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- In this video, we will start
to Detailing our Blocking.
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It currently looked like that
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and our goal is to add
as many poses as possible
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to avoid any interpretation
of the Blocking.
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Here you can see the result
of this Detailed Blocking
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or Blocking plus.
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Your objective when you're
doing the Blocking plus
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or Detailed Blocking is
to spot any big changes
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in the silhouette or
pose of your character
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and create an intermediate
pose or a transition pose.
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This is also the moment where
you will lock the anticipation
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and your overshoot.
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So, that when you will switch into Spline,
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you will have as less floating
and timing issue compared
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to the Blocking as possible.
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The first pose I'm going
to work on is the overshoot
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of the right cross.
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The current post we are seeing
is the extreme we have built
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during the Blocking stage
and here is you overshoot.
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I'm extending the whole body on one frame.
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I'm creating this pose one
frame after the extreme.
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It'll create a visual
pop that will better sell
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the speed of the punch.
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It's a pretty easy pose to achieve.
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Just twist a bit more the
chest, align the hips,
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move the torso controller
forward and then extend the arm.
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But we can lean a bit more
the head into the shot
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and spread the left arm backward
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as it was swinging in the previous post.
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From there it's all about exaggeration.
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Take the chest controller
and move it on the y-axis.
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Don't rotate it but
currently change its location
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and do the same with the arm.
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I'm taking each controller
and I'm moving them forward
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on their local Y-axis.
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When you're pushing the pose
or you are pushing the rig,
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it might generate some visual artifact,
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especially regarding the
deformation of the chest.
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This is the time where you can use
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the torso three controller,
move them and scale them a bit
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to fix the shape of the
torso and its silhouette.
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As explained in the previous chapter,
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I was not really satisfied
with the frame 21.
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Because it feels like the
character is falling forward.
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So, I've decided to remove this pose
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and we will create a better pose later on.
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Before I delete the key frame,
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I will simply move them away
at the end of the animation
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so, that I can watch the
animation without this pose
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and then put it back in if needed.
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Or if I want I can switch the poses
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by simply moving the key frame in and out
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and play the animation and
choose the one I prefer.
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Once my choice is made,
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I can get rid of the pose
I don't need anymore.
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The next pose I need to build
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is the Transition into
the hook anticipation.
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So, basically at the
end of the right cross,
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the right foot is catching up
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and our characters need
to pull its right arm
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back into it's guard.
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The center of gravity is
still mainly supported
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by the left foot but it's
shifting towards the right foot.
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As I often do whenever
I am building a pose
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that is very different
from the previous one,
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I will cancel the
rotation on the chest hips
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and even on the center of
gravity or torso root controller.
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I've also canceled the
old transform on the neck,
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on the head, on the
shoulders and the arms.
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But if we have a look
at the reference pose,
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we can see that the center
of gravity is mostly
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upon the left leg.
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While the hips are
mostly pointing forward,
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the chest is slightly dragging
and so does the right arm.
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So, it's a bit extended Transitioning
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into the hook anticipation.
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We will sure need additional poses
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to Detail this Transition,
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but it already improve
a lot the readability
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of the animation.
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Make sure that the top
of the body's delayed
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compared to the hips
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so, that the chest and the
arms are dragging a bit.
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Since we have a foot position change
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between the current pose
and the hook anticipation,
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I you advise you to create
the pose where the foot
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is currently contacting
with its new location.
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During the Blocking stage,
you should create a pose
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each time a foot is contacting the ground.
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So, what I will do is that
on the anticipation pose
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with the foot controller selected,
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I will press Ctrl+C to copy its pose.
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Since this is the moment
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where the foot is contacting the ground,
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I will make sure that it
touches it with its inner edge,
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00:04:34,490 --> 00:04:38,010
and they will slightly
raise the tip of the toes
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and rotate the toes backwards.
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00:04:39,850 --> 00:04:41,890
But whenever you're trying to raise a leg,
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your center of gravity will
shift toward the supporting leg.
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So, I've pushed the center of
gravity on to the right foot.
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00:04:50,550 --> 00:04:54,200
Finally, our character was
still pulling his right arm back
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and his left arm in front.
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So, the chest will be
slightly rotating backward
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and the left arm is
raised near the temples
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of the character in guard.
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00:05:03,470 --> 00:05:05,640
Whenever you think
you're done with a pose,
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00:05:05,640 --> 00:05:08,290
don't forget to scrub
through your animation
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and see how it flows between
the previous and the next one.
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00:05:12,120 --> 00:05:14,370
You will most likely feel the need
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to whether fix the pose you're working on
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or rework the previous or next pose.
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The pose you will have the
clearer will be the flow
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of your animation.
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So, you will not surely
retract the arcs of the ends
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of the head of the chest of your character
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and maybe fine tune the different poses
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so, that those arc currently looks good.
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As you can see, I have a big gap
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between the current
anticipation of the hook
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and the hook itself.
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To better sell the power of the hook,
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I want this long anticipation.
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So, we need to hold the current pose
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and so, we will create a moving hold.
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So, basically it's a pose that
is very close to what we have
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on the frame 35, but I'm just
pushing it a little more.
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Animation wise, it will
look as if we were holding
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the pose 35 for five frames,
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but our character will still be moving.
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This why we called this a moving hold.
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Also, they really help to
lock your anticipation.
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So, that whenever we will switch to spline
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our character won't be
transitioning from the anticipation
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directly into the hook in a slow motion,
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but he will hold the current anticipation
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and rapidly transition into the hook.
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Note that there is a
difference between this
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and an overshoot.
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Here I am not making the arms dragging
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instead I'm contracting them.
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So, I'm slightly closing
the shape on the arms.
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It's not a reaction to the
momentum of the previous pose.
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At some point, don't forget
to also pose the bag.
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The most important poses are the poses
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where the bag is in contact
with your character.
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If the other poses are not
right, that's not a big deal.
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We will be able to almost
animate them in straightforward
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once we have polished
our character animation.
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It will be way easier
to play with the curve
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to get our pendulum right
than trying to block it.
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But if you are motivated,
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I advise you to try to block
the motion of the back.
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At least that's a good training
because you will have to try
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to figure out the position
of the bag in space,
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based on the pose of your character
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and the timing between one
punch and the next, for example.
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Also it will improve your
Blocking readability.
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But again, this is not mandatory
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if you're not comfortable with this.
13061
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