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- Let's go ahead with the
blocking stage of our run cycle.
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We will now work on the down
pose also called passing pose
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where the contacting foot
is more or less aligned
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with the center of
gravity of our character
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and the opposite foot is passing,
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almost passing the center of
gravity depending on the kind
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of run you're doing.
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Note that the torsal route has a bit
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of left to right motion,
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where the weight is shifting
toward the contacting foot.
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But this left to right
motion need to be more subtle
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than on the work cycle
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or your character will feel very heavy.
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Next pose, I'm not
thinking about the timing.
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We have four poses on 12 frames,
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I will key every free frames.
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So I will jump on frame free
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and key all the controllers.
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As in the action editor
and choose all channels.
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00:00:58,836 --> 00:01:00,510
During the blocking stage,
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it's important to key the whole
character on each main poses
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to avoid any foot sliding
or weird interpolation
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of the different controllers
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or the right foot to the ground level,
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cancel the rotation on the foot role
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and place it under the
root of the character.
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00:01:20,110 --> 00:01:22,230
You, what I told you
in the previous video,
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in this case, I need to
slightly raise my character
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00:01:26,040 --> 00:01:29,580
on the first poofs
because on the down pose,
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I feel like he's too low
compared to the previous one.
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So I will push the character up,
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selecting both the feet and
the torso root controller.
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As he is pushing on his right leg,
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his hips will raise on the right side
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and the hips should not
be twisted that much
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00:01:49,640 --> 00:01:51,570
since we are in the passing pose
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and the shoulders and hips
will be kind of aligned
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with the feet.
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00:01:56,330 --> 00:02:00,300
Here is one of the most
important tip of this video,
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00:02:00,300 --> 00:02:02,230
whenever I'm building a new pose
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00:02:02,230 --> 00:02:05,610
if I can't get a good result right away,
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00:02:05,610 --> 00:02:10,610
I will cancel the rotation of
the torso root and repose it.
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00:02:11,180 --> 00:02:14,670
Press Alt + R to cancel
rotation on the hips
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and the torso routes
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00:02:16,380 --> 00:02:18,650
and then rebuild the pose.
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00:02:18,650 --> 00:02:22,520
It's better to do so than
trying to match the pose
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00:02:22,520 --> 00:02:24,340
from the previous one.
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00:02:24,340 --> 00:02:28,180
If we have made some
transformation that doesn't fit.
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You will be fighting with your ring
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and at the end of the blocking,
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you will have lots of weird pose
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in your different controller
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while it may look kind of, okay,
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your rig will be kind of broken.
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So trust me,
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you may take a little more time blocking
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your poses this way,
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but whenever you feel like the
character is not responding,
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or the rig is not responding properly,
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just cancel the rotation
and rebuild the pose
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from scratch.
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You will save them a lot of
time during the polishing.
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00:03:04,800 --> 00:03:06,250
Back to our pose,
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00:03:06,250 --> 00:03:09,980
don't forget that the
feet have a slight right
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to left movement while in air.
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00:03:12,460 --> 00:03:15,510
Position of the foot depend on the people
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00:03:15,510 --> 00:03:18,280
and on the speed at which you are running.
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Some people will have their
feet going on the outside during
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the passing pose other on the inside.
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Since we are blocking
the pose don't forget
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00:03:28,560 --> 00:03:30,480
to select all your keys and set them
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to constant interpolation.
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Regarding the global arm position.
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You will generally keep your
arms close to your body,
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the faster you run.
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00:03:40,490 --> 00:03:44,170
So basically what you have
to think about when working
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on your poses is the
faster, the straighter.
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00:03:47,980 --> 00:03:50,360
since you've matched your video reference
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00:03:50,360 --> 00:03:52,410
or the reference provided,
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00:03:52,410 --> 00:03:56,259
don't hesitate to fine
tweak the first pose.
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00:03:56,259 --> 00:03:57,092
Then the second pose,
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00:03:57,092 --> 00:04:00,400
maybe lean a bit more
forward the character
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00:04:00,400 --> 00:04:03,720
to make him look like
a little more dynamical
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00:04:03,720 --> 00:04:06,350
that will surely refine those poses
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00:04:06,350 --> 00:04:09,008
when we will be working on the curves.
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00:04:09,008 --> 00:04:12,410
Let's now jump on to the push pose.
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00:04:12,410 --> 00:04:14,670
This is one of the most beautiful
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00:04:14,670 --> 00:04:18,400
and iconic extreme of
a run cycle it's where
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00:04:19,368 --> 00:04:21,900
the contacting leg is straight back
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00:04:21,900 --> 00:04:26,010
and the leading arm is
at its maximum speed.
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00:04:26,010 --> 00:04:29,350
As the arm and the shoulder up pulling
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00:04:30,319 --> 00:04:33,110
the body upward in the first video,
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00:04:33,110 --> 00:04:36,930
the leading arm and shoulder
will hit their extremes
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00:04:36,930 --> 00:04:38,580
before the feet.
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00:04:38,580 --> 00:04:43,440
The fist generally don't have
a big side to side motion.
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00:04:43,440 --> 00:04:45,880
It can be tempting to cross
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00:04:45,880 --> 00:04:49,480
the right hand toward the left shoulder,
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00:04:49,480 --> 00:04:51,810
but that's kind of a mistake.
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00:04:51,810 --> 00:04:56,790
You will get a cool pose,
but less realistic run cycle.
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00:04:56,790 --> 00:04:58,770
In the case of this exercise,
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00:04:58,770 --> 00:05:02,750
even if we do a slightly
stylized run cycle,
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00:05:02,750 --> 00:05:05,600
try to match something pretty realistic.
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00:05:05,600 --> 00:05:09,310
You can make then some badass run cycle,
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00:05:09,310 --> 00:05:13,330
once you master the run cycle principles.
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00:05:13,330 --> 00:05:15,740
So I will go on frame six.
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00:05:15,740 --> 00:05:18,930
I will raise the heel
of the contacting leg
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00:05:18,930 --> 00:05:22,150
and cancel any rotation on the toes.
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00:05:22,150 --> 00:05:24,480
Then I will move the leg backward
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and slightly raise the torso.
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00:05:27,000 --> 00:05:30,760
I gain advise you to use
the foot roll controller,
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00:05:30,760 --> 00:05:32,490
to orientate the foot
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00:05:32,490 --> 00:05:36,020
and make the toes slightly
dragging backwards.
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00:05:36,020 --> 00:05:38,460
As usual for this kind of cycle,
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00:05:38,460 --> 00:05:43,320
the hips will be twisting
toward the forward leg
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00:05:43,320 --> 00:05:45,720
and the torso root and chest controller
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00:05:45,720 --> 00:05:48,290
will be twisting the opposite direction.
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00:05:48,290 --> 00:05:51,570
The left shoulder need to be raised back
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00:05:51,570 --> 00:05:56,390
and the left elbow is
almost at its highest point.
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I've slightly the left
forearm and left hand forward
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00:06:00,368 --> 00:06:02,770
to make them drag a bit.
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00:06:02,770 --> 00:06:07,290
I will then raise the right
shoulder and push it forward
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00:06:07,290 --> 00:06:09,410
and I will raise the right right arm,
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00:06:09,410 --> 00:06:12,640
twisted it so that I keep the face clear
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00:06:12,640 --> 00:06:14,750
from the right hand.
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00:06:14,750 --> 00:06:17,990
The final touch is to make the legs feet
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00:06:17,990 --> 00:06:20,660
and knees a little straighten,
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00:06:20,660 --> 00:06:23,260
so that we get a good aerodynamics
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00:06:23,260 --> 00:06:25,083
and the pose that tells you,
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00:06:25,083 --> 00:06:27,210
hey, I'm going forward.
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00:06:27,210 --> 00:06:30,260
This relies a lot on lines of action,
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but we will deal with
this animation principle
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a little later in this course.
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00:06:36,430 --> 00:06:40,720
For the time being, just look
at all the silhouette tells us
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00:06:40,720 --> 00:06:44,063
that the character is
pushing up and forward.
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00:06:45,800 --> 00:06:50,038
The last pose we will have
two bird is the up pose.
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00:06:50,038 --> 00:06:52,700
This is going to be
pretty straight forward
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since this is when most
of our controllers hits
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00:06:57,230 --> 00:06:59,290
their extreme poses.
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00:06:59,290 --> 00:07:02,500
Make sure you're twisting
the chest and the hips
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00:07:02,500 --> 00:07:03,880
to the maximum,
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00:07:03,880 --> 00:07:06,730
the left shoulder and left elbow
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00:07:06,730 --> 00:07:09,550
are at their highest point.
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00:07:09,550 --> 00:07:13,460
So does the right shoulder
and the right hand
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00:07:13,460 --> 00:07:16,700
and then pose the feet
according to the reference,
145
00:07:16,700 --> 00:07:21,070
making sure that the
right leg is dragging back
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00:07:21,070 --> 00:07:23,350
with the toes also dragging
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00:07:23,350 --> 00:07:26,690
to get a nice arrow shape of the leg
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00:07:26,690 --> 00:07:29,910
that points toward the previous position
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00:07:29,910 --> 00:07:32,190
of the foot in space.
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00:07:32,190 --> 00:07:34,520
And then as usual don't hesitate
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00:07:34,520 --> 00:07:36,865
to rework each controller
to get a better pose.
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00:07:36,865 --> 00:07:41,055
Don't forget to double
check the video reference.
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00:07:41,055 --> 00:07:46,055
As you may get some more
details like the left elbow.
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00:07:46,640 --> 00:07:49,740
is getting higher and the left forearm
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00:07:49,740 --> 00:07:52,030
is slightly bending inward.
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00:07:52,030 --> 00:07:54,070
Don't target to slightly twist the arm
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00:07:54,070 --> 00:07:55,880
to keep the head clear
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00:07:55,880 --> 00:08:00,170
and finally you should
scrub through your animation
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as often as possible.
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00:08:02,090 --> 00:08:05,870
So that you can fine
tweak the previous poses
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so that the flow looks great.
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00:08:08,320 --> 00:08:09,810
Once I'm done with that,
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I will make sure I add a
key frame on all the channel
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of this key.
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00:08:14,370 --> 00:08:15,931
And then I will,
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00:08:15,931 --> 00:08:20,650
then I will go back on frame
zero in the 3d viewport.
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00:08:20,650 --> 00:08:22,232
Select all the controllers,
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press Ctrl + C to copy the
pose and then go to frame 12
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and in the 3d viewport
press control Shift + V
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to mirror the pause.
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00:08:33,000 --> 00:08:35,470
Then I just have to repeat the process,
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go on frame free copy the pause
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then go 12 frames later on frame 15
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and paste the mirrored pause
and repeat the process.
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00:08:45,670 --> 00:08:48,830
Finally, I will just have to duplicate
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all the keys from frame
zero onto frame 24.
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00:08:52,924 --> 00:08:54,450
Once I'm done
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00:08:54,450 --> 00:08:57,170
and it seems that the cycles work,
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I will insert a key frame
on every single keys
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I have created
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so that all my controllers are keyed
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and we have our linear, our cycle.
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As we can finally see our whole cycle.
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00:09:11,540 --> 00:09:15,190
We can finally check what's
working and what's not.
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00:09:15,190 --> 00:09:16,050
In my case,
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I feel like the animation lack of dynamism
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to get more dynamic run cycle,
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you can push the torso route forward
189
00:09:24,083 --> 00:09:28,320
and lean your character
forward too a little more.
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00:09:28,320 --> 00:09:30,430
When birding a run cycle,
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00:09:30,430 --> 00:09:34,690
the more horizontal you get the
more dynamism you will have.
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00:09:34,690 --> 00:09:39,480
If you think about the
stereotypical anime ninja run cycle
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00:09:39,480 --> 00:09:41,040
like in our route.
194
00:09:41,040 --> 00:09:44,370
So legs are generally pushed
to back while the torso
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00:09:44,370 --> 00:09:48,090
is pushed forward and
is almost horizontal.
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00:09:48,090 --> 00:09:51,035
Once you've tweaked all your pose.
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00:09:51,035 --> 00:09:55,040
Don't forget to again to again
mirror them on each keys.
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00:09:55,040 --> 00:09:59,420
Here is the result I got
from our blocking stitch.
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00:09:59,420 --> 00:10:02,950
The run cycle looks pretty
cool, pretty natural
200
00:10:02,950 --> 00:10:05,891
not too dynamic, not too stylized
201
00:10:05,891 --> 00:10:09,200
which is perfect to learn our fundamental.
202
00:10:09,200 --> 00:10:12,250
Since we've been keying every free frame
203
00:10:12,250 --> 00:10:14,970
in some kind of thinning our fashion,
204
00:10:14,970 --> 00:10:17,290
the run cycle works.
205
00:10:17,290 --> 00:10:18,480
What we can do now,
206
00:10:18,480 --> 00:10:21,270
is offset some of the key poses
207
00:10:21,270 --> 00:10:24,050
to slightly stylized our run cycle.
208
00:10:24,050 --> 00:10:27,740
For a light skilled and agile character.
209
00:10:27,740 --> 00:10:30,730
We want to favorize the airborne pause.
210
00:10:30,730 --> 00:10:35,200
The idea is to hold the
up pose a little longer
211
00:10:35,200 --> 00:10:39,860
and switch from the
straight pose down pose
212
00:10:39,860 --> 00:10:42,310
and pushing pose a little faster,
213
00:10:42,310 --> 00:10:45,580
the process in itself
is not super complicated
214
00:10:45,580 --> 00:10:47,030
and not super interesting.
215
00:10:47,030 --> 00:10:51,700
I'm just moving some keys until
I get to the right timing.
216
00:10:51,700 --> 00:10:54,130
So in the end I've set the down
217
00:10:54,130 --> 00:10:58,130
or passing pose on frame free and 15.
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00:10:58,130 --> 00:11:02,220
The pushing pose on frame five and 17,
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00:11:02,220 --> 00:11:04,460
so that we have only two frame between
220
00:11:04,460 --> 00:11:06,482
the down and pushing pose.
221
00:11:06,482 --> 00:11:09,690
So that the foot is rapidly
sliding on the ground
222
00:11:09,690 --> 00:11:11,676
before we get back into the air
223
00:11:11,676 --> 00:11:15,583
with the up pose on frame eight and 20.
17338
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