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- [Instructor] In this video,
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we are going to polish the
torso of the character.
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Since it's pretty subtle on the run cycle,
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especially for a light character,
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I like to start with the left
to right location motion.
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So basically whenever your character
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is contacting with the crown,
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the contacting leg will
first absorb the impact
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and then push the character up,
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but also a bit on the opposite side.
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Your character should be moving
to what the contacting foot
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one or two frame after the contact,
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so that he has time to
compensate the momentum
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of the previous move.
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Then there will be an
acceleration during the pushing
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toward the other side.
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And when the character is airborne,
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my go-to is to use a linear curve.
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But there won't be any noticeable dumping
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while your character is in the air.
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There is no opposite force
to absorb the momentum
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of the side to side motion.
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So in our case, the
contacting frame is frame two
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and frame 14, then takes two
frame to get to the extreme.
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And then as the character is pushing,
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his body is moving on the other side.
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Once you are done with
the side to side motion,
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we can work on the forward
and backward motion.
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People, and myself included,
often forget to add forward
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and backward motion to the torso root.
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It's not a big deal if you forget to,
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as it's gonna be pretty subtle,
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But this slight variation
will bring a bit of texture
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to your run cycle.
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The rule is pretty simple.
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As your character is falling forward,
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as the torso is getting down,
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his torso root will
slightly shift forward.
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During the pushing pose
and while he's airborne,
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torso root will slightly travel backward.
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So if you have a look to the Y curve,
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you can see that the
values we are working with
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are very, very subtle.
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So whenever you are checking
the curve as a reference,
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don't forget to check out
the values on the left side.
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To make the X rotation
motion a little more obvious.
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I've parented this stretched
tube to our torso controller.
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If you focus on the tip of this tube,
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you will be able to clearly
see the rotation motion.
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The X rotation drives the
leaning forward and backward
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of our character torso root.
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What I want to emphasize here
is that whenever the character
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is pushing on his leg, his
torso is leaning forward.
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Think of a lion jumping,
pushing on his root
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with his shoulder inward.
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Then he will reach his highest point,
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and as he fall down, the
shoulder or the upper torso
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will kind of drag behind the root,
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and so, the X rotation
will go the other way.
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While this rotation motion
should be noticeable,
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don't over-commit and input
too high rotation values,
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because on top of this,
we will also add rotation
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into the chest controller.
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And as the chest controller
is inside of the torso root,
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it will rotate even more.
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A quick tip, whenever you are
working on a chain like this,
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I will deactivate the chest controller,
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this way, the upper body
rotation of my character
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is only driven by our torso root.
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And it makes it easier to read the motion.
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The second tip regarding this motion
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is that since our character
is taking two step
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during the whole cycle,
we just need to work
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on all of the cycle, and then
we can duplicate the curve
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onto frame 12 to 24.
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Another good practice
I should have shown you
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at the very beginning of this video
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is to hide the arms of the character.
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Since we are not working
on the arms at the moment,
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they can be a bit distracting
and training-wise,
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it is good for you to only see the torso,
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so that you will get used to its motion.
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As usual, we are not into a linear close,
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so I will jump onto the
hips before I finished
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to polish the rotation of the torso root.
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The first thing I check is
which channel I will need
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to twist the hips, and it's
the Z quaternion channel.
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The twisting is the simplest motion
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regarding the hips motion
since it follows the legs.
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So when the left foot is
forward or left leg is forward,
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the Z curve is pushed down,
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so that the hips are twisting
forward on their left side.
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And during the passing pose,
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the hips will twist the other way.
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So we have a pretty smooth
curve with a slight plateau,
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as we are favorizing the
airborne pose of the character.
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So it's a moment where the hips
are not twisting that much.
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And then we transition
from one side to the other
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during the passing.
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The next hips motion we will work on
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is the left to right tilting,
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and it's one of the most
important motion of the hips.
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It's not the easiest one to get right,
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because too much tilting
will look very feminine,
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while not enough will look very stiff.
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This motion is mainly driven
by the Y rotation channel.
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And what we do want to emphasize
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is the pushing of the legs on the hips.
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So I'm slightly reducing
the amplitude of the curve
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so that I can then re-increase it
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during the pushing on frame four.
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So we have our contact pose
on frame two and frame 14,
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and on frame four and frame 16,
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we need a quick rotation
change or shifting,
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this way we can fill the
impact of the contacting frame
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and the fact that the hips
will react with a slight delay.
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In between those two impact motion,
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the hips are smoothly
tilting the other way.
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As always, for all our cycle,
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just make sure that your
frame zero and your frame 24
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are the same by duplicating them.
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Now our hips motion start
to look pretty good.
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We can now polish the
body, X rotation axis,
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which will be the tilt
forward and backward.
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This one is pretty easy to get right.
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As the leg reach the contact pose
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and switch to the passing pose,
the hips will tilt forward.
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And then during the
pushing and the airborne,
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they will tilt backward.
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Just imagine that the hips
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are currently pulling the front foot,
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so when contacting the ground,
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the hips will surge forward for the foot,
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and then when pushing and going up,
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they will pull the foot back.
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This motion is linked to
the extradition of the top,
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so we have already polished it,
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so you can keep it very subtle.
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Again, don't forget to double
check the graph editor values.
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While the X rotation curve
looks pretty contrasted,
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the range of value we are
working on is very small,
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so in the end, the X
rotation is not that big.
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As we have slightly modified
the orientation of the hips
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during the motion, we can see
that on the contacting pose,
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the leg are not full straight.
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While it may look a little more natural,
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as explained in the
beginning of this chapter,
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it's better to have an
exaggerated pose for the contact.
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So I'm just getting back
to both foot controllers,
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and I'm slightly offsetting
the Y location curve
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on the contact frame for both feet.
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As our hips are now polished,
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we can jump back onto
the torso controller,
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work on the zero rotation channels,
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that is the twisting of the body,
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but will be very close to what we have
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on the zero rotation of the hips.
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They will be just out of frame of delay
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compared to the hips twisting.
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But the torso twist and the hips twist
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are kind of the same behavior.
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The fast twisting during the passing,
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where I switch from one side to the other,
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and then some kind of plateau
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where we have a slight overshoot
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when our character is airborne.
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Once you are done with
the twisting motion,
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there is a bit of tilting
left to right also.
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So we have to play on the
Y quaternion rotation.
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I do advise you to keep it super subtle,
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because if you push the
tilt left to right too far,
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your character will look out of balance
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or its run cycle will look a bit sloppy.
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That could be a good call for
a Hulk-ish kind of run cycle
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or a knock or a big barbarian,
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but for our character,
that would be too much.
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So in the end, you can see
that the range of motion
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is pretty limited, and I'm
just smoothing the curve.
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The W rotation has almost no influence,
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so I haven't worked on this curve.
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And in the next video, we will
work on the chest controller,
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the neck and the head.
14826
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