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- Let's go ahead with the next pose,
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the right cross.
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While I have chosen not to push
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the pose too far for their job.
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For this specific pose,
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if you compare my current
pose to the reference,
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I've pushed my character way further.
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While the left jab is settle punch,
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to get closer to the target
and mask the next punch.
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This right cross is made
to destroy the target.
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So to bury this pose, I'm
applying the principle
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we've learned in the previous chapter.
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I'm looking for the specific
features of this pose,
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like the foot orientation,
the distance between them,
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the orientation of the torso,
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and the position of the center of gravity
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based on the feet position.
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On the right cross,
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the center of gravity is
shifting towards the left leg.
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So the front foot get
flattened on the ground,
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while the right foot twist
towards the left foot
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and its heel get traced.
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The torso is twisting toward the left foot
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and the shoulders are aligned
to create a straight line
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toward the target.
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But since we have already
identified the marker of this pose
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I am already pushing the character.
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I've built a wider stance with the feet.
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I've lowered the center of gravity
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and the line of action is pushed forward.
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It's more oriented toward the impact,
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but instead of keeping the
left elbow against the rib cage
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I've raised it backward,
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so that both arms from the profile view
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creates a straight line.
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This way even the back arm
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or left arm is supporting the
directionality of the punch.
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Once I'm done with this,
I will slightly twist
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and tilt the neck toward
the right shoulder.
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I'm exaggerating the
previous concept we have seen
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where the character is protecting his face
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and his chin using his shoulder.
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One little detail I like to point out
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is the way I slightly
twist the punching fist
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so that the thumb is pointing down.
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This is the way you have
to throw a straight punch,
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whether it's across or a
jab to avoid overextension
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of the elbow that can lead to injuries,
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but it's also a way to get through
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the guard of your opponent.
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But once you're done
with your character pose
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don't forget to also
pose the punching back.
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So I've rotated the main controller
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so that we can start swinging the bag.
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And then I'm using the
tweaker bone to shape it
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so that we feel like the
fist is getting through it.
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Don't worry if you have
a hard time following
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everything I'm doing here.
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I will then provide a
slow paced time-lapse
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showing the whole process so
that you can follow along.
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Here I am trying to give you a guidance
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to what you have to look
for and what is your goal
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whenever you are creating
those different poses.
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The next pose is the
anticipation of the hook.
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Since the punching bag
just received a heavy blow
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and is no longer in
contact with the character,
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I've decided to pose it first.
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I'm simply canceling
all the transformation,
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and then I'm gonna rotate it
away using the main controller.
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But one super important tip
whenever you are building
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a new pose with your character,
is to cancel the rotation
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of the chest, the hips, and
even the torso root controller.
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First of all, it pushes
you to rethink about
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the current pose instead of building it
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based on the previous pose.
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You will better watch your reference
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and try to match it, so it
will improve your focus,
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and secondly, it will avoid
you to source mistakes
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from the previous pose.
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Especially when it comes
to hips and chest twisting.
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Now as usual, I've
repositioned the feet first,
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and then I'm working on the torso.
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Both the reference and the pushed pose
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shows that the character
has both of his feet flat.
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The character is gathering energy.
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So he's twisting toward the left.
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Since he will twist to
right to deliver the hook,
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his weight and center
of gravity is shifted
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toward the left foot.
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Both arms are bent, the
right arm is bent in front
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of the character to protect his face,
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while the left arm is slightly
more open and slightly lower,
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preparing to fire a big
punch into the next pose.
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As usual, I work the
shoulder lines and the arms
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so that I get a nice curve.
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The arm and the shoulder
flow into an elliptic shape.
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It supports the twisting of the character
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and it communicates the
fact that our character
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is going to swing the other way.
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Once you are done, don't
hesitate to play the animation
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even if there is no timing.
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00:05:03,440 --> 00:05:05,840
It's just a good way to see if the flow
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between the different
poses is okay for you.
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And you will get more
familiar with your animation.
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When jumping into the next pose, again,
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it's interesting to have a quick look
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to the video reference.
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As usual, my goal is to spot if the feet
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are changing of location,
and the right feet
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is currently moving forward.
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I will work exactly as I
did for the previous pose.
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I will first work on the
foot supporting the weight.
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Rotating each a bit inward.
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I will move the center of gravity
toward the supporting leg.
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Move forward the right leg,
as we have seen on the video.
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And then I will cancel
the rotation on the hips,
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on the torso controller, and on the chest,
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and build the whole
torso pose from scratch.
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I decided to make the hook to the head,
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because the previous punch is pretty low,
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this way by changing the
level we are hitting,
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we bring contrast to our animation
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and so it will be more appealing.
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From there make sure that
you're applying the rules
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we have seen in the previous chapter.
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Make sure you properly
define the line of action.
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Make sure that the secondary
shape properly communicate
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the wheel of your character.
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In the punching pose for example,
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make sure that the flow
of the arms really shows
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what your character is
hitting, how he's hitting,
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and as for the previous pose,
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I make sure that the character lower is
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at between his shoulders
to protect his chin,
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because he's an experienced fighter.
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A little reminder here,
whenever you are posing
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the shoulder you can rotate them,
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but I also encourage you
to change their location.
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As for the finger, you will
have a hard time reaching
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the right pose by only using rotation.
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Avoid over-twisting the
chest and hips controller
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and for the rise using the torso root,
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the chest and hips can't
really twist that much.
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00:07:09,620 --> 00:07:13,780
Doesn't mean they can't, but
if you over rotate the hips
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and rotate the chest the other way,
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it will look a bit weird,
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even for our stylized character.
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00:07:20,320 --> 00:07:23,410
Again, don't forget to
turn around your pose.
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We are not animating to camera
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because I want your poses
to work from any angle.
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This is how you will
make the best progress.
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Later on, we will add the camera
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so that we can push the
appeal of our animation,
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but for the time being,
let's create a nice animation
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without a specific camera angle.
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I spend a lot of time on each pose
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to make sure that
everything flows properly,
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that the character is
looking at what he's hitting,
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that I don't have any broken joint,
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unless this is a personal choice
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to push the pose, for example.
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And finally that my character is balanced.
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The more time you spend
during the blocking stage,
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the easier will be the position later on.
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And as for the previous poses,
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don't forget to pose the punching bag.
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