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- [Pierrick] There is one art pose
I'd like to talk about and work on
before we go into more dynamic and spectacular poses.
It's weight lifting poses.
The weightlifting exercise is a classic Funimation
because it's very hard and you learn a lot.
We'll do the animation
in the chapter I will publish later on.
I've called this video of Fighting Weight
because there is a lot of forces involved
whenever you are trying to lift any weight
or even your own body, and we are here to fight gravity.
And in a good fight, you need to know your enemy, gravity.
So the first thing I will do as usual
is to find the line of action.
It's not that hard to find,
I just have to follow the spine of the character.
One interesting detail here is the position of the head.
It seems that he's trying to lift the weight with his head,
so this is something we will have to translate in our pose.
Beyond the line of action,
there is a very important point to be identified here,
and it's the center of gravity.
And as soon as the weight are leaving the ground,
we have to consider them
as being a part of the center of gravity of the character.
And they think we can place the center of gravity
in the middle of the weight,
as they are way heavier than the character.
Now, our character purpose
will be to pull the center of gravity
in the straight line vertically.
And everything in his pose is meant to do this.
Look how the arms and the legs create a triangular shape
that goes straight up.
So we will have to make sure
that we have this tension in the arms
and the compression in the legs.
As usual, I've drawn some guidelines on top of the character
to get a better vision
of the orientation of the different features of his body.
In Blender, I will do as we did in the previous video,
I will switch to object mode and hide the camera.
Then I will select the weight accessories I have created
and I will place it in space.
You will find the initial file
with the object already placed in space.
Since we will be only posing the character,
I won't be creating any interaction
between our character rig and the current object.
We will see those mechanism later in the course.
In the meantime, as usual,
I can replace one of the 3D view on the top right corner
by the image editor and open the reference picture.
Then I will prepare on the character rig.
I will enter pose mode,
and I will make sure that I add the sword.
Then in the action editor, I will create a new action.
You don't need to do so since I'm providing you the file
with the already created action.
And before we start posing the character,
I will switch the end mechanism to inverse kinematics,
since our character will be in contact with the object.
Exactly as did when we were working on the baseball pose.
This way,
we will be able to position the hands on the weight
and then work the pose around the hand position.
So let's start posing our character.
I will try to position the hands properly.
But first,
I will lower the center of gravity of the character,
not of the whole pose, so that the arms don't get stretched.
But one important detail on the hand pose here
is that they are slightly bending toward the outside.
So this is a little detail we will have to take into account
whenever we are going to polish a bit our pose.
And I will slightly rotate the hand controller
toward the outside right away.
From there, I can press Control + C
and then Control + Shift + V
to mirror the pose on the other hand.
You may remember that in the previous videos,
I've told you that we try to break symmetry into a pose
to avoid twinning.
But one thing we have seen regarding twinning
is that it can communicate stability and strength to a pose.
And this is exactly what we need here.
So this is a pose where we will be able to use symmetry.
As we did for the previous poses,
I will first try to give the right orientation
to the center of gravity of my character.
One key component of this pose
is to have the sternum align with the center of the weight.
Then I will go back and forth
with the bending of the chest controller,
the hips controller, the head and the neck.
Whenever you're pulling a heavy weight,
your shoulders are pulled down,
so you need to rotate them toward the ground.
Don't make the mistake of raising the shoulders
because the character is trying to raise the weight.
Don't think about what your character is willing to do,
think about what forces are involved against your character
and it's fighting against those forces.
The feet will be aligned with the metal bars
that is holding the weights.
Remember what we have seen
when we have built our first pose,
we try to get the center of gravity to be aligned
within the shape made by the contacting point.
So if you have only two contacting points,
then the center of gravity must be aligned
between the two feet.
Based on the knee position on the reference picture,
as I'm posing the character,
I feel like the weights are too high.
So, I will go back into object mode,
I will select the weight object and moving along the Z-axis.
From there, I can rework the hand position,
the torso position and the shoulder position.
As usual, I will progressively shape my pose
by moving each controller one by one.
But one of the most important skill you need to develop
whenever you opposing your character is observation.
Look at the position of the feet,
they need to be under the bar.
Look at the hips, the butt is slightly bending backward.
The sternum has to be aligned with the center of gravity
or the middle of the metal bar.
The head is pulling the weight up
as if it was leading the whole body.
So whenever you are building your pose, sometime just stop,
watch the feet, watch the hand,
watch the shoulder, watch the head,
and watch their relationship in space, their position.
Observation, whether it's a pose right now
or everything in your everyday life,
will allow you to catch the very truth in any motion.
But most importantly, the behavior or the purpose.
Behavior, whether you're working on a humanoid character,
a creature, an animal, or even an object,
will bring personality to your character
and personality will bring life to it.
And this is the whole purpose of this course,
breathing life into our character.
And to build a personality,
you first need to get believability.
This is why you need to observe
and translate what you see into a believable pose.
And then you can push it to input personality,
to make it more appealing.
And if people can connect to something they know
or something they feel they know into your character,
it will become real to them.
And so, you will be breathing life into your character.
Back to the posing,
don't forget to look at your elbows
and the overall arm orientation.
And as I feel the left arm is okay,
I will just copy and paste the pose
on the other pole targets.
Then I will go back into object mode
and I will set up the camera.
So I will give it back a horizontal format
by changing the size.
On the reference picture, there is almost no perspective.
So we can keep a long focal length.
19 millimeters is okay.
And since we can barely see the top part of the feet,
it means that the camera is just above the feet level,
maybe the middle of the shin level.
So, I'm moving and rotating the camera from the camera view.
Choosing its local axis,
as we have seen in the previous videos.
Having this new point of view
does help me to see some of the mistakes I've made.
I need to raise a bit my character
and slightly rotate the hips inward.
One of the issue I have with my character
is the shape of the butt.
Fortunately, if you enable the leg tweaker,
you should be able to find some controller
that allow you to reshape a bit the butt.
So I will lower them a bit
and rotate them a bit inward to reshape the back.
Another thing I did have some difficulties to get right
is the shape of the head and the neck.
As my character is the bit skinnier
compared to the reference,
and don't forget that the rig has also its limitation,
I will be able to get a better shape
by simply pushing the head inward.
I feel like it makes a huge different in the pose.
We do feel like the neck is pushed with blood pressure.
Finally, I will use some of the tweaker inside the foot
to flatten the foot,
as if there was a lot of weight on top of them
and it flattened them.
One interesting thing on the reference,
it's the shape of the shoes.
It seems that there is something to raise a bit the heel.
It's probably to keep balance,
avoiding the foot to get absolutely flat
and falling backward.
Regarding the hand pose,
I start with the pinky because he does a very special shape
whenever I'm looking at the reference.
It feels like it's not totally closed,
that the first joint is not rotated that much.
Another thing that I'm doing
is that I will slightly scale each finger
using the first joint
and scaling them on their local X-axis.
And they will also do this on some of the pan builds.
With the weight and the pressure applied upon the hands
and the fingers, they are squashed against the metal
and it makes them looking larger.
So whenever you are posing the hands,
while you should favorize rotation,
don't forget that you can scale the bone,
you can move them also in space.
The important thing as usual is what we see.
So use the whole range of transformation you have
to get where you want to be.
Once you're happy with your end pose,
select all the bones in the hand
and mirror the pose onto the other hand.
While posing, I did feel like the weight were a bit too big,
so I've scaled them down.
From there, I did some minor tweaking
on the pose of the character.
But I just wanted to straighten a bit the legs
since they are a bit angling backward.
While I wasn't able to perfectly match the pose,
it feels a little better
with the legs slightly bent forward.
But as a final touch, you can enable the face controller
and create a slightly angry face.
And I feel like we can call this pose done.
It's time to push the pose.
And it was a little harder than usual
because we generally amplify the line of action.
We often elongate the arcs
to amplify the motion or the sense of motion.
And the first thing I was thinking of
was to raise the character.
But in the end, what we want to communicate here is weight,
the fact that our character is pulled toward the ground.
So what I did instead was to compress the line of action.
I've shortened the torso,
I've made arm as straight as possible
using the tweaker bones.
And since I wanted my character to be squashed,
I've scaled up most of the parts of the character,
but only to make them larger, not longer.
So I'm inflating the torso.
I will do the same with the thigh, with the chest,
using the tweaker controllers available upon the whole rig.
Increasing the thigh volume better sells the effort,
and we feel like the character is going to explode.
But I've also slightly inflated the neck.
And since I've built a bit of a face pose
on the previous pose, I've decided to push it.
So I will enable the tweaker bone of the face
and I will raise a bit a lower lids
and raise a bit the cheeks.
This way, the whole body of our character,
from the tip of the toes to the eyes,
will communicate the fact that he's pulling on this weight
as hard as he can.
Again, as an animator, you have to communicate something.
I've built this rig
so that we don't have too many facial stuff
that are going to be distracting.
But with those Spider-Man's like eyes,
that will be a shame if we don't try to shape them.
And beyond that, this is another tool
to sell the pose we are currently building.
From there, since I've slightly moved the weight,
I will go back into object mode, select the weight,
add a keyframe on its position
and reposition it on the previous pose
so that I can jump between the two poses and compare them.
And I feel like I can call this posing done.
While the difference between the two poses are pretty subtle
I feel like the new pose better communicates
the fact that our character is trying to lift this weight.
So I'm pretty happy with the results.
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