All language subtitles for 05-12-Changing attitude with curve offset

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,250 --> 00:00:02,240 - [Instructor] I'd like to finish this chapter 2 00:00:02,240 --> 00:00:04,370 with a little tip video. 3 00:00:04,370 --> 00:00:06,590 We have seen in the previous chapters 4 00:00:06,590 --> 00:00:09,470 that we can use the NLA editor 5 00:00:09,470 --> 00:00:11,850 to layer different animations 6 00:00:11,850 --> 00:00:13,860 and modify the current one. 7 00:00:13,860 --> 00:00:16,100 To create an ad term, for example, 8 00:00:16,100 --> 00:00:19,940 or to transition between two different animations. 9 00:00:19,940 --> 00:00:23,950 But what you can do to rapidly modify your run cycle 10 00:00:23,950 --> 00:00:28,340 and create iterations is to simply offset different curves 11 00:00:28,340 --> 00:00:30,360 on your main controllers. 12 00:00:30,360 --> 00:00:34,670 For example, here, I've offset the X quaternion rotation 13 00:00:34,670 --> 00:00:35,920 of the torso. 14 00:00:35,920 --> 00:00:39,640 Now, I'm doing the same with the neck controller. 15 00:00:39,640 --> 00:00:43,110 I will do the same with the hips, with the chest, 16 00:00:43,110 --> 00:00:45,400 and this is very easy to push those curves 17 00:00:45,400 --> 00:00:49,890 to get a totally new attitude for our character. 18 00:00:49,890 --> 00:00:51,830 On a locomotion cycle, 19 00:00:51,830 --> 00:00:54,780 you will generally favorize the rotation 20 00:00:54,780 --> 00:00:58,350 around the x-axis of the different torso controller. 21 00:00:58,350 --> 00:01:02,730 But you can also move the Y location of the torso root, 22 00:01:02,730 --> 00:01:06,050 and get a more cartoony, afraid-like run cycle. 23 00:01:06,050 --> 00:01:08,950 Or in the other end, push everything forward 24 00:01:08,950 --> 00:01:13,950 so that you get a way more accelerated, dynamical run cycle. 25 00:01:15,090 --> 00:01:17,320 This is a very good and fast technique 26 00:01:17,320 --> 00:01:20,820 to explore different versions of your cycle. 27 00:01:20,820 --> 00:01:24,480 And that can be very useful in a studio environment 28 00:01:24,480 --> 00:01:27,690 to explore different moods for your run cycle. 29 00:01:27,690 --> 00:01:30,510 You can play with all the different controllers. 30 00:01:30,510 --> 00:01:34,340 You can offset the Y location of the foot, for example, 31 00:01:34,340 --> 00:01:37,830 so that they will be offset forward or backward 32 00:01:37,830 --> 00:01:39,480 during the run cycle. 33 00:01:39,480 --> 00:01:42,360 You may want to fix the neck orientation 34 00:01:42,360 --> 00:01:44,990 using the secondary controllers. 35 00:01:44,990 --> 00:01:48,200 In one word, have fun with your animation! 36 00:01:48,200 --> 00:01:51,680 And make additional use of the work you did 37 00:01:51,680 --> 00:01:53,350 on this run cycle. 38 00:01:53,350 --> 00:01:56,520 It will sure need a pass of polish 39 00:01:56,520 --> 00:02:00,040 once you've totally changed the pose of your character, 40 00:02:00,040 --> 00:02:04,660 but it's a very fast and painless way to explore new poses, 41 00:02:04,660 --> 00:02:08,033 new attitude, and bring life to your character. 3322

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