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- Since animation is a sequence of poses.
Creating good poses is a must have skill.
So let's study the different features that make a oppose
a good pose.
In the previous video, we have seen the line of action.
So clearly it's super important that your line of action
are clearly defined on all your poses.
It will help to read your poses.
It will help to read the flow of your animation.
So this is definitely the first thing you have to look after
when building your pose.
Senior, or the evolution of the line of action
clearly communicates the flow of the motion
and the emotion.
Second thing you have to look for, is balance.
Characters that look off balance will look weird
even to a non-animator.
You as an animator should know how to fix
enough balance pose or enough balance character
or a static pose.
A good technique is to draw a box
around the main feature of the body.
The ones that wait the more.
Since the main goal of balance is to fight gravity,
draw a straight vertical line in the middle of this box.
This line should basically come across
your center of gravity.
If you don't have at least one contact point or better two
or three contact point under this line,
your character will look off balance.
In the case of three contact point or more,
the center of gravity, just has to be bind
to the triangle shape formed by those contact points.
When you have only two points of contact with the ground,
the center of gravity should come across the line
drawn by those two contact points.
Finally, when you have only one contact point
with the ground, your center of gravity
must be vertically aligned with this contact point.
Note that your center of gravity is not always centered
around your hips.
You have to take in account the weight of your legs,
of your arms whenever you're trying to balance yourself
by spreading your arms on the side
or whatever piece of equipment you are wearing.
The next important thing whenever you are building
a strong pose is silhouette.
It's the main feature that's gonna be identifiable
on your character pose.
While the inner shapes of your character might need other
to notice or to identify like the head of the character
on this pose.
Reading inner shapes will greatly depend on the quality of
the character design and its contrast.
A good practice is to have a dedicated
window in blender with a 3D view set to flat shading.
If you're animating to camera,
these should be the camera view.
This way you will always have a sneak peek
to the silhouette of your character.
Now that we know how to display our silhouette,
what makes a good silhouette?
The most important thing is readability.
The trident is currently a good example,
showing the three teeth or three points of the tridents,
make it clear on the silhouette view.
While if I rotate it by a few degrees and show its profile,
it doesn't read well anymore.
We no longer identify a trident, but simple spear.
If we scrub through the animation,
most of the poses are clear on this one, the legs,
the arms and the sword are clearly identifiable.
The same will apply to this pose
where we can clearly see that the character
is handling this weapon with two hands
or even this pose where through camera,
I slightly offset the position of the sword
so that it appear in the back of the character.
While I did the mistake on the specific pose
to not have a clear silhouette.
And I received this as a critique a lot of time.
And that's a bummer because this is one of the strongest
moment in the animation.
This could have been improved by slightly rotating
the whole character so that we can see more
of a profile of the character distinguishing both feet
and a bit of the arms.
Another principle that will help you build
a solid silhouette is simplicity versus complexity.
If we have a look to those different poses,
we can clearly see that one side of the character
has almost a straight line or a smooth curve.
While the opposite side of the character
is generally more detailed.
This will improve the appeal of your poses.
It will also improve their readability
by giving them an orientation
or at least giving them contrast.
We did talk a lot about contrast in our motion
whenever we have an odd and a fast transition
That's the same regarding posing,
simplicity versus complexity brings contrast.
And so it brings more interest into the pose.
Another important point regarding silhouette
is negative space.
Negative spaces are the holes in the silhouette
of the character.
When you have overlapping features like the arm crossing
the body of the character in this case,
make sure that you use those negative space to show the
different features that will help the viewer to identify the
different parts of the character.
Like the same here of the silhouette of the biceps
that allow us to clearly identify the hand
or the arm of the character.
You should also try to avoid tangent
on your character or on your silhouette.
On this specific pose, the leg get tangent
with the end of the spear
and why it's not the end of the world
that could be improved if the character was moved a bit
to one side or the other so that we have no tangent
between the leg and the spear
and we can clearly identify both features.
There is another pose that look decent,
but that will read better and it will be more appealing
if we were to separate a bit the silhouette of the legs
and break the tangent in the arms by showing the wrist
or an elbow, for example.
Avoid twinning in your poses.
Twinning occurs whenever you have two features of the body,
like the hands or the feet that have exactly
the same pose.
While it can be something you voluntarily create
to bring strengths to a pose
or to bring control into a pose
like on the beginning of this jump,
where everything about the body of our character
is symmetrical.
This is something you should live out.
For example on this pose,
both feet have a slight different of pose.
If I make them having the same pose,
it won't look as appealing as the previous one.
Twinning will bring a lot of stability
and so it will kind of break the momentum
or the contrast in the pose.
Twinning can also occur in timing.
For example here, my character is catching
both sword at the same time,
and this is a personal choice because I want to show that
he's perfectly knowing what he's doing
and mastering his art.
So twinning both in timing and in the pose can show
strength and stability.
But in the case of this jump for example,
if I was to make both feet arrive at the same time,
that will make the animation a bit less appealing
and interesting.
In the end twinning bring a sense of perfection.
And whenever you're achieving art,
what you want to avoid is perfection.
There is a lot of randomness in life,
and she's what we want to represent.
We want to make it alive, not to make something perfect,
something CG.
Another thing you should avoid are perpendicular lines.
If I take these pose that is decent
and I now make the arm perpendicular to the spear
by straightening the elbow,
making this pure vertical, that will look super stiff.
And if I even exaggerate despite straightening
the whole torso, the neck, the head,
or even the other arm that will look really bad.
And my last advice,
try not to hide any part of your character.
There will be many times where it's gonna be impossible,
but when you have the choice like on this pose,
make sure that we see a bit of the fingers.
Don't hide them into the silhouette.
Or on this other pose, the pose looks great.
But if I twist a little more the hand,
I won't be seeing the thumb anymore.
So the end will be harder to identify.
That's a little detail, but it will make the difference.
So whenever you are pausing your character,
make sure you hit all the notes in this video.
Watch full line of action that we have explained
in the previous video.
Watch for balance, make sure that your character
is not falling, especially if he's turning.
Be very aware of the importance of the silhouette.
Watch for readability of the silhouette.
Watch for simplicity versus complexity in your silhouette.
Use negative space, avoid the tangent.
Break twinning by angling a bit your character.
Break perpendicular lines,
avoid hiding part of your character.
In the next video, we will start building our first poses.
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