All language subtitles for 04-04-02 Foot Roll

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Original subtitles

- In this video, we will quickly create the foot roll.

Meaning that we will input a bit of rotation

in the foot and slightly adjust the whole motion.

This is going to be pretty straightforward.

I will select the foot roll controllers that is

in the back of the foot.

I will first select the correct controller

the one I'm working on,

and I will rotate it a bit forward.

As the foot is kind of under the torso.

It's tough to raise during the passing pose.

From there, I can go a few frame before,

and I will cancel the rotation

by pressing Alt + R in the 3D view.

From there, I will go forward into the animation

to the contacting pose.

I will cancel the rotation of the controller

and then I will rotate it backward

so that the heel is currently touching the ground, first.

As you can see those rotation

from the side view only affect the X rotation channel

of this controller.

I will flatten the foot, couple of frame

after the contact pose

by pressing Alt + R in the 3D view.

When the heel touch the ground

the foot get flat pretty fast.

It's now refined a bit to curve.

I will slightly offset the beginning

of the raising of the heel to frame 16,

and I will make it lean forward a little more

on frame 43 so that we have some dragging

of the front toes while the foot is moving forward.

This will serve as our base motion.

And from there, I will just adjust

the amplitude of the curve,

making the contacting pose a bit wider.

Then, I will adjust the roll of the foot forward.

So, I will slightly increase frame 43 amplitude.

So that the food is bending backward a little more.

I am basically slightly pushing the poles

by pushing those curves up by contrasting the curve,

as we have seen just before.

Now, I'd like a bit of a kicking motion

whenever the foot is reaching its forward position

by simply duplicating the extreme key down

and offsetting it back by a couple of frame.

It's a bit like when we are holding the foot

up in the air before it touches the ground.

It brings a bit of contrast.

It make it a little more mechanical.

From there, it's just a matter of tweaking the curve

Can spend your whole lifetime adjusting those curve

without getting a perfect motion.

But with a couple of adjustment

and a bit of dragging,

we can get a satisfying motion.

Here, I feel like the foot is too close to torso,

so I will select my torso controller

and offset the whole D curve

on the y-axis in the graphic (indistinct).

This is one of the cool thing

about this method is that we can play

with the different channels to adjust the animation.

I have a slight clipping between the torso

and the thigh that I will probably fix later on.

If needed, you can also adjust the foot position

and the timing whenever it's falling compared

to the body motion.

Here, I'm slightly offsetting the timing

of the foot so that it cleanse slightly sooner.

And so that then the torso is falling.

So this is the kind

of thing I will continue

on tweaking during the animation.

The idea is to get the torso route right,

and the feet right before going on.

In the next video, we will animate the toes.

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