All language subtitles for 04-04-02 Foot Roll

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These are the user uploaded subtitles that are being translated: 1 00:00:01,330 --> 00:00:04,360 - In this video, we will quickly create the foot roll. 2 00:00:04,360 --> 00:00:07,470 Meaning that we will input a bit of rotation 3 00:00:07,470 --> 00:00:11,940 in the foot and slightly adjust the whole motion. 4 00:00:11,940 --> 00:00:14,610 This is going to be pretty straightforward. 5 00:00:14,610 --> 00:00:17,890 I will select the foot roll controllers that is 6 00:00:17,890 --> 00:00:19,740 in the back of the foot. 7 00:00:19,740 --> 00:00:21,810 I will first select the correct controller 8 00:00:21,810 --> 00:00:23,360 the one I'm working on, 9 00:00:23,360 --> 00:00:25,620 and I will rotate it a bit forward. 10 00:00:25,620 --> 00:00:28,910 As the foot is kind of under the torso. 11 00:00:28,910 --> 00:00:32,290 It's tough to raise during the passing pose. 12 00:00:32,290 --> 00:00:35,162 From there, I can go a few frame before, 13 00:00:35,162 --> 00:00:37,420 and I will cancel the rotation 14 00:00:37,420 --> 00:00:40,240 by pressing Alt + R in the 3D view. 15 00:00:40,240 --> 00:00:43,190 From there, I will go forward into the animation 16 00:00:43,190 --> 00:00:45,410 to the contacting pose. 17 00:00:45,410 --> 00:00:48,860 I will cancel the rotation of the controller 18 00:00:48,860 --> 00:00:52,230 and then I will rotate it backward 19 00:00:52,230 --> 00:00:56,600 so that the heel is currently touching the ground, first. 20 00:00:56,600 --> 00:00:58,660 As you can see those rotation 21 00:00:58,660 --> 00:01:02,960 from the side view only affect the X rotation channel 22 00:01:02,960 --> 00:01:04,060 of this controller. 23 00:01:04,060 --> 00:01:07,030 I will flatten the foot, couple of frame 24 00:01:07,030 --> 00:01:08,410 after the contact pose 25 00:01:08,410 --> 00:01:11,360 by pressing Alt + R in the 3D view. 26 00:01:11,360 --> 00:01:12,710 When the heel touch the ground 27 00:01:12,710 --> 00:01:15,710 the foot get flat pretty fast. 28 00:01:15,710 --> 00:01:17,760 It's now refined a bit to curve. 29 00:01:17,760 --> 00:01:20,280 I will slightly offset the beginning 30 00:01:20,280 --> 00:01:23,540 of the raising of the heel to frame 16, 31 00:01:23,540 --> 00:01:26,770 and I will make it lean forward a little more 32 00:01:26,770 --> 00:01:30,460 on frame 43 so that we have some dragging 33 00:01:30,460 --> 00:01:35,070 of the front toes while the foot is moving forward. 34 00:01:35,070 --> 00:01:38,060 This will serve as our base motion. 35 00:01:38,060 --> 00:01:40,410 And from there, I will just adjust 36 00:01:40,410 --> 00:01:42,450 the amplitude of the curve, 37 00:01:42,450 --> 00:01:45,890 making the contacting pose a bit wider. 38 00:01:45,890 --> 00:01:50,000 Then, I will adjust the roll of the foot forward. 39 00:01:50,000 --> 00:01:54,350 So, I will slightly increase frame 43 amplitude. 40 00:01:54,350 --> 00:01:58,310 So that the food is bending backward a little more. 41 00:01:58,310 --> 00:02:01,370 I am basically slightly pushing the poles 42 00:02:01,370 --> 00:02:05,690 by pushing those curves up by contrasting the curve, 43 00:02:05,690 --> 00:02:07,580 as we have seen just before. 44 00:02:07,580 --> 00:02:10,160 Now, I'd like a bit of a kicking motion 45 00:02:10,160 --> 00:02:14,230 whenever the foot is reaching its forward position 46 00:02:14,230 --> 00:02:18,710 by simply duplicating the extreme key down 47 00:02:18,710 --> 00:02:22,250 and offsetting it back by a couple of frame. 48 00:02:22,250 --> 00:02:25,080 It's a bit like when we are holding the foot 49 00:02:25,080 --> 00:02:28,120 up in the air before it touches the ground. 50 00:02:28,120 --> 00:02:29,900 It brings a bit of contrast. 51 00:02:29,900 --> 00:02:32,540 It make it a little more mechanical. 52 00:02:32,540 --> 00:02:36,240 From there, it's just a matter of tweaking the curve 53 00:02:36,240 --> 00:02:39,590 Can spend your whole lifetime adjusting those curve 54 00:02:39,590 --> 00:02:41,900 without getting a perfect motion. 55 00:02:41,900 --> 00:02:43,860 But with a couple of adjustment 56 00:02:43,860 --> 00:02:45,310 and a bit of dragging, 57 00:02:45,310 --> 00:02:47,650 we can get a satisfying motion. 58 00:02:47,650 --> 00:02:51,800 Here, I feel like the foot is too close to torso, 59 00:02:51,800 --> 00:02:55,030 so I will select my torso controller 60 00:02:55,030 --> 00:02:57,500 and offset the whole D curve 61 00:02:57,500 --> 00:03:00,080 on the y-axis in the graphic (indistinct). 62 00:03:00,080 --> 00:03:01,790 This is one of the cool thing 63 00:03:01,790 --> 00:03:03,640 about this method is that we can play 64 00:03:03,640 --> 00:03:07,800 with the different channels to adjust the animation. 65 00:03:07,800 --> 00:03:11,140 I have a slight clipping between the torso 66 00:03:11,140 --> 00:03:15,100 and the thigh that I will probably fix later on. 67 00:03:15,100 --> 00:03:19,130 If needed, you can also adjust the foot position 68 00:03:19,130 --> 00:03:22,180 and the timing whenever it's falling compared 69 00:03:22,180 --> 00:03:23,840 to the body motion. 70 00:03:23,840 --> 00:03:26,670 Here, I'm slightly offsetting the timing 71 00:03:26,670 --> 00:03:30,860 of the foot so that it cleanse slightly sooner. 72 00:03:30,860 --> 00:03:34,040 And so that then the torso is falling. 73 00:03:34,040 --> 00:03:35,130 So this is the kind 74 00:03:35,130 --> 00:03:36,840 of thing I will continue 75 00:03:36,840 --> 00:03:40,040 on tweaking during the animation. 76 00:03:40,040 --> 00:03:42,660 The idea is to get the torso route right, 77 00:03:42,660 --> 00:03:45,360 and the feet right before going on. 78 00:03:45,360 --> 00:03:48,863 In the next video, we will animate the toes. 6065

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