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- In this video,
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we will start planning our animation.
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Starting by polishing the up
and down of the torso root.
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And then the feet motion.
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The first obvious step
is to go into pause mode
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into our rig.
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Select all our keys,
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press the T key and switch
to busy interpolation.
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You can switch between the action editor
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and the graph editor
by pressing control tab
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and we to make sure all
the curves are exposed
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by clicking on the show hidden option.
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You may also press Alt + H to make sure
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that there is no curves
that is manually hidden.
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From there,
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I will press eight to select all the curve
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and then press Shift + E
and choose make cyclic.
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Now all of our curve get this modifier
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and our whole animation will
be cycling in time infinitely.
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I often start polishing
my animation with the feet
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and go back and forth with the torso.
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In this case,
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we will start by polishing the Z location
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of the torsal roots.
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This is the most important
channel during a run cycle.
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The up and down motion.
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If we know playing our animation,
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we are no longer in step mode
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and while there are some glitches,
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it doesn't look that bad.
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Here is our current Z curve
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and here is what we are
going to do with it.
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The idea is to bring
contrast to our up and down
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or a heavy character you
will, favorize the down pose
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for a light energized character like ours,
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You will favorize the up pose meaning that
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we will hold our character
in the air little bit.
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The idea is to bring
contrast to the motion.
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So we will, I have a slight
plateau in the top position
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and then a fast down
pose with a fast bounce,
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meaning that the curve
will rapidly get back
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to its up position.
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You really have to focus on
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the up and down motion of your character
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and if needed you can hide
the legs and the arms.
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Since our character is
bouncing twice during
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the 24 frame of its cycle,
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I have refined the keys from zero to 12
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and then duplicated those
keys from zero to 12
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onto 12 to 24.
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Then I can trade off any keys
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that were remaining previously.
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This way the base up and down
motion of my root is done
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and I can switch to the feet motion
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as explained many times animation
is not a linear workflow.
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So we will probably have to
get back to the root motion
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and switch between route
and feet, root and torso,
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et cetera.
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This up and down motion is
mostly put upon a feeling,
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but I've shaped it so that my character
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is holding a bit in here.
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And the speed at which he's
going down and going up
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is not exactly the same.
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When you are doing a jump or an eye blink,
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it's always good to have contrast between
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the up motion and the down motion,
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even if it's just about one frame.
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When I polish the feet
whether it's for a cycle.
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or for another animation,
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I always start with the location,
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or I often polish the feet pretty early on
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because a lot of the torso motion,
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the hips motion is based
on the feet motion.
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The first thing I want to define
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is the contacting in position of the feet.
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To get a nice looking and
dynamic whole run cycle
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it's good to have a straight
leg during the contact.
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So as mentioned produced in this case
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my character is a bit
too far from the ground
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to get a good pose
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so I can switch back to the root control
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and offset to the whole as Z curve down.
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As I define my contact pose,
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it's important to also define the moment
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the feet will leave the ground.
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And as you may remember,
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in the previous cycle we have created
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the interpolation of the foot while
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it's on the ground should be linear
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because the ones on the ground,
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the feet will travel at a constant speed.
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I can convert the keys on
frame two and frame five
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by selecting them and pressing the V key
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and switching to vector.
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Then we can delete any key
between frame two and frame five.
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We'll have to do these
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for all the location curves Z Y and X .
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For the time being we
are focusing on Z and Y .
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Once done both curve
between frame two and five
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are linear making a straight line.
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This is the kind of obvious moment
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While the polishing feet.
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From there I will then focus
on getting a good feeling
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for the rest of the motion.
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As the foot leaves the
ground it still have momentum
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from the moment it was
traveling on the ground.
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This is why I like to push it back.
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I want to favorise the
backward and forward position
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and have a quick motion
during the passing pose.
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The passing pose doesn't
read as well as the up pose
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and the pushing pose.
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Covering the airborne
poses of our character,
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his run will feel more agile and light.
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While in the end,
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I have a tight spacing around
frame 12 and frame zero,
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as the feet ease or slow
down into the extreme pose.
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And then I will accelerate
during the passing poses.
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Another thing I like to do is
to have a great acceleration
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just before the contact pose.
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So that we can feel that the
foot is smashing on the ground
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and then pushing backward.
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And we can see this
acceleration between frame zero
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and frame two,
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where our curve gets
more and more vertical.
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As usual, here you can see
the final polished curve
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of the Y and Z location of the feet.
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Try to match the motion path
you can see on this one screen
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you can pause the video there.
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Next step is polishing the
forward rotation of the foot.
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To do so As explained during debulking,
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I always have arrived using
the foot roll controller.
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I will make sure that I
have a nice heel contact
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on frame two
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and that I have at least
one frame with a flat foot.
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Rotation of this controller
must be set to zero
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around frame foot.
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Might not be the case if you
should use printer references,
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where on there are mostly
contacting with the bowl
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of their foot.
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As they are constantly
accelerating forward.
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But for a constant speed run cycle,
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it's better to contact with the heel.
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It will look better,
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you will have more contrast
into to your motion
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and the idea is to transition smoothly
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from the heel to the toe.
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So that the character keeps momentum.
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As I'm reworking the heel position,
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the leg is less straight
during the pushing pose.
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So I can slightly offset
the wheel location curve
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of the foot and then get
back onto my heel controller.
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Again, we are not into
a linear work workflow,
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and we need to go back and forth
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to the different controllers
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who hit better poses.
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Now, I will get back to to
the torso route controller
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and select all the keys
of the wide location
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and move them down to push the whole body
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of my character forward
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and get a more dynamic pose.
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From there I will select
again my foot controller
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and move it's Y curves slightly down
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on the contact pose and
on the pushing pose.
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So we are always refining the
position of our character.
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Now I can get back to work onto the heel
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and make sure I have a nice roll of foot.
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Here you can see again,
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the curve has a reference
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and use it to Polish your own curve,
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but you may focus on your own run cycle
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because this specific curve
match my specific animation
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and if you have differences
regarding your feet position
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or the eighth of the torso controller,
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you will have variation.
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They are used to make the tip
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of the foot slightly
pointing backward and down
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during the passing pose to
get this nice dragging motion
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and transition into having the heel down
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while the foot is about to hit the ground.
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Next, we will polish the toe controllers.
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This animation,
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I've only used the main toe controller
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since the big toe controller
move along with it
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that's perfectly fine.
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This part of the animation
is pretty straight forward.
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First of all,
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we will only be animating using
the X Euler rotation curve
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is to create a nice
follow through animation
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of the toes, dragging something similar
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to what we did with the tail
of the squirrel character.
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It's important to console
the rotation while the foot
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is on the ground so that
the toes won't click
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with the ground.
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This is why the keys
on frame four and five
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are switched to vector.
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One interesting subtlety I've done,
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delay by one frame the
moment the toes get flat
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on the ground.
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The foot gets flattened on frame three
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and the toes follow through on frame four.
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When the foot leaves the ground,
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the toes are pointing
toward the previous pose,
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when the foot is moving forward to toes
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are slightly pointing backward.
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One thing you can use to help
yourself is the motion path
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of the foot we have on screen.
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The toes should be pointing
to what the previous frame
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during the cycle.
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These in most cases, will
bend them way too much,
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but then you just have
to adjust their curvature
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so that the foot have a
nice and natural pose.
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Here is the final curve of the X rotation
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of the toe controller.
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As usual, you can pause the video there
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to compare this curve with your
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and again, this is the
curve of my animation.
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Yours might be a bit different.
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We've been mostly working on
the foot from the side view.
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Its time to revise it from the front view
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with the X location curve
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by selecting back the foot
controller, hidden all the keys,
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but the X location.
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And we will mark on the
side to side motion.
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Remember what I told you
regarding the location
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of the foot when hitting the ground.
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Linear interpolation,
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and regarding the side to side motion,
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we need a flat curve,
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meaning that the foot will
move on to a straight line.
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00:11:08,880 --> 00:11:09,713
To do so,
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I will convert keys on
frame two and five to vector
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00:11:14,170 --> 00:11:16,710
and get rid of any keys in between.
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00:11:16,710 --> 00:11:20,900
While I was originally planning
to make the foot push inward
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when leaving the ground
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and then during the passing
pose getting on the outside,
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decided during this polishing
stage to do the inverse,
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as I told you before this motion can vary
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from people to people depending
on anatomic attribute,
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but also the skill to
run from this person.
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Since my character is agile and skilled,
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it might be better to kind of follow
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the motion of an athlete.
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In this case,
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the foot is getting outside
while getting off the ground
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inside during the passing pose,
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a bit outside during the up pose
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and finally hit it's contacting pose.
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You should keep the side to
side motion pretty subtle.
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If the motion is too contrasted,
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the run will look a bit
sloppy as if your character
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was lacking of control.
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So beyond the motion here,
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we are defining the character,
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we are defining the finding who
he is and how skilled he is.
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00:12:21,560 --> 00:12:23,840
And this is what makes the difference
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between motion and animation.
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00:12:26,290 --> 00:12:27,170
As you roll,
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here is the final X location
curve on the foot controller.
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Once you're done with this,
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you can call the foot
splining and polishing done
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or you can stay with me for
a couple of extra minutes
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where we will add some
extra super subtle rotation
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to the foot to bring its
motion to the next level.
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To do so I will use first
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the Y quaternion rotation of foot.
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I don't want it to rotate
while on the ground.
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So as usual,
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I will create a flat curve
bound by two vector handles.
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We will use the Y rotation
curve to slightly twist
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the foot toward another target.
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Check the orientation of the center,
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while I'm rotating the foot
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during this polition state,
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I am pushing it inward while
the foot is leaving the ground
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and during the passing pose,
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and then I'm slightly
pushing it on the outside
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while the foot is about
to contact the ground.
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Since the foot is using quaternions,
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we need to play on both
the Y and Z rotation curve
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to properly orientate the foot.
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Just scrub through this reference video,
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focusing on the orientation of the foot,
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we'll find a link to the YouTube video
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in the documentation as usual.
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You have the final shape of the Z
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and Y quaternion rotation
curve of the foot controller.
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From there,
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there is another thing we need to fix.
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It's the pull target of the knee.
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Here again,
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we could work a lot on the left
to right motion of the knee,
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which is super subtle during
the run cycle but still exists.
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Since our character is
pretty light on his feet,
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I will just try to keep the
knees align with the run.
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So I'm just going frame to frame
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and adjusting the X location
of the pull controller,
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so that it looks a little cleaner.
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Having the knees almost align
with the feet and the hips
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will look better and more dynamical.
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The intimate detail before
we mirror on the motion
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on to the other foot,
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is the bank or side to
side rotation of the foot.
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From a front view when
the foot hit the ground,
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it's not perfectly flat.
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When the foot hit the ground,
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it's generally slightly
rotated toward its outer edge,
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and it will roll onto the
thumb while pushing backwards,
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this is not a big deal,
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but this is the kind of detail
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that will make your run
cycle look a little better.
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From there,
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we can mirror the animation
onto the other legs controller.
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First, we need to select all
the right click controller.
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we've just polished.
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Then in the graph editor press Alt + H
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to make sure you don't
have any hidden curve.
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From there press eight
to select all the curve
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and then Ctrl + C to copy those curve.
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Then we can select all the
controllers on the left leg.
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And from there in the
graph editor, press Alt + H
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to make sure you don't
have any hidden curve.
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Now select all the keys
but the one on frame zero
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from there, make sure that
the play head is on frame zero
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and press Ctrl + Shift + V
to paste the mirrored curves.
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Now we have this fun animation,
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where both leg do the same motion
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and we need to offset it.
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To do so, in the graph,
editor press Shift + D
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to duplicate all the frames.
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00:15:57,330 --> 00:16:02,303
Don't press enter, then
press the X and 24.
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This will move those newly
created frame by 24 frame
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on the right.
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If we now move those keys
in time left to right
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while playing the animation,
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we can see that we are
currently offsetting the motion.
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So if I press G X minus 12,
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now the left leg motion
is offset by 12 frames.
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So of the length of the
cycle with the right leg
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and our cycle is done.
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To make this clean,
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I will go on frame
zero, press I an insert,
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and key frame on all channels,
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select all the keys on
frames zero, press V
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and switch them to free.
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Then they will duplicate them
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with Shift and D and
move them on frame 24.
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We can now delete any keys after frame 24
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and before frame zero
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and both our leg now
cycling and are polished.
27543
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