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- [Teacher] In this video,
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we will start to blocking our animation
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using the extreme poses.
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We have a spot and
define on the reference.
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As we did when we were animating
the squirrel character,
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I will create those key
poses every five frames.
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So for the time being, we
don't care about timing at all.
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And to make sure that I
have no sliding controllers,
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I will insert the key
frame on all controllers
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for both the character
and the punching bag.
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Since our character will
be doing a lot of footwork,
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and that generally the
knees align with the foot
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in the rig properties,
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I will make sure that the
leg parent is set to one.
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Meaning that the pole target
is now following the foot.
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And as we rotate the feet,
the knee will follow.
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So let's now build our first pose;
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the idle pose.
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The right leg or back leg
is open to the outside,
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meaning that the foot
is rotated to the right.
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The weight of the character is supporting
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mostly by this leg.
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So I'm pushing the center
of gravity backward
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and onto the right leg.
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If we watch the reference and
look at the line affection,
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we can see that the whole body
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is slightly leaning forward,
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creating a nice C curve forward
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from the supporting foot to the head.
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Generally the front leg or left leg
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is not supporting that much weight.
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and the character is supposed to be
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on the tip of his toes.
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You will often see muay Thai fighter
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making slight bounce with the front leg.
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It's a way to input rhythm into the fight
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and they keep their front leg ready
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to block any kick using their left shin.
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When posing the arms,
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don't forget that you
can't rotate your elbow
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in any other axis then the Z-axis
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and that the arm bone can't rotate upward
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than the line made by the shoulders.
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So it's super important to
currently pose the shoulders.
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I see too many beginners
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not playing with the shoulder controller
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while they are very important
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and critically influence the
silhouette of your character.
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Now ask yourself, why on the reference,
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the character have the shoulders so high?
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We are not here to only
answers mechanical properties
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of the body, but also
the purpose of the pose.
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Again, as explained in
the previous chapter,
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if you give a clear goal
to the current pose,
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it will communicate the
will of the character.
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And as soon as you do that,
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you're giving life to your character.
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In muay Thai and in boxing in general,
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shoulder are raised a
lot to protect the head
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of the character, especially the chin,
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because a shot in the chin
can knock you out instantly.
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If you were to animate
some beginner in boxing,
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maybe you should drop the shoulders
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so that you communicate a
big mistake boxing wise.
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Here I want my character to show mastery
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in the art of boxing.
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So I will try to mimic the reference pose
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and even push it more;
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pushing the head deep into the shoulders.
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As usual, the step between
a good pose and a great pose
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is pretty long and it's
about a lot of tweaking.
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But why it might be more
natural to have open hands
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whenever you're not wearing gloves?
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Especially in muay Thai,
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where you can catch your opponent
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and go into the clinch,
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I've decided to close the left hand
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because both my hand were
posed a bit the same way,
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and I had some twinning in the post
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and it didn't look that interesting.
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So I will close the fist
and I will slide the scale,
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the palm fingers on the local X axis
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to make them slightly larger
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as if the fist was a bit squashed
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by the pressure of the closing hand.
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Don't forget that you can
refer back to the video
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about posing the hands.
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Don't forget to pose
the neck and the head,
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but don't over-rotate those controllers.
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And as a final touch, you
can use the face controller
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to shape a bit the eyes.
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Now our character is
ready to kick some ass.
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So don't forget to rotate
a lot around your character
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to check if the center of gravity
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is properly aligned and
your character, balanced.
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And don't forget to check
the overall silhouette
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of the character of from different angles.
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Again, remember that you can refer to the
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previous chapter to
double-check the method
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to get a good pose.
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Before you start posing the jab pose,
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double check the video reference.
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You can see that both
feet are moving forward
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during this punch.
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Beyond rotating the feet, don't forget
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to change their rotation
while posing the jab.
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So the first thing I will do
is to move the feet forward.
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Now, as we watch carefully the reference,
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we can see that the weight is
shifting onto the front feet
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and the whole chest is
twisting to the right.
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And so does the feet.
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So, since we have weight
on the front foot,
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I will flatten it a bit,
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and then I will raise the back foot
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using the heel controller.
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And then we would rotate
both feet to the right.
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But when you punch left,
your feet turns to the right.
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When you punch with the right,
your feet turn to the left.
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But I haven't pushed this pose too much
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because the next punch will also be
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a straight punch forward.
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And if we go too much forward
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and too much into a horizontal pose
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for this initial punch,
we will lose the contrast
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with the next one.
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And so our pose may look good,
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but the animation won't because
it will lack of contrast
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between the first pose
and the second pose.
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Another thing I'm doing though,
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is that I'm slightly spreading
the arms of the character.
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While it might not be a super good idea
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whenever you are boxing,
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because you are exposing your chin,
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this improve a bit, the
readability of the pose
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and it slightly extend
the overall silhouette
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of the character when
we follow the shoulders.
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Finally, don't forget
that you also have to pose
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the punching bag.
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Don't push it too far and
don't use that much controller.
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Moving all the controllers
won't necessarily
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give you better result.
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While we do agree that
everything is connected
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so everything should be
moving; keep it simple.
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Your audience will mainly
focus on the character.
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So you want to avoid any glitches
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on the bag by moving too much controller
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at the same time.
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Once done, don't forget to
key all your controllers
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and don't forget to add subtle
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rotation details to the feet.
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When we watch the reference,
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we can see that there is a
subtle tilting during the punch.
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Don't forget to add it
during the blocking state.
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