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- [Instructor] And you
work on an animation
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and get back to it with fresh eyes,
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it's pretty common to have
a less satisfying feeling
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about what you are seeing.
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And I was feeling that the
animation was too fast.
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I wanted to show more the
effort made by the character
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to climb the tree.
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Bring more contrast,
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I need to make the
cycle a bit less linear,
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and add some Hold on one pose.
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And I wanted to add one frame
into the elbow and pose.
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Why I got back to the action in it all,
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I can select the frame of five to nine
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and offset them by one frame.
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Then it instantly feels better,
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because we have this
moment where the character
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is clearly squashing together energy
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and then is holding a beat in the air
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with its stretched pose.
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And this little contrast in the timing
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and the shape of the character
make it feels better.
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And since our animation was very detailed,
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meaning that we almost have
a key frame on each frame,
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the offset looks almost okay.
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So the first step is to
revise in sliding issue
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since we have increased
the animation by one frame,
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and we still have a linear
interpolation of the bone.
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To fix the speed at which
the feet of our character
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are sliding on the tree trunk,
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we just need to slightly adjust
the value of the Y location
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of each feet of the character
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using the same method as before,
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just make sure that the first key frame
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and the last key frame are the same.
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And you can use the 3D cursor as a marker
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to know where the foot
is during the motion.
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Most of the work
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is just about going
through every controller
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you have already polished
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and kind of slightly fixed the curve.
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Honestly, that's very fast.
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It took me like 20 minutes
to fix the whole character,
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because the pose we have chosen
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to be extended a bit in time
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is kind of a hold in the air
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where the motion of the character,
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the pose of the character
doesn't change that much.
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So I'm slightly rotating the curve
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and the angles just to get a nice
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and smooth curve.
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In the end,
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adding this little frame really helps
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also polishing the foot and
getting a better motion path.
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The previous version of
the animation was good,
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but this time adding this little detail,
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this little more range to work on
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really helped smoothing
out the whole animation
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and contrasting the strength
put into it by our character.
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You can watch the whole process
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in the next time lapse video.
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I will see you in the video after,
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where we will add all the secondary motion
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like the ears the nose
and also polish the tail.
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