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- [Instructor] It's now time to switch
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to spline and polish our
climbing cycle animation
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and then will be to remove the linear
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feeling of the cycle and
get this hopping motion.
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So as usual
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the first thing we will do is
select all of our controllers.
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Then in the action editor,
select all the keys.
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Press the T key and switch to busiest
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so that we are now in spline mode.
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You can then press control tab to switch
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to the graph editor, enable
the display all filter,
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press alt+H to make sure
that there is no curve hidden
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and press shift E to apply
the make cycle modifier.
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Now the animation will be cycling forever.
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As we have seen in the previous cycle,
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we need to clean the root spoon, meaning
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that we want a linear
interpolation of the root ball.
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The first thing to do is to
select all the key frames
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of the root bone and remove all of them
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but the first and last.
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Then you can either press the T key
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and switch to linear interpolation
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or select all the key frame
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press the V key, and
switch to vector handles.
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This way we will also have
a linear interpolation.
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To enable the linear extrapolation,
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we first need to get rid
of the cyclic modifier.
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Select all the keys of the root bone
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press shift E clear cyclic modifier.
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Then press shift E again, and
choose linear extrapolation.
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Now our character will be moving forward
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in a linear fashion.
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At this stage, you probably
have some foot sliding
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and that's perfectly normal.
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We will fix and place the feet later on.
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As explained in the
beginning of this video,
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the big deal here will be to get rid
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of the linear feeling of the motion.
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All contacting frames for the
feet will still be linear.
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Also the root motion will be linear.
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So we need to play with the body,
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the chest of our character,
to input some hopping
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and contrast into this climbing animation.
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As usual, I'm working with the
main controller of the body.
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I will start with the
location channels first.
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And while I generally start
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with the Z location channel,
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the up and down, here I will start
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with the Y location channel
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because since our character
is rotated upward,
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the Y rotation channel kind of become
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the up and down channel.
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And this is the one where we must input
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as much contrast as possible.
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So the first thing I had
done was to push the pause.
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Push the Y value higher
so that the character
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is pushing backward more.
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Since we are working on
the cycle, I make sure
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that I always duplicate
the first key frame
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and move it onto the last key frame.
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To bring contrast to the motion,
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the thing to avoid is to create
a perfect sinusoidal shape.
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This is why I have almost a plateau
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between frame zero and one.
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And I will also push
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from eight to slightly higher.
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This way I'm pulling my
character back upon eight frame.
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And then I transition
forward on the other frames.
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I can even increase the contrast
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by lowering the value of
the curve on frame three.
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In the end, we get the fast variation
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from frame two to frame four,
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then some kind of lower plateau
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and then it transitions
smoothly to frame nine.
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And these back and forth
motion will be amplified
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by the back and forth motion
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of the chest, head, and hips.
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Regarding the Z location curve,
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the amplitude of the
motion is more subtle.
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I'm mainly cleaning the shape
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of the curve so that
it's a little smoother.
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And don't forget that when your character
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is pushing forward his body
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is getting closer to the tree trunk.
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So he's losing altitude.
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And when he's grabbing back the tree trunk
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then he's getting more altitude.
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At some point, I flattened
the curve to make sure
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that the belly of the character
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wasn't clipping with the
surface of the tree trunk.
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For the X location channel,
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I just got rid off any variation
by flattening the curve.
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I will input a little bit
of twisting on the chest
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of the character in the
final stage of the polishing.
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The rotation motion is also pretty subtle.
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As usual, I'll start with the X rotation
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because it's the most influential.
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And I've mainly been polishing the curve,
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making it smoother, and making sure
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that the character is
diving down into the jump.
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As you go along again
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don't forget to duplicate your frames
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in row on your last frame.
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And don't forget that
when you're ready to curve
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you might be going back onto
it whenever you are polishing
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other controllers, because
everything is connected.
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So modifying the torse
now might quite have
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changed the behavior of the
chest, of the head, et cetera.
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And when you're polishing a
specific part of the character
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don't forget to isolate it
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to check the motion this
way you will get rid
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of all the visual noise
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and will get something more readable.
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The animation now looks
less linear than before,
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and I'm slowly getting the "oomph"
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of the pushing of the character.
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Another way to see it is
obviously to calculate
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the motion path of the main
controller of the body.
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And from there, we can clearly see
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that the spacing is
getting bigger whenever
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our character is pushing
forward on this straight line.
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And then I have a tighter spacing.
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The character body is kind
of slowing down in space.
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Whenever it's catching up.
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I can now switch to the chest controller.
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I'm first clearing the motion path
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from the main controller to
have a cleaner workspace.
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And as I oftenly do with
the chest controller,
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I will work first on the X
quaternion rotation channel.
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I won't be polishing the Y and
Z quaternion on rotation yet.
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This is something I
will do at the very end
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of the polishing stage,
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based on the contact pose of the feet.
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To get a better readability
of what I'm doing,
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I will select the neck bone
and calculate the motion path.
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The neck controller is
directly attached to the chest.
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It makes this motion path relevant.
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The idea here is to
emphasize the previous motion
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we have created with the main
body controller, making sure
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that our character is kind of
sliding along the tree trunk.
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And making sure we emphasize
the pushing motion.
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If we watch the final cycle
again, just check the distance
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between the hips connection
and the shoulder connection.
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This way we can clearly
see how I stretched
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the body of the character to show
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that he's curling his whole
body using his shoulders
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and his chest.
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And this is something I've achieved
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by reworking the Y and Z location curve.
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I advise you to work on both
curves at the same time time
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because we are working
on the chest controller
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which is a child of the main controller.
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So we are working on local space
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so you will need to play
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on both curves to get a straight motion.
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The Y location curve will
have the main influence
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on this animation.
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I have, I can trust that
frame zero to three,
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this is the pushing
motion or pulling motion
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as you wish, where the body is stretching.
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Then as the character is airborne
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the main body is slowly
catching up with the chest.
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So I'm reducing the stretching
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by lowering slightly the curve.
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And finally, we have a
more radical squishing
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or compression of the chest
when our character is contacting
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with the tree trunk.
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And I get a fast modification
of the curve value.
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The Z curve is mainly here to correct
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the orientation of the chest.
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Finally, I flattened the X location curve
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because I don't want the chest
to move left to right yet.
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Next I've placed the head controller.
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So it's a pretty classic workflow again.
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And the curve editing from
the head will be very close
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to what I just did for the chest.
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As I always do whenever I'm tracking head,
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I will use the nose controller
to calculate the motion path.
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The idea, as usual, is to keep our arc
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as smooth as possible.
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Again, I'm starting by working on the X,
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what's our normal
rotation of the character.
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The idea is to make the
head slightly diving
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or dragging into the jump forward.
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But as explained during the run cycle
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I try to avoid too much rotation
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because I don't want the
head to wobble up and down.
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This will communicate a lack
of control from our character.
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And since he's very light and
agile, we don't want this.
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I play on the Y and Z
location curve early on
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because I do want to get this compression
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and stretching of the
head as soon as possible.
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And I'm using the X quaternion rotation
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to fix the arc of the nose.
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In the end, I get almost the
same curve as for the chest
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but with one frame of offset.
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In the end, I was going
back and forth onto the head
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and the chest controller to get rid of
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this little glitch on the
motion path of the nose.
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Since I have a bit of physics lag
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on the last frame of the motion path,
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I spend some time
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on the three last frames
to try to smooth this out.
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Then I add the loop to my
animation in front view.
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And I saw that I got a
slight rotation left to right
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on the motion path of the nose.
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So I've made a first pass
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of polishing onto the
chest and the head rotation
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on the left and right axis,
the Z quaternion rotation.
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Those are very subtle modification.
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I've kept the curve pretty smooth.
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And the idea is to rotate the torso
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toward the contacting point.
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And when the character
is pushing, for example,
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with his right hand, you push the chest
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in the other direction,
in the opposite direction.
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So when he's contacting
with the right hand,
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you push the chest toward the right hand.
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00:11:14,687 --> 00:11:19,687
And when the hand this pushing,
or pulling in this case,
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to get up there, the chest
is getting moved away
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from the hand, just make it super subtle
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and keep the curve as smooth as possible.
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On this specific animation,
the hips are very important.
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Hips controller is generally
something you have to
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spend time on because it
really defines the way
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a character is contacting with the ground.
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The way he's gathering energy,
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pushing and pulling his body
off the contact surface.
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Think of the hips as a
catapult for the legs.
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Starting with the X rotation
curve I will make sure
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that when the character is
projecting his leg backward,
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I have a very aggressive
motion of the hips.
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And I tried to push the curve as much
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as possible sometime
it kinds of look weird
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so I will tune it down a bit.
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But I want really to push
the paws as far as possible
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because we do need to see this rotation
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of the hips backward whenever
the character is pushing.
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00:12:23,950 --> 00:12:27,281
And then when our character
is contacting with the ground,
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the hips are really rotating
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inward toward the contacting frame.
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And these very contrasted
motion does translate
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on the curve.
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You can see that the curve goes
down and up pretty quickly.
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The next channel will obviously be
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the Y and Z location curves.
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We have already seen our squash
and stretch was important
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into this animation.
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So I will just emphasize this.
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And then we do need an
offset between the stretching
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and squashing of the hips
compared to the chest.
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The hips are dragging backwards.
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So on the first two to three frames
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the hips are kind of squashed.
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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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