 --> 00:12:07,940 And I tried to push the curve as much 234 00:12:07,940 --> 00:12:11,180 as possible sometime it kinds of look weird 235 00:12:11,180 --> 00:12:13,810 so I will tune it down a bit. 236 00:12:13,810 --> 00:12:17,390 But I want really to push the paws as far as possible 237 00:12:17,390 --> 00:12:20,650 because we do need to see this rotation 238 00:12:20,650 --> 00:12:23,950 of the hips backward whenever the character is pushing. 239 00:12:23,950 --> 00:12:27,281 And then when our character is contacting with the ground, 240 00:12:27,281 --> 00:12:30,180 the hips are really rotating 241 00:12:30,180 --> 00:12:33,400 inward toward the contacting frame. 242 00:12:33,400 --> 00:12:37,230 And these very contrasted motion does translate 243 00:12:37,230 --> 00:12:38,080 on the curve. 244 00:12:38,080 --> 00:12:42,783 You can see that the curve goes down and up pretty quickly. 245 00:12:44,590 --> 00:12:47,050 The next channel will obviously be 246 00:12:47,050 --> 00:12:49,400 the Y and Z location curves. 247 00:12:49,400 --> 00:12:53,040 We have already seen our squash and stretch was important 248 00:12:53,040 --> 00:12:54,380 into this animation. 249 00:12:54,380 --> 00:12:56,880 So I will just emphasize this. 250 00:12:56,880 --> 00:13:00,400 And then we do need an offset between the stretching 251 00:13:00,400 --> 00:13:03,990 and squashing of the hips compared to the chest. 252 00:13:03,990 --> 00:13:07,120 The hips are dragging backwards. 253 00:13:07,120 --> 00:13:10,240 So on the first two to three frames 254 00:13:10,240 --> 00:13:13,070 the hips are kind of squashed. 255 00:13:13,070 --> 00:13:18,070 And as our character is jumping, they get stretched a lot 256 00:13:18,080 --> 00:13:23,080 and they will slowly catch up during the airborne position 257 00:13:23,440 --> 00:13:26,023 but mostly on the contact frame. 258 00:13:27,050 --> 00:13:30,138 The hips curves shape are slightly smoother 259 00:13:30,138 --> 00:13:32,660 than the chest and the head 260 00:13:32,660 --> 00:13:37,500 because since the head and chest are leading the animation 261 00:13:37,500 --> 00:13:40,610 this is where we need to bring the most contrast. 262 00:13:40,610 --> 00:13:44,880 And as the hips are kind of following, are dragging 263 00:13:44,880 --> 00:13:49,310 and catching up, we can give them a slightly smooth curve. 264 00:13:49,310 --> 00:13:52,820 They are kind of following the main body controller 265 00:13:52,820 --> 00:13:54,100 chest and head motion. 266 00:13:54,100 --> 00:13:57,690 With have the whole body of how our character 267 00:13:57,690 --> 00:14:01,275 polished the animation does look way better already. 268 00:14:01,275 --> 00:14:03,070 So in the next video 269 00:14:03,070 --> 00:14:07,117 you will have a full time lapse of this polishing stage 270 00:14:07,117 --> 00:14:11,353 and then we'll start polishing the legs in the next video. 21966

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