All language subtitles for 03-21-03 Climb cycle - Feet polish

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Original subtitles

- As the body is now polished,

I can work on the feet of the character.

Will start with the back legs since they move the most.

First thing is to fix the Y location curve

on the contact pose.

Now I have a proper linear root motion

switch all the angles of the contact frame

of the feet to vector,

get rid of any intermediate frame,

and tweak the value before the foot take off

to make sure that I don't have any sliding effect.

Since the leg looks too overextended on frame three,

I've decided it will be the take off frame.

From the side view I worked mainly

on the Y location

and then the Z location.

As for a run cycle,

I don't push too much the foot away

from the tree trunk.

And forget that our character is pushing

toward the sky is not pushing against the tree trunk.

If he does, he would fall.

So from the current point of view,

it's better to push the pose

of the foot downward,

than pushing it on the left side.

And when you reach the end of the cycle,

make sure that again the contact pose are in vector,

then I'm fixing any sliding

issue by moving the frame eight.

Because if I was moving the value of frame nine,

then I would have to duplicate this value of frame zero

since this is the latest frame,

it would break the fix I did in the beginning of the video

between frame zero and frame two.

Because the value difference between frame two and

frame zero will change.

Regarding the X location axis,

what I've done is that as the leg is taking off,

it will be pushing slightly inward

and then as it comes forward,

it will move on this side,

as if the character was going to embrace the tree trunk.

This is something I will try to do

on both the hands and the feet of the character.

Because as you climb the tree trunk you're trying

to bind the trunk to your body in a way

But we do need to feel

that there is a side to side force being applied

onto the tree trunk.

And the larger the tree trunk,

the wider our character will open his arms.

As usual when I'm done with the location curve,

I can work with my rotation curve.

When the foot is taking off,

I make sure that I have a fast rotation back one,

so that we can feel that the foot has just pushed,

and is kind of wiping in the air

And then as it catch up,

I will just make the tip of the foot dragging

So I will use the rotation to do this.

Then I have my impact frame where I want

to open the foot just before it lands on the surface ,

on the reference,

we can barely see,

that the character is currently grabbing the tree trunk

with his toes.

But our rig definition doesn't allow us to do this.

So what I did

is I just created a slight foot slap

as we did for the run cycle,

landing on the foot bone

and then flapping the toes against the tree trunk.

I have used exactly the same process for the left foot.

First make sure that you don't have any sliding effect

Fixing the Y location on frame zero

until the frame where the foot take off

and repeat the process on the frame,

where the foot is contacting the tree trunk

until the end of the cycle

If you want to push the pause favorize the Y location

because the Z location will take the foot thunder

away from the tree trunk,

and it won't match a climbing locomotion.

Then don't forget to work on the X location curve

Spreading the leg on the side as the character

is pulling it up before the contact pose,

so that we feel that the character

is catching the tree trunk,

not simply contacting with it,

but really grabbing the tree trunk.

And the final important detail here,

is to avoid twinning.

I've made both feet contacting the tree trunk

at the same time and that's fine,

because we have very few frames on the cycle.

But whether you're looking from the side view or

from the front view, you can see

that my feet are never aligned.

Once the feet are polished,

you can rip onto the pole controllers.

They will allow us to fix the orientation of the knees.

I won't be using the graffiti for this

I will just check frame by frame

and move the pole target if needed.

The idea is to push the knees inward

while our character is pushing,

And then reopen the legs as he's pulling his feet apart.

For example here I add a bit

of a glitch in the motion of the knee

where I have a big modification of the shape of the leg.

I'm just looking at the shape of the legs,

and moving the pole target,

so that I get a smoother motion of the knee

I will apply exactly the same process for the left leg.

When you are done with the pole targets,

use the tweaker controller.

To avoid any reversed bending like this one.

Just scrub frame by frame,

and fix any weird the shape of the knees.

In the end,

I think I just needed to fix a couple of poses.

Once I was done with the back leg,

I've worked with the ends of front leg

of the character,

I've used exactly the same process.

First fixed the Y location to avoid any sliding

avoid to make too big change on the Z location,

and made the hands getting

too far away from the tree trunk.

You will see in the next video

in the full time lapse that I've

initially really widely open the arms using the X location,

and then I've tightened them because it

was looking a bit too weird.

Just remember that it's perfectly fine

to revise your poses during the polishing stage.

I've initially posed the four arms

to be very tight to the body

and in the end using the x axis,

I've spread them on the sides

Forget to break the twinning also

on the arms.

And when you are done polishing the arms controller,

you can use the joint controller to fix the position

of the elbows.

Again for this process,

it's better to do it frame by frame.

Just make sure that your elbow

is bending in the right way.

So don't forget to rotate around your character

and you will be done.

The next video will be a time lapse

of all the points we've just seen.

And in the video after,

I will change the timing of the animation,

because I wasn't satisfied of what I add here.

Don't worry, it's not a big deal.

It will take only few minutes

but it will really improve the animation

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