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- The next pose I'd like
to add to my animation
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is the subtle,
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just after the other
shoot of the cross punch.
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To our right cross default pose,
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we have created a pose where
everything is extended forward
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so that it better
communicate impact and speed.
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As a smear frame, this kind
of pose can't last too long,
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or it will really looks weird.
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So we need to burn a subtle pose,
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where we get rid of all the exaggeration,
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the chest we'll get back in place.
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The hips will catch up and the right arm
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will recover it's normal size.
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Not that the left arm is doing
an overshoot and finishing
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it's ark by getting a little straighter.
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So building this pose is
going to be pretty straight
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forward.
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I will pull the beat to
the center of gravity back
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and I will reset the location on all the
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bones on the arm so that
it's not stretched anymore.
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I will do the same with
the IEPs and the chest.
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And then, I will reset or transform
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on the tweaker bone, along the chain
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of the spine.
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We have used those bones to fix the shape
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of the torso when it was extended,
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but we don't need them anymore.
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It's in the chest to the right.
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And as the left arm was a
swinging back during the previous
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frames,
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I will spread a bit more
the whole arm chain as it is
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finishing its motion back.
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So compared to the previous pose
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I have built during the blocking stage,
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I've kept the character
way straighter this time.
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I was initially planning to make him dive
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into the anticipation for the hook,
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but the character look way out of balance.
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I prefer that he pulled back his right arm
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so that the right leg can catch up
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and then dive into the
anticipation for the hook.
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So we do need to build the pose
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where the right foot is catching up.
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If we watch the previous pose,
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we have built and the
next one in the animation
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that we can see that as the right foot
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is going forward, the
chest is going backwards
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into a more neutral pose.
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We are going to break the position between
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where the right foot is still traveling,
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and so our characters center of gravity
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is more to while that the left leg.
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He's still lightweight on his right foot
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and pulling it.
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This is why I raised the heel as the hips
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are leading the animation because
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they are dragging the character backward
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the chest is dragging. So
does the right arm chain,
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but they have already
started to move backward.
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Particularly the lower
part of our character
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is visualizing the next
pose, while the upper
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part is visualizing the previous pose.
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On this lead there is not that much
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to say about the posing process
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whenever I'm building
these specific in-between.
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So I will jump to the next pose.
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As usual, you will find a slow paced
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time-lapse of the whole processes
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that you can follow along.
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(wind rushing)
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The next area of our
animation is, that really
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lacks information, is the step-
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back after the kick.
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We have already built the pose where
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our character is pulling his left leg back
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after the kick, then going
into the contact pose,
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and then it's idle pose,
right leg goes back
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and supports to weight of the character.
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But we do need to create the poses where
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our character will be
pulling his right leg.
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Then when the right leg
is going to contact,
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then you can even create a down pose.
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Before you settle into the idle pose.
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To start positioning the torso controller,
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you can press shift E to
activate the break down there.
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And then you can slightly offset
the torso controller to the
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left, on top of the left leg that is going
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to support the weight
of the character as the
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left leg is supporting the weight
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of the character, I'm
concealing the rotation
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of the heels is that
it's in contact with the
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ground and they've slightly pushed
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the left foot into the ground,
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to fake body pressure.
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Then you can slightly lean your
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character to the left as he's pulling
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his right leg up.
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Normally I will slightly clench or pose
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the chest by twisting it to the right.
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Since the hips are twisting the other way
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to pull the right leg.
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Finally, you can relax a bit the arms
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by spreading them. In this case,
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the right leg looks a little bit too
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over extended, so I
will slightly raise the
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foot as it starts traveling backwards.
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We know of the pose where
the foot is taking off,
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we need to create the post where the foot
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is just contacting the ground.
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As usual, you need to first think of the
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position of the center of gravity.
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The feet are traveling faster.
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So the center of gravity will still
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be more onto the left
foot, which is supporting
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the weight, but also more forward.
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It will catch up the right leg later on.
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It's a common beginner mistake
to see the center of gravity
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traveling as fast as
the feet. But generally
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your center of gravity,
starting to move backward
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00:05:05,890 --> 00:05:08,440
The front foot is taking off, then it will
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land, and then the center
of gravity will catch-up.
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From there, since our
character is more relaxed
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than during the punches,
I'm trying to make the
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arm strike a bit. So if the body
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is moving backward, I will slightly
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rotate the arm forward.
If the body's going down,
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I will slightly rotate the arm up
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and I will do the same with the neck
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and the head of the character.
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You can track the chin of your character.
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For example, if the body is going down,
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or the center of gravity is going down,
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slightly rotate the head backwards
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so that the chin is raising it.
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(wind rushing)
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While our character is moving back.
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You can take this opportunity to
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pose the punching bag as
it lands on the ground.
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So, instead of making each landing flat,
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I will slightly raise the tip of the bag.
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And then on the next pose, I will push it
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further away so that it
seems to slide on the
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ground. Just push it a
touch, don't move it too
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far away or it will looks weird.
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(wind rushing)
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Another area of the
animation, where the feet
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are changing location
and we haven't created
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the contacting pose, is the jab.
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As usual to get the right location for the
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left foot I will go on to the jab pose.
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I will press control C to copy the pose
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of the left foot, go to a previous frame
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and press control V. From there I can
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tweak the foot rotation
and the heel rotation.
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Remember what we have said before,
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the feet move faster than
the center of gravity.
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So using the break downer, I will create
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the pose for the center of gravity,
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favoring the previous pose.
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So if we compare the pose of our
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character on the previous frame
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and on the jab frame, and now we
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watch the transition
frame we are currently
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building. Foot is moving faster
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than the center of
gravity. As the character
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is pushing with his right leg,
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the center of gravity is likely
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shifting toward the left foot.
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Don't forget to also twist the
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center of gravity towards the left foot,
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increasing the range and
the strength of the punch.
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Another detail regarding this pose
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is that I've opened, a bit, the fingers
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so that it feels like they are dragging
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back as the character
is moving fast forward.
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The finger of the right hand are relaxed,
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are bending backward as
they are dragging back.
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This is the kind of detail that
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could have been added
during the polishing stage.
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But if you think of something during the
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looking stage, you should the block it
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because you may forget it afterwards.
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