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These are the user uploaded subtitles that are being translated: 1 00:00:01,670 --> 00:00:02,503 - [Pierrick] In this video, 2 00:00:02,503 --> 00:00:05,720 we are going to learn our first pose 3 00:00:05,720 --> 00:00:10,720 and I will teach you some tips about good posing workflow. 4 00:00:10,870 --> 00:00:12,880 You will find in the documentation 5 00:00:12,880 --> 00:00:15,470 a link to my Pinterest collection. 6 00:00:15,470 --> 00:00:19,290 It includes a lot of different poses from sports, 7 00:00:19,290 --> 00:00:23,750 martial arts, that you can use to repeat this exercise. 8 00:00:23,750 --> 00:00:26,470 The more you will do, the better you will get. 9 00:00:26,470 --> 00:00:30,690 It's perfectly fine to use drawing references 10 00:00:30,690 --> 00:00:33,350 whenever you are creating your poses 11 00:00:33,350 --> 00:00:36,470 or searching for references for your animation. 12 00:00:36,470 --> 00:00:38,000 But for this exercise, 13 00:00:38,000 --> 00:00:40,410 I advise you to use a photo 14 00:00:40,410 --> 00:00:44,490 because if you are using drawing references or illustration, 15 00:00:44,490 --> 00:00:46,660 there is big chance that the artist 16 00:00:46,660 --> 00:00:50,280 has already pushed the pose, like on this one, for example. 17 00:00:50,280 --> 00:00:52,700 So again, I truly encourage you 18 00:00:52,700 --> 00:00:56,480 to watch as much illustration and drawing as possible, 19 00:00:56,480 --> 00:00:59,790 even try to reproduce those poses. 20 00:00:59,790 --> 00:01:02,410 But for the sake of learning, 21 00:01:02,410 --> 00:01:05,770 I think it's better to use photo references. 22 00:01:05,770 --> 00:01:09,610 Here is the first pose we are going to work on. 23 00:01:09,610 --> 00:01:12,300 you will find the link in the documentation. 24 00:01:12,300 --> 00:01:14,020 Here is what we have to look for 25 00:01:14,020 --> 00:01:16,360 whenever we start working on a new pose. 26 00:01:16,360 --> 00:01:18,800 First of all, the line of action. 27 00:01:18,800 --> 00:01:21,440 In this case, it's super obvious. 28 00:01:21,440 --> 00:01:24,040 It goes from the right foot to the head. 29 00:01:24,040 --> 00:01:28,820 So, we definitely need to define this line of action 30 00:01:28,820 --> 00:01:30,010 in our posing. 31 00:01:30,010 --> 00:01:32,580 Then I'm looking for secondary shapes. 32 00:01:32,580 --> 00:01:35,120 Look at the flow in the arms. 33 00:01:35,120 --> 00:01:39,060 It creates a nice S shape with shoulders aligned. 34 00:01:39,060 --> 00:01:42,160 Then I'm looking at the leg flow, 35 00:01:42,160 --> 00:01:45,440 creating a nice angle with the body. 36 00:01:45,440 --> 00:01:49,640 And finally, the torso creates this nice and smooth curve. 37 00:01:49,640 --> 00:01:53,080 So, those lines are the one we need to identify 38 00:01:53,080 --> 00:01:56,400 and clearly define in our posing. 39 00:01:56,400 --> 00:01:58,880 Third thing I like to do on my references 40 00:01:58,880 --> 00:02:01,550 is try to define the orientation 41 00:02:01,550 --> 00:02:05,470 of the main features of the body, especially the torso. 42 00:02:05,470 --> 00:02:07,780 I will quickly draw some lines 43 00:02:07,780 --> 00:02:11,360 that defines the orientation of the torso 44 00:02:11,360 --> 00:02:16,210 and its main shape, as if I was sketching the current pose. 45 00:02:16,210 --> 00:02:19,800 The simple thing of doing this is writing in my brain 46 00:02:19,800 --> 00:02:21,690 what I will have to look for. 47 00:02:21,690 --> 00:02:24,230 So, whenever you are using a reference, 48 00:02:24,230 --> 00:02:26,910 just draw some line on top of it, 49 00:02:26,910 --> 00:02:30,150 trying to identify the shoulder orientation, 50 00:02:30,150 --> 00:02:33,480 the eye orientation and the torso orientation. 51 00:02:33,480 --> 00:02:36,110 Let's get started and prepare our file. 52 00:02:36,110 --> 00:02:38,040 I'm starting where we left 53 00:02:38,040 --> 00:02:40,170 with our run cycle finished 54 00:02:40,170 --> 00:02:43,580 and then will search for the keying action 55 00:02:43,580 --> 00:02:44,870 in the action editor. 56 00:02:44,870 --> 00:02:47,010 I will duplicate this action 57 00:02:47,010 --> 00:02:52,010 with our character in a rest pose and rename it 04-post-01. 58 00:02:53,110 --> 00:02:55,210 Don't forget to click the shield icon, 59 00:02:55,210 --> 00:02:56,870 I've just forgotten to do it. 60 00:02:56,870 --> 00:03:00,800 Then on my second 3D view, I will rework the shading 61 00:03:00,800 --> 00:03:03,870 and set it to flat, object color, 62 00:03:03,870 --> 00:03:06,070 get rid of cavity and shadows 63 00:03:06,070 --> 00:03:09,370 so that I get a raw silhouette of my character. 64 00:03:09,370 --> 00:03:12,170 I will go back to my main 3D view 65 00:03:12,170 --> 00:03:16,440 and in object mode, I will press Shift + A to add a camera. 66 00:03:16,440 --> 00:03:19,400 Now, the camera should appear in outliner 67 00:03:19,400 --> 00:03:22,330 on the root of the scene collection. 68 00:03:22,330 --> 00:03:24,200 With my 3D viewport view 69 00:03:24,200 --> 00:03:27,130 aligned with the front of the character 70 00:03:27,130 --> 00:03:31,600 I will press Control + Alt + zero on the numpad 71 00:03:31,600 --> 00:03:35,360 to set this as being the camera view. 72 00:03:35,360 --> 00:03:37,970 I really clean the camera transform channels 73 00:03:37,970 --> 00:03:41,870 so that there is no offset on the X-axis location 74 00:03:41,870 --> 00:03:45,213 and no rotation but on the X-axis. 75 00:03:45,213 --> 00:03:47,470 I will hover over my second 3D view 76 00:03:47,470 --> 00:03:50,350 and press zero to switch to camera view. 77 00:03:50,350 --> 00:03:52,473 And then instead of the outliner, 78 00:03:52,473 --> 00:03:57,100 I will open the image editor and load the reference. 79 00:03:57,100 --> 00:03:59,300 You will find it in the files, 80 00:03:59,300 --> 00:04:01,850 or you can download it from Pinterest 81 00:04:01,850 --> 00:04:03,960 or download any other reference 82 00:04:03,960 --> 00:04:06,570 if you want to work on another reference. 83 00:04:06,570 --> 00:04:09,680 Now what I'm doing is positioning the camera. 84 00:04:09,680 --> 00:04:11,880 I'm having a look to the reference 85 00:04:11,880 --> 00:04:15,270 and it seems that the person taking the picture 86 00:04:15,270 --> 00:04:18,120 is slightly higher than the character, 87 00:04:18,120 --> 00:04:20,160 as we can see the top of the shoulders 88 00:04:20,160 --> 00:04:22,490 and the top of the head of the character. 89 00:04:22,490 --> 00:04:24,160 So from a side view, 90 00:04:24,160 --> 00:04:27,710 I will slightly raise the camera to 1.4 meters. 91 00:04:28,905 --> 00:04:31,482 I will push it to the character 92 00:04:31,482 --> 00:04:35,837 and reduce a bit the focal length to 40 millimeters 93 00:04:35,837 --> 00:04:37,440 to get a wider angle. 94 00:04:37,440 --> 00:04:41,500 We will revise the camera a bit later on if needed. 95 00:04:41,500 --> 00:04:44,240 The last thing I will do is go back to my rig, 96 00:04:44,240 --> 00:04:46,830 press Control + Tab to switch to pose mode, 97 00:04:46,830 --> 00:04:49,090 I will go to the rig properties panel, 98 00:04:49,090 --> 00:04:51,150 search for HEAD-FOLLOW and NECK-FOLLOW, 99 00:04:51,150 --> 00:04:54,540 set the NECK-FOLLOW to one and the HEAD-FOLLOW to zero. 100 00:04:54,540 --> 00:04:56,440 That's a personal preference. 101 00:04:56,440 --> 00:04:58,340 But they feel like my characters 102 00:04:58,340 --> 00:05:01,310 generally have a better behavior 103 00:05:01,310 --> 00:05:02,960 with the neck following the chest 104 00:05:02,960 --> 00:05:05,980 and the head being free of any rotation hierarchy. 105 00:05:05,980 --> 00:05:08,880 For me, the most important controllers 106 00:05:08,880 --> 00:05:12,380 whenever you are posting a character that is on the ground 107 00:05:12,380 --> 00:05:15,430 are the torso controller and the feet. 108 00:05:15,430 --> 00:05:19,640 And the torso controller or center of gravity controller 109 00:05:19,640 --> 00:05:22,570 is the main and most important controller, 110 00:05:22,570 --> 00:05:24,860 whatever the pose you are doing. 111 00:05:24,860 --> 00:05:26,710 So the first thing you have to do 112 00:05:26,710 --> 00:05:29,580 is pose the torso controller. 113 00:05:29,580 --> 00:05:31,010 I'm lowering it 114 00:05:31,010 --> 00:05:35,320 and I'm rotating it to the side on its local Z-axis 115 00:05:35,320 --> 00:05:38,310 by pressing R and Z twice, 116 00:05:38,310 --> 00:05:42,960 so that I can manipulate the controller in its local space 117 00:05:42,960 --> 00:05:47,590 since by default my pivot point is set to global. 118 00:05:47,590 --> 00:05:50,440 Then the most important controllers 119 00:05:50,440 --> 00:05:52,500 are the feet controllers. 120 00:05:52,500 --> 00:05:55,480 I am using inverse kinematic as usual, 121 00:05:55,480 --> 00:06:00,480 and I'm manipulating those controllers on the Y and X-axis 122 00:06:00,890 --> 00:06:03,040 so that they stick to the ground. 123 00:06:03,040 --> 00:06:07,090 Before even watching the whole shapes of the leg, 124 00:06:07,090 --> 00:06:09,590 I'm watching the orientation of the feet. 125 00:06:09,590 --> 00:06:13,270 One of the big benefit of 3D animation 126 00:06:13,270 --> 00:06:16,790 is that we can focus on each feature of the character 127 00:06:16,790 --> 00:06:17,760 one by one. 128 00:06:17,760 --> 00:06:22,760 So I first make sure that my feet are properly oriented 129 00:06:23,180 --> 00:06:26,010 and properly matching the reference. 130 00:06:26,010 --> 00:06:29,760 Then, as we need to adjust to torso shape, 131 00:06:29,760 --> 00:06:33,948 just make sure that you use at 90%, 132 00:06:33,948 --> 00:06:37,300 the center of gravity or the torso root controller, 133 00:06:37,300 --> 00:06:41,907 and then slightly tweak the chest and hips by rotating them. 134 00:06:41,907 --> 00:06:45,730 As I'm still at working on the chest, hips, 135 00:06:45,730 --> 00:06:49,200 and torso controller, just look at the knees. 136 00:06:49,200 --> 00:06:52,320 I've also posed the pole target 137 00:06:52,320 --> 00:06:54,540 so that the right leg knee 138 00:06:54,540 --> 00:06:58,380 point a bit inward toward the camera 139 00:06:58,380 --> 00:07:02,930 while the left leg knee point a bit on the outside. 140 00:07:02,930 --> 00:07:04,440 At the end of the posting, 141 00:07:04,440 --> 00:07:07,890 almost every single controller of the character 142 00:07:07,890 --> 00:07:09,400 will be posed. 143 00:07:09,400 --> 00:07:12,863 As any form of art, there is a lot of back and forth. 144 00:07:14,510 --> 00:07:17,100 You need to watch your character from every angle 145 00:07:17,100 --> 00:07:18,780 to make sure that it looks good. 146 00:07:18,780 --> 00:07:21,580 Since the legs and the torso of my character 147 00:07:21,580 --> 00:07:23,290 are more or less posed, 148 00:07:23,290 --> 00:07:26,600 I can now rework a bit the camera position. 149 00:07:26,600 --> 00:07:29,620 I press Control + Tab to get out of pose mode. 150 00:07:29,620 --> 00:07:33,670 And then I can click the outer edges of the camera view 151 00:07:33,670 --> 00:07:34,780 to select it. 152 00:07:34,780 --> 00:07:35,730 Then from this view, 153 00:07:35,730 --> 00:07:39,410 you can press G and Z twice to zoom in and out. 154 00:07:39,410 --> 00:07:43,860 Or press R and the axis of your choice to rotate the camera. 155 00:07:43,860 --> 00:07:47,130 I've slightly lowered the camera as it was too high 156 00:07:47,130 --> 00:07:50,453 and rotated it so that I can nicely frame the character. 157 00:07:50,453 --> 00:07:54,683 Here you can see the actual transform values of the camera. 158 00:07:56,830 --> 00:07:57,850 From the camera view, 159 00:07:57,850 --> 00:08:02,400 I can slightly adjust the center of gravity position 160 00:08:02,400 --> 00:08:05,430 and also work a bit on the hips controller. 161 00:08:05,430 --> 00:08:07,013 Note that the hips controller 162 00:08:07,013 --> 00:08:10,420 will have a lot of impact on your legs shape. 163 00:08:10,420 --> 00:08:12,490 Watch for the groin alignment 164 00:08:12,490 --> 00:08:15,350 and the chest alignment of the reference. 165 00:08:15,350 --> 00:08:17,570 You can see it's leaning a bit forward, 166 00:08:17,570 --> 00:08:20,460 so I'm adjusting it accordingly. 167 00:08:20,460 --> 00:08:22,220 As for life drawing, 168 00:08:22,220 --> 00:08:25,270 watch your reference as often as possible. 169 00:08:25,270 --> 00:08:27,430 Don't over-focus on your character 170 00:08:27,430 --> 00:08:30,210 and forget that you have to check the reference. 171 00:08:30,210 --> 00:08:32,460 Once I feel like I have a good pose, 172 00:08:32,460 --> 00:08:34,830 I will check my center of gravity 173 00:08:34,830 --> 00:08:37,230 by checking my character from the bottom 174 00:08:37,230 --> 00:08:39,210 and checking the feet alignment 175 00:08:39,210 --> 00:08:42,900 compared to the center of gravity, or from a side view. 176 00:08:42,900 --> 00:08:46,540 And it feels like my character is a bit out of balance. 177 00:08:46,540 --> 00:08:51,100 His center of gravity is a bit too far on his back. 178 00:08:51,100 --> 00:08:54,280 So I feel like the character will fall on this bottom. 179 00:08:54,280 --> 00:08:55,170 To fix this, 180 00:08:55,170 --> 00:08:59,710 I simply need to push the center of gravity a bit forward. 181 00:08:59,710 --> 00:09:03,310 This is why it's very important to check your pose 182 00:09:03,310 --> 00:09:04,400 from every angle, 183 00:09:04,400 --> 00:09:07,940 because this is something I wouldn't be able to see 184 00:09:07,940 --> 00:09:09,760 through the camera view only. 185 00:09:09,760 --> 00:09:12,710 3D posing is like freaky sculpting, 186 00:09:12,710 --> 00:09:14,810 and you won't be sculpting a character 187 00:09:14,810 --> 00:09:18,090 without turning around it most of the time. 188 00:09:18,090 --> 00:09:22,510 And this is also why sculpting and drawing, 189 00:09:22,510 --> 00:09:24,470 while they are not mandatory, 190 00:09:24,470 --> 00:09:26,750 will make you a better animator 191 00:09:26,750 --> 00:09:29,800 because you will learn to better pose your characters. 192 00:09:29,800 --> 00:09:31,150 One thing I've noticed 193 00:09:31,150 --> 00:09:34,270 is that I've rotated the neck too much forward. 194 00:09:34,270 --> 00:09:36,780 As being a continuity of the spine 195 00:09:36,780 --> 00:09:38,680 that goes through the chest, 196 00:09:38,680 --> 00:09:42,460 try to keep your neck slightly aligned with the chest 197 00:09:42,460 --> 00:09:43,673 for a better flow. 198 00:09:45,660 --> 00:09:47,160 And then I can rotate the head 199 00:09:47,160 --> 00:09:49,200 to try too match the final pole. 200 00:09:49,200 --> 00:09:52,910 I didn't work on the shoulder or the arm on purpose 201 00:09:52,910 --> 00:09:56,290 so that we can focus on legs and torso. 202 00:09:56,290 --> 00:09:59,970 Don't hesitate to hide the arms to rig the pose. 203 00:09:59,970 --> 00:10:01,710 Your brain will do the job 204 00:10:01,710 --> 00:10:04,680 of figuring out where the arms should be 205 00:10:04,680 --> 00:10:07,580 and you can have a clear view of your current pose. 206 00:10:07,580 --> 00:10:11,450 So I can now pose the arm, I will display them again, 207 00:10:11,450 --> 00:10:14,190 and I will start with the shoulders. 208 00:10:14,190 --> 00:10:17,250 The shoulders are clearly raised on the character, 209 00:10:17,250 --> 00:10:18,760 so I would rotate them, 210 00:10:18,760 --> 00:10:21,010 and then I would start posing the left arm. 211 00:10:21,010 --> 00:10:22,850 When posing the forearm, 212 00:10:22,850 --> 00:10:27,230 do remember that your elbow can rotate only on one axis, 213 00:10:27,230 --> 00:10:29,250 the local Z-axis. 214 00:10:29,250 --> 00:10:31,950 Whenever I need to change the orientation of the arm, 215 00:10:31,950 --> 00:10:36,030 I will twist the arm controller, not the forearm controller. 216 00:10:36,030 --> 00:10:37,860 And then I pose my character 217 00:10:37,860 --> 00:10:40,780 following the chain of hierarchy. 218 00:10:40,780 --> 00:10:43,810 First the shoulder, then the arm, and finally the forearm. 219 00:10:43,810 --> 00:10:46,630 Then I will work on the other arm. 220 00:10:46,630 --> 00:10:49,920 And when I've run the reference analysis, 221 00:10:49,920 --> 00:10:52,930 I've tried to figure where the elbow was 222 00:10:52,930 --> 00:10:54,000 beneath those clothes 223 00:10:54,000 --> 00:10:56,890 so that they can then select the arm controller 224 00:10:56,890 --> 00:11:00,960 and twist it accordingly so that the elbow is pointing down. 225 00:11:00,960 --> 00:11:04,850 Then as usual, I will go down the chain and pose the hand 226 00:11:04,850 --> 00:11:08,033 so that it's slightly open towards the sky. 227 00:11:09,620 --> 00:11:12,650 From there, I can turn around my character 228 00:11:12,650 --> 00:11:16,330 and spot that the arm is not aligned with the shoulder, 229 00:11:16,330 --> 00:11:19,910 and it generates a weird angle that doesn't look good 230 00:11:19,910 --> 00:11:22,410 and that is not anatomically correct. 231 00:11:22,410 --> 00:11:24,170 If you hold your shoulder 232 00:11:24,170 --> 00:11:27,150 and try to rotate your arm backward 233 00:11:27,150 --> 00:11:29,320 with your elbow pointing down, 234 00:11:29,320 --> 00:11:31,840 you won't be able to reach this angle. 235 00:11:31,840 --> 00:11:34,150 So I will fix a bit the pose, 236 00:11:34,150 --> 00:11:36,810 and now look at the flow between the two arms. 237 00:11:36,810 --> 00:11:40,180 But most of the time you want your arms to flow 238 00:11:40,180 --> 00:11:41,490 in a nice curve. 239 00:11:41,490 --> 00:11:43,890 You may think of your arms building 240 00:11:43,890 --> 00:11:46,240 a second line of action in a way. 241 00:11:46,240 --> 00:11:47,530 We are almost done. 242 00:11:47,530 --> 00:11:50,550 Now I'm just double checking the different features. 243 00:11:50,550 --> 00:11:53,040 You can see that my head orientation 244 00:11:53,040 --> 00:11:54,820 doesn't match the reference. 245 00:11:54,820 --> 00:11:59,250 So rotating a bit the neck and the head, I can adjust it. 246 00:11:59,250 --> 00:12:02,300 It's also a good idea to pose a bit the eyes. 247 00:12:02,300 --> 00:12:05,700 Just check both controller on top of the eyebrows. 248 00:12:05,700 --> 00:12:07,310 By simply moving them, 249 00:12:07,310 --> 00:12:11,310 you will be able to set pre-made shapes for the eyebrows 250 00:12:11,310 --> 00:12:15,320 that will all you to reach appealing pose pretty quickly. 251 00:12:15,320 --> 00:12:17,380 As I'm almost done with the pose, 252 00:12:17,380 --> 00:12:19,990 I'm double checking the different features. 253 00:12:19,990 --> 00:12:23,360 Slightly repositioning the foot and reorienting them. 254 00:12:23,360 --> 00:12:25,130 And I will just put another problem 255 00:12:25,130 --> 00:12:28,150 regarding the relationship between the left shoulder 256 00:12:28,150 --> 00:12:29,350 and the left arm. 257 00:12:29,350 --> 00:12:32,080 This angle here is impossible to reach 258 00:12:32,080 --> 00:12:34,750 between the shoulder and the arm. 259 00:12:34,750 --> 00:12:37,520 Basically, with your shoulder at rest 260 00:12:37,520 --> 00:12:41,410 you can't have your elbow getting upper than the shoulder. 261 00:12:41,410 --> 00:12:45,500 As soon as you want to rotate the arm beyond the T pose, 262 00:12:45,500 --> 00:12:47,160 the rotation is done by the shoulder, 263 00:12:47,160 --> 00:12:50,050 creating a nice straight line 264 00:12:50,050 --> 00:12:52,170 between the shoulder and the arm. 265 00:12:52,170 --> 00:12:55,410 So this is really something you have to remember. 266 00:12:55,410 --> 00:12:59,140 Don't forget that the arm rotation has a lot of limitation 267 00:12:59,140 --> 00:13:01,500 and you need to compensate with the shorter. 268 00:13:01,500 --> 00:13:03,930 That's a beginner mistake I see a lot. 269 00:13:03,930 --> 00:13:07,333 So I can fix this issue and now pose the hands. 270 00:13:08,970 --> 00:13:12,800 One of the most important controller regarding the hand 271 00:13:12,800 --> 00:13:14,690 is the palm controller. 272 00:13:14,690 --> 00:13:17,630 This is this little controller on the side of the hand. 273 00:13:17,630 --> 00:13:18,860 When rotating it, 274 00:13:18,860 --> 00:13:19,853 it will curl the hand 275 00:13:19,853 --> 00:13:23,320 with a nice fall off between the different pan bones. 276 00:13:23,320 --> 00:13:26,650 First beginner mistake to absolutely avoid, 277 00:13:26,650 --> 00:13:30,570 hands are never flat, unless you are pushing on a wall. 278 00:13:30,570 --> 00:13:33,960 So please always input a bit of rotation 279 00:13:33,960 --> 00:13:35,790 in this palm controller. 280 00:13:35,790 --> 00:13:38,330 As for the elbow and the arms, 281 00:13:38,330 --> 00:13:41,340 the fingers have limitation in their rotation. 282 00:13:41,340 --> 00:13:45,520 Remember that your finger root can tilt a bit 283 00:13:45,520 --> 00:13:47,900 or rotate side to side. 284 00:13:47,900 --> 00:13:50,900 They can curl, but they can't really twist. 285 00:13:50,900 --> 00:13:54,290 When it comes to next joint into your fingers, 286 00:13:54,290 --> 00:13:58,320 which are manipulated using the second controller here, 287 00:13:58,320 --> 00:14:01,080 they should only be able to curl. 288 00:14:01,080 --> 00:14:03,960 So while everything is possible in animation, 289 00:14:03,960 --> 00:14:08,120 try to match those anatomical constraints 290 00:14:08,120 --> 00:14:10,520 whenever you are posing your character. 291 00:14:10,520 --> 00:14:12,300 Then while moving, 292 00:14:12,300 --> 00:14:15,840 we may need to bend the limbs of our character 293 00:14:15,840 --> 00:14:19,230 in a weird way, just to follow the flow of the animation. 294 00:14:19,230 --> 00:14:24,230 But currently, just try to respect anatomical constraints. 295 00:14:24,340 --> 00:14:26,170 Now regarding the finger pose, 296 00:14:26,170 --> 00:14:27,910 look at how they are grouped. 297 00:14:27,910 --> 00:14:31,790 The index and the middle finger are linked together, 298 00:14:31,790 --> 00:14:35,870 while the ring finger is slightly getting away, 299 00:14:35,870 --> 00:14:40,260 and the pinky is the one that is the most on the outside 300 00:14:40,260 --> 00:14:41,810 and opening the hand. 301 00:14:41,810 --> 00:14:45,020 Finally, don't hesitate to change the location 302 00:14:45,020 --> 00:14:46,530 of the controller too. 303 00:14:46,530 --> 00:14:48,570 You can move them by grabbing them 304 00:14:48,570 --> 00:14:51,200 if you feel like the rig is breaking 305 00:14:51,200 --> 00:14:54,580 or you can't reach the pose you are currently looking at. 306 00:14:54,580 --> 00:14:57,150 There is no rule of thumb (chuckles) 307 00:14:57,150 --> 00:14:58,927 whenever you are opposing the hands. 308 00:14:58,927 --> 00:15:02,050 Also, you see, while I'm pushing you 309 00:15:02,050 --> 00:15:04,550 to follow the constraint of the body 310 00:15:04,550 --> 00:15:06,520 whenever you're opposing your character, 311 00:15:06,520 --> 00:15:08,490 what's matter is the shape. 312 00:15:08,490 --> 00:15:12,440 So if you can't reach the correct shape for the fingers 313 00:15:12,440 --> 00:15:17,440 using an anatomically correct behavior with the controllers, 314 00:15:18,130 --> 00:15:20,770 just cheat and move them a bit. 315 00:15:20,770 --> 00:15:24,150 Even if those controllers are called bones, 316 00:15:24,150 --> 00:15:27,080 they don't behave like a real life skeleton. 317 00:15:27,080 --> 00:15:30,830 Plus you have to take into account the flesh, the muscle, 318 00:15:30,830 --> 00:15:33,530 the fat on top of the body 319 00:15:33,530 --> 00:15:36,260 that will currently shape your character. 320 00:15:36,260 --> 00:15:38,730 So just move them as you want 321 00:15:38,730 --> 00:15:41,800 so that you can reach the nice pose. 322 00:15:41,800 --> 00:15:46,800 While I do advise you to follow anatomical constraint, 323 00:15:47,710 --> 00:15:51,130 if you can't reach the pose you want, just cheat a bit. 324 00:15:51,130 --> 00:15:55,060 So my advice is to always follow an anatomical constraint, 325 00:15:55,060 --> 00:15:58,320 especially if the rig is built on them. 326 00:15:58,320 --> 00:16:00,830 Which is more or less the case with this rigging. 327 00:16:00,830 --> 00:16:03,520 But the most important thing is the result, 328 00:16:03,520 --> 00:16:07,310 this is what your customer, the viewer, will see. 329 00:16:07,310 --> 00:16:08,570 So if you need, 330 00:16:08,570 --> 00:16:11,750 cheat with the rig to get to the right result. 331 00:16:11,750 --> 00:16:15,470 An example here, I'm using this ankle tweaker 332 00:16:15,470 --> 00:16:19,770 just to break a bit the odd angle I have on the ankle 333 00:16:19,770 --> 00:16:21,730 that doesn't look right. 334 00:16:21,730 --> 00:16:23,500 This is not anatomically correct, 335 00:16:23,500 --> 00:16:25,310 that will be pretty painful, 336 00:16:25,310 --> 00:16:27,550 but in the end it looks a bit better. 337 00:16:27,550 --> 00:16:31,970 So some with small adjustment, we can call this posing done. 338 00:16:31,970 --> 00:16:32,940 In the next video, 339 00:16:32,940 --> 00:16:36,180 we are going to see how we can push this pose 340 00:16:36,180 --> 00:16:38,133 to make it even more appealing. 27195

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