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- With our golden poses done,
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it's time to add some breakdowns.
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The goal of those
additional poses is to have
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a better grasp on the
flow of the animation.
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We will build the first step into the jab,
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which is the anticipation of the jab.
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Then the transition into the right cross
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and the right cross overshoot
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really help to communicate
the power into dispatch.
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Then we will add a couple
of poses after the hook
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to show the steps taken by the character
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to get back into idle before
performing the switch kick.
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We'll create the transition jump
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into the anticipation of the switch kick
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that is already blocked.
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After the kicking pose
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we will add an overshoot of the leg
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that will sell the power of the kick.
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And finally, we will add a transition pose
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before the two steps we have
already blocked back into idle.
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Before building those poses,
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I've watched the reference and
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I've spot the frame that
were interesting to me.
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Like this pose in between
the idle and the first jab
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character is lowering
his center of gravity
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and also pushing forward.
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So it will be a great anticipation.
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I've also noticed that the
character is slightly dropping
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his hands during this anticipation.
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As a person pose for a walk cycle,
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I'm trying to find a good break down
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and the time where the character
is pulling his left hand
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and pushing with the right hand
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seems to be pretty nice.
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Also adding notes as a reminder,
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that the torso is twisting
a lot on this pose,
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Then I will spot the overshoot.
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If your reference doesn't
show the next move,
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just put note on top of this and make sure
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that you look for new reference later on.
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So this is something I've
been doing for every poses
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I wanted to add into the blocking stage.
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As in the previous videos our goal
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is not necessarily to copy
100% the exact same poses.
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But to check the body
mechanisms that are involved
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and then push them to make our animation
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more exaggerated and more appealing.
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So let's work the step
forward into the jab.
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As usual, I will try to
define the line of action.
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The simple C shape the front
foot is currently raising
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while the back foot is pushing.
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So as before I generally scrub
around the current frame to
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check out the motion of the
different parts of the body,
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the hands, the head, the feet,
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so that I don't forget to put them.
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And also I could choose whether
I favorite the front foot
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to move further away or to be closer,
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to drop more the feet, to lean
more the character forward,
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make any choice to
exaggerate the current pose.
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Now in blender I will insert a key frame
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for all the controllers
of both the character
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and the bag on the frame seven.
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Again, at this stage, we
don't care about timing.
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We can do it on frame seven
or eight doesn't matter.
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Then I want to get rid of the rest pose
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we have on frame zero.
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So I will duplicate
frame five on frame zero.
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When working on an animation,
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if it's not a gameplay animation,
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I you advise you to keep five
frames also in the beginning
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in the still pose so
that you can get prepared
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to what is coming next.
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If you start your
animation from frame zero,
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sometime it's a bit hard to read.
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The difference between this new pose
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and the previous one won't be that big.
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First I want to lower
the center of gravity
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as our character is gathering
energy to throw the punch.
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Then I pushed the center
of gravity forward.
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As our character is
already moving forward.
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The left foot is raised a little bit and
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slightly rotated towards the inside
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because it's going to leave
the ground on the next frame.
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And so the center of gravity
will shift a bit to the left.
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The character is pushing
toward his left foot
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with his right foot.
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So you have to move the
cog a bit to the left.
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Then I do a few adjustment with the arm,
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making them dragging it.
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So I raised the shoulder
as the center of gravity
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is getting lower.
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I open the hand as the
whole body's moving forward
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as if there was wind blowing
into the palm of the character
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and I do the same with
the neck and the head.
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As it drop into the step
I slightly raise his chin.
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(swishing noise)
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When we watch the reference
for the next pose,
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we can see that the character
is currently pulling
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the left arm and bring it close
to his chin to protect it.
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In the meantime, the
right arm is traveling
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towards the target.
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The hips are twisting a lot.
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The center of gravity too
and the chest is twisting,
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but dragging a little bit.
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Finally, the right foot is rotating a lot.
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So those are the main point
we are going to address
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into our breakdown pose.
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As for the previous pose
I will add a key frame
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on all the controllers of the bag
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and the character on frame 12.
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Again, at this stage, we
don't care about timing.
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Since the location of
the feet doesn't change
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between the previous and the next pose
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we can directly work on
the center of gravity
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of the character.
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As the character is twisting to his left,
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his center of gravity is also
shifting to the left foot.
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So we need to twist the center of gravity
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but we also need to move it to the left.
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Just imagine that the character is diving
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into the next punch
with his left shoulder.
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As seen in the reference the
right foot is rotating a lot.
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So I rotate it even more and
I will raise it with the heel.
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Don't forget to adjust the
position of the hips accordingly.
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Now we can twist a bit the chest,
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but don't forget that
the hips are leading.
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So the chest may not
twist as much as the hips
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for the time being.
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Once the punch is thrown,
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the chest will catch up with the hips.
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And as the weight is getting
on the front left foot,
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I'm slightly tilting it to the left
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and I'm slightly pushing it down.
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This will mimic the compression
of the foot on the ground.
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For this breakdown I decided to not go
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too into the orthodox boxing pose with
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the left fist very close to the chin.
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I've kept the left arm
slightly more opened.
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This way we have a nice circular
flow between the two arms.
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As I explained before,
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remember to move the arms with
the anatomical constraint,
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rotating the elbow on neuron one axis,
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and don't forget to pose the bag.
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That's not the most important thing,
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but it will help you read your animation.
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To do so I reset all the
controller of the bag,
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and then I slightly rotated it backward
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just after the little jab
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as if the jab has pushed it a
bit and the bag is swinging.
12019
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