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- In this video, we will
quickly create the foot roll.
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Meaning that we will
input a bit of rotation
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in the foot and slightly
adjust the whole motion.
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This is going to be
pretty straightforward.
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I will select the foot
roll controllers that is
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in the back of the foot.
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I will first select the correct controller
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the one I'm working on,
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and I will rotate it a bit forward.
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As the foot is kind of under the torso.
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It's tough to raise
during the passing pose.
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From there, I can go a few frame before,
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and I will cancel the rotation
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by pressing Alt + R in the 3D view.
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From there, I will go
forward into the animation
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to the contacting pose.
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I will cancel the
rotation of the controller
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and then I will rotate it backward
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so that the heel is currently
touching the ground, first.
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As you can see those rotation
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from the side view only
affect the X rotation channel
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of this controller.
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I will flatten the foot, couple of frame
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after the contact pose
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by pressing Alt + R in the 3D view.
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When the heel touch the ground
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the foot get flat pretty fast.
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It's now refined a bit to curve.
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I will slightly offset the beginning
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of the raising of the heel to frame 16,
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and I will make it lean
forward a little more
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on frame 43 so that we have some dragging
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of the front toes while
the foot is moving forward.
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This will serve as our base motion.
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And from there, I will just adjust
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the amplitude of the curve,
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making the contacting pose a bit wider.
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Then, I will adjust the
roll of the foot forward.
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So, I will slightly
increase frame 43 amplitude.
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So that the food is bending
backward a little more.
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I am basically slightly pushing the poles
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by pushing those curves up
by contrasting the curve,
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as we have seen just before.
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Now, I'd like a bit of a kicking motion
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whenever the foot is
reaching its forward position
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by simply duplicating the extreme key down
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and offsetting it back
by a couple of frame.
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It's a bit like when
we are holding the foot
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up in the air before
it touches the ground.
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It brings a bit of contrast.
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It make it a little more mechanical.
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From there, it's just a
matter of tweaking the curve
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Can spend your whole lifetime
adjusting those curve
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without getting a perfect motion.
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But with a couple of adjustment
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and a bit of dragging,
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we can get a satisfying motion.
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Here, I feel like the foot
is too close to torso,
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so I will select my torso controller
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and offset the whole D curve
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on the y-axis in the graphic (indistinct).
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This is one of the cool thing
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about this method is that we can play
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with the different channels
to adjust the animation.
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I have a slight clipping between the torso
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and the thigh that I will
probably fix later on.
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If needed, you can also
adjust the foot position
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and the timing whenever
it's falling compared
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to the body motion.
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Here, I'm slightly offsetting the timing
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of the foot so that it
cleanse slightly sooner.
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And so that then the torso is falling.
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So this is the kind
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of thing I will continue
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on tweaking during the animation.
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The idea is to get the torso route right,
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and the feet right before going on.
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In the next video, we
will animate the toes.
6065
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