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- [Instructor] Before we start creating
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our run cycle animation.
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We need to study a bit some references.
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You can easily find some breakdowns
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of run cycle animation online
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but it's always a good thing
to study some references
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to train your eyes,
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to learn what to look for
and to avoid mistakes.
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While I will make a
slightly stylized run cycle,
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the physicality and principle
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of a realistic run cycles still apply.
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Only the rhythm and the
amplitude or the exaggeration
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will make the difference.
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You will find the link to
different reference videos,
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I've picked on YouTube
in the documentation.
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I will use since sketch to currently study
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the ones I'm showing you right now.
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When working on the run cycle,
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we will mainly focus on for poses.
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So down or passing pose, the push,
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the up pose and finally,
the straight leg just before
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the contact and the end of the cycle.
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when working on the cycle analogies,
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I advise you to focus on
one feature at a time.
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The first thing I will check here
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is the shape of the spine and
the overall line of action
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between the contact
pose and the down pose,
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we can see how the whole characters spine
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and line of action from the
foot form some kind of S shape.
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So from the front view,
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if we isolate the spine from
the hips and the shoulder,
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it creates a C shape.
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And from the side view,
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it does create a C shape for what too,
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during the down pose or passing pose,
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the shape is almost the same,
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but it's getting slightly straighter.
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I think the pushing pose is
one of the most iconic pose
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during a run because the line of action
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is super easy to read,
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creating both from the side
view and the front view,
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a nice elongated arc.
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During the up pose,
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our character's spine from the front view
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is almost straight
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and from the side view while the character
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is slightly leaning forward,
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the spine is also looking a bit straight.
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This is the time where we
will be mirroring the cycle
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in a way and shifting
the shape of the torso
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onto the other side.
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One of the most important thing
to get right when animating
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a character is the relation
between the shoulders
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and the hips.
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The thing you must keep in mind,
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whenever you are posing
the torso of your character
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is counter posing or contra posto.
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The human spine is a bull of a
very little compression sense
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to the discs we have between our bones.
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And when aging those
discs get a little stiffer
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and a little smaller,
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this is why when getting
old you often lose
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like one centimeter.
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In this case,
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you don't really need to
think about the relationship
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between your shoulder
position and the hips.
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But when you are leaning on a side,
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you will generally
compensate this rotation
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by pushing onto your leg
to support the weight
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that has shifted.
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As you trying to keep balance,
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your hips will be raising upon the tool
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of the lean shoulder.
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So when you're posing your character,
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always think of a V-shape
formed by the plane
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of the shoulders and
the plane of the hips.
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From the side view,
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we will have exactly the same behavior.
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If you lean forward to pick something
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on the ground for example,
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your hips will naturally
rotate the opposite way
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so that you keep balance.
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Just make a test,
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try bending forward and
rotate your hips backwards,
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you will have a very
hard time keeping balance
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and you will tend to
move your whole body back
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so that your feet are
aligned with your neck.
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So the relation between your shoulders,
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your hips and your feet is
always about keeping balance.
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And counter posing also
helps here during a twist.
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If you twist your upper body right,
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there are big chances that
you will slightly compensate
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with your hips.
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So if we now get back to our references,
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it will be kind of obvious.
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When the left side of
the hips of Usain Bolt
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are twisted forward
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his right shoulder is twisting
forward to compensate.
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And you can observe exactly the same thing
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on the front view.
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If we get a little further in the video,
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we can clearly see this twisting
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with the left shoulder forward while
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the hips are twisting the opposite way.
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If we have a look at some of the key poses
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of our characters,
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we will easily find our V-shapes during
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the passing or down pose
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all the weight is on one foot,
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pushing the hips upward.
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If you have a hard time
distinguishing the hips
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you can use the silhouette
of the character.
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So we can see the hips
raising from left to right
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and the shoulder leaning
down from left to right.
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During the up pose where both feet
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are no longer on the ground,
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we generally have almost a straight hips
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and straight shoulders.
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Some kind of parallel hips and shoulders,
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since the body is no longer
supporting any weight,
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but prepare to transition
into bending the other way.
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But as we transitioned
to the contact pose,
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we can see the hips and
shoulder counter posing again
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into a V-shape.
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And from there,
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we'll be transitioning
into a new passing pose
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where the leg is pushing the hips upward
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and the shoulders are compensating.
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In the run cycle,
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one of the most important
thing is up and down
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of the center of gravity.
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But the most common mistake
I see on beginners run cycle
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are the left to right motion.
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The first very important
thing to think about
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is that the faster you run,
the less left to right motion
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you will have.
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And this is why run cycles
are easier than walk cycle
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is that you don't have
to think that much about
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the weight shifting from left to right,
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but there is still a bit of it.
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The side to side motion
will reach its extreme
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a bit after the contact pose.
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When the athlete is
pushing on his leg to jump,
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his leg is pushing on
the opposite direction.
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So when pushing on the right leg,
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his body is translating to the left
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and it will take a couple of
frame after the contact pose
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for the body to absorb this translation
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and then go back into a pushing pose
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that will push the body the opposite way.
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And it's gonna be a bit
of the same regarding
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the up and down.
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While it's pretty easy to spot the up pose
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when the character is air bound
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the down pose doesn't occur
whenever the character
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is contacting with the
ground but a few frame after,
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because again that the body
needs some time to compensate
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the weight and the momentum.
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The relationship between
the hands and the legs
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is not that complicated.
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As for the hips and the shoulder,
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they behave the opposite way,
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when the right leg is moving forward,
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the left hand is moving forward.
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When the right hand is back,
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the left foot is back
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and we will find the same kind of behavior
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during a walk cycle.
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But there is a subtle but
very important difference.
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In the run cycle hands are
not reacting to the motion,
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but they are leading the motion.
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If we track the left hand of Usain Bolt
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we can see that it reaches
its extreme forward pose
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or upward pose before the right foot.
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And as the foot reaches
its extreme forward pose,
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the left fist has already
started swinging backward.
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So during the forward motion,
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the fist arrives first and
pulls the body up and forward.
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And then it swings backward
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so that the left hand can arrive first
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compared that to the left hand.
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And when we hit the passing pose,
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we can see that the left hand
is already a bit backward
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compared to the right foot.
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And this is why sprint athletes tend
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to have a very muscular upper body.
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It allows them to
generate a lot of momentum
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and energy using their arms
to pull their whole body.
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Again here,
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we can see the left fist moving forward
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while the right leg is still dragging back
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and now the leg is catching up.
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So you need to remember that
to get a believable run cycle,
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whether it's stylized or not.
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Arms are leading the motion,
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shoulder and hands are leading the motion.
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To wrap up this video,
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we will have a quick look
to the arc made by the legs.
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Here, I've traced the left leg motion,
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which using a sprint
athlete as a reference
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can be a little misleading depending
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on what kind of front
cycle you want to do.
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If you're an average person like me,
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there is very little
chance that when you run,
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you hit this kind of pose.
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So never forget that when
you are studying references,
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put them in their context.
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What are you looking at?
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So in the context of the
more classic run cycle,
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even if it is a bit athletic,
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your motion path will
mostly looks like that.
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We can also see that those athletes
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are very light on their feet,
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mostly running on the tip of their feet
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00:10:03,900 --> 00:10:05,965
while we may furtherize a rolling foot
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00:10:05,965 --> 00:10:10,965
from the heel to the tip when
we will do our own cycle.
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00:10:10,970 --> 00:10:15,040
It will be also important to
study the shape of the arm.
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00:10:15,040 --> 00:10:17,370
Look at when it reaches the back,
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it's mostly angled and
then it gets straight
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during the passing pose.
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00:10:23,360 --> 00:10:28,360
And then it gets very angled
when reaching its higher pose.
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We've the elbow leading the motion,
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meaning that the elbow
will reach its extreme pose
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a little before the hand, maybe one frame.
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00:10:40,150 --> 00:10:43,230
Since we will be using forward kinematics
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to animate the arms,
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we don't really need to track
the arc on the reference.
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You can do it,
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00:10:49,940 --> 00:10:54,220
but I believe that the
pose is more important.
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A final thought is the
position of the foot
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when landing on the ground.
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You can see on the right reference that
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the foot will be slightly
shifting to the inside
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00:11:05,900 --> 00:11:07,690
when hitting the ground.
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00:11:07,690 --> 00:11:11,650
These are little details
that can make your run cycle
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way more believable or interesting.
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Also you should avoid
to make a straight line
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with the foot motion.
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00:11:19,740 --> 00:11:23,290
You should make a slight
left to right arch
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during the passing pose,
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where the foot we get to
the side during the passing
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and get a little centered
during the contact frame.
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We could analyze those reference forever.
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So what we will do is that we will jump
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into the blocking of our run cycle
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and for each pose,
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we will try to think
about all those details.
19215
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