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- [Instructor] In this video,
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we are going to set up our camera.
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Initial goal of this combo animation
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is not to teach you how
to frame your character.
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I think the camera now will
help us take some decision
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during the position stage.
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Since I don't have a clear direction
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regarding the framing of this animation,
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it wasn't planned ahead,
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what I'm doing is that I'm
just positioning my 3D view
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and see how I can frame my character.
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Play a few frame of the
animation and see if it works.
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By default Blender 3D view is set
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to a 50 millimeter focal length.
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So this is something we
have to take in account
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whenever we are trying
to frame our character,
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pretty freely for the time being.
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On the initial pose when
I'm facing the character,
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it looks pretty cool.
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His base pose reads pretty
well and we do understand
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that his objective is the punching bag.
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But when I play the animation,
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the punches don't look that powerful
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and the character is
often hidden by the bag.
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When we have build those first poses,
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we have intentionally
created straight shapes
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for our character.
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So there are big chances that those shapes
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will read well from side view.
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In this regard, we will probably
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favorize a side view for
those two initial punches.
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Whether we are facing the
inside of the character
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or the outside or back of the
character, when he's punching.
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While I'm pretty convinced of the framing
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for the beginning of the combo,
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when the hook happened, I
don't feel like it reads well.
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While if I rotate the 3D
view to face the character,
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I better see the anticipation and I also
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better see the arc built by the fists.
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So I know that I will have to
transition from a side view
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to a more frontal view of the character.
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Also I think like it looks a little better
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when we get closer to the
ground to frame the hook.
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The characters look more impressive
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and he's dominating the view.
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Now regarding the kick,
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the anticipation looks
very good from there
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but the character get hidden by the bag
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during the kicking pose.
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And there is a lot of
verticality into the pose
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so I feel like we lose a bit
the orientation of the kick.
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While if we continue
rotating a bit the camera,
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we get a very interesting framing
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because we can see the
eyes of our character
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in the negative space drawn
by the leg and the arm.
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We still I've have a very strong
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orientation of the kicking pose,
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so it doesn't ruin all the
work we have done before.
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One thing we can do to improve
those close range action shot
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is to increase the angle of view
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by reducing the focal
length of our 3D view.
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I will switch from 50 to 30 millimeters
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and while it doesn't really
improve the side view,
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when it comes to spinning strikes,
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like the hook or the kick,
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it does look way better for sure.
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The characters look stronger
and the arcs reads way better.
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Finally, that will be cool if in the end,
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the punching bag was still framed
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and projected away from the camera.
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Because it communicates the fact
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that our character has extra human power
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and he kicked so hard that he has
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broken the chains of the punching bag.
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So it does improve the
understanding of the current shot,
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so it does improve staging.
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Now regarding the camera initial position,
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here is a cool trick I've
learned from Daniel Dettol
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while I was working on
this specific animation.
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He explained me that it's
better to set the camera
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so that it rotates the
opposite way as the character.
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Our character is pivoting
around this side of the bag.
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So if we place the camera to the side
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and we follow the motion of the character,
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we will mostly be looking at his back.
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Plus in the end, we will probably have to
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revise the camera
position a little backward
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to be sure that we properly
frame the kicking pose.
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But why if we place the
camera on the other side?
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We will have a continuous
rotation of the camera,
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with an easing at the end into the kick,
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and it will move the opposite
way of the character.
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So it will increase the rotation feeling.
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When you are following
a car on the highway,
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you feel like the car is pretty static.
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While when the car is running
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the opposite direction as you're,
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both speed are added on top of each other,
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and it feels like it goes super fast.
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So let's add our camera.
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If it's not already the
case go to your preferences,
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add on, and search for camera,
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and activate the camera, add camera rigs.
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This is the same add on we've been using
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for our squirrel character scene.
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From there make sure
you are in object mode,
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press Shift, A, go to camera,
and add a dolly camera rig.
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With the dolly camera rig object selected
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press Control, Tab to switch to pose mode.
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But we need to create an
action to control the camera.
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So I will switch to the action editor,
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create a new action,
give it a relevant name,
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and click the shield icon
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so that I'm sure I won't lose the section.
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With all the camera controllers selected
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I will press I to insert the
key frame on all transformed.
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Or you can choose to use
only rotation and location
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since there is no scaling
influencing the camera frame.
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From there, I'm testing each controller
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and see what range of
motion I can have with them.
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For example, this one, I can just move it.
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I can't rotate it nor scale it.
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So I will just get rid of
all the transform channel
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but the location transform channels.
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The camera offset controller
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can be moved and rotated, but not scaled.
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So I will get rid of the
scaling transform channels.
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I know that the aim controller
can only be moved in space,
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it can't be rotated nor scaled,
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and the root controller
can be moved and rotated,
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but the scaling has no (indistinct)
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so I can get rid of them.
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You can basically key
frame any of the properties
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of the camera but in the end the only one
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we are going to use is the focal length.
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So I'm going to add another key
frame onto the focal length.
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From there I will switch
my secondary 3D view
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to the camera view by pressing zero.
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From there I will use the
main camera controller
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to move the camera, and the aim controller
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to target whatever I want to be framed.
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I advise you to only use
those two controllers,
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that's way enough.
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And the less controller you will use,
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the smoother will be your camera motion.
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But my next advice is to push
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the passepartout opacity to 100%.
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This way you won't see what's out of frame
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and it won't distract you.
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And what you will have on screen
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will be what will be outputted
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whenever you are going
to render your animation.
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From there, animate your camera
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using the less key frame as possible.
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First find the right
position for the first frame
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while the camera stays still,
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then find the position of the camera
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whenever it's facing the
character for the hook motion.
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From there reach the kicking pose
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and set the camera and the aim target
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so that you frame it as you have planned
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And whenever you are moving the 3D view.
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Then everything is about smoothing
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the motion using the graph editor.
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I must say that I'm not a
specialist of camera framing
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or camera shooting as a gameplay animator
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so I will keep it as simple as possible.
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But if you're up to, watch
as much anime reference,
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movie reference, whatever
style of animation you like,
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and try to understand how the camera move.
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This is the best way to learn.
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Just watch other animation
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and try to mimic their camera style.
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So as explained before, I'm
just setting a key frame
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on those two controllers
on the golden poses.
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I'm slightly traveling toward
the bag until frame 25.
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Then on frame 41, I'm lowering the camera,
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I'm reducing the focal
length to 30 millimeters,
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and then I make sure that
I'm facing the character.
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Just focus on your current composition,
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on the current pose, on the current frame.
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Tweak the target and
tweak the camera position
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until you are happy with
what you are framing
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during the punch and
during the anticipation,
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and then go directly to the kicking pose.
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In my case, it's going to
be frame 74 and from there,
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I don't care about the camera motion
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or what it has been doing before.
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I'm just focusing on framing the character
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so that I check all the
details I wanted to have.
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I want to read the
directionality of the kick.
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But since my character is watching left,
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I want to frame him on the
right third of my camera.
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And finally, I want to make
sure that I read well his head
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in the negative space
drawn by his leg and arm.
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From there I will jump on the frame
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where the bag hit the ground,
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and I will make sure that
I'm framing everything.
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From there, load the camera
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in the beginning of your animation.
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So duplicate the keys on frame zero
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until frame five or seven.
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What we don't want is
the camera to stop moving
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as the character hasn't stopped moving.
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Once you are done make
sure that you are easing
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into the different camera position.
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Think of the camera as a very heavy object
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so you can move it fast,
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but it won't settle into
the next pose very quickly.
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As an example, let's take
the X location channel
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off the camera controller.
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There is a very fast motion
between frame 25 and frame 38,
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but the camera reaches its
final position only on frame 48.
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So it's easing until frame 48.
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So basically your graph
editor will look like that.
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You will have a pose,
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then you will have a next extreme pose.
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So it could be the motion between
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the straight punch and the hook.
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And what I do to make
the camera ease is that
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I will duplicate the extreme movement
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by 10 frame for example,
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and then I will move
the value of the curve
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where the camera was supposed to stop
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towards the previous frame a little bit.
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This way the camera
will continue on moving,
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00:11:01,990 --> 00:11:06,490
but it will slow down until
it reaches its final position.
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This is pretty easy to use
illustrate with this cube.
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When it does only two keys,
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it slows until its final
pose pretty rapidly.
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But if we modify its curve
as we did previously,
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we do feel like the cube is slowing down
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as if it was heavier so
it looks way more natural.
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So now that you have your extreme poses
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for your camera controller,
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you should do this on each channels.
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The thing is that once you have created
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this easing on all your channel,
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you can perfectly switch
back to the action editor
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and offset the keys if you're not happy
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with the timing of your motion.
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But at least you have
created this natural feeling.
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But now to add some extra
detail to your camera.
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Spot the frame where your
character is hitting the bag,
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then select the aim
controller of the camera
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and select the Z location curve.
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What we'll do is that on
each impact on the bag,
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we will add a slight noise modifier
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to create a camera shape.
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To get access to the modifier stack,
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make sure you have at
least one key active,
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one key you have clicked.
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00:12:19,510 --> 00:12:22,270
From there in the modifiers panel,
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click add modifier and choose noise.
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Your whole curve will become a mess.
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00:12:27,820 --> 00:12:30,850
So we need to restrict the frame range
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of the noise modifier by
clicking the checkbox.
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00:12:35,570 --> 00:12:38,760
From there start your
noise on that impact frame,
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00:12:38,760 --> 00:12:43,140
the frame 43, and end it
five or six frame later.
260
00:12:43,140 --> 00:12:45,070
And then make sure that you blend
261
00:12:45,070 --> 00:12:48,180
out of the noise over
five frame for example.
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00:12:48,180 --> 00:12:49,870
From there, make sure you reduce
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00:12:49,870 --> 00:12:52,000
the strength of the noise modifier
264
00:12:52,000 --> 00:12:53,820
or the camera will shake as if
265
00:12:53,820 --> 00:12:56,100
a T Rex was entering the stage.
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00:12:56,100 --> 00:12:58,780
The value of 0.1 should be enough.
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00:12:58,780 --> 00:13:02,530
And this is exactly the same
setup I've created off camera.
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00:13:02,530 --> 00:13:05,380
Then you can copy the current modifier
269
00:13:05,380 --> 00:13:06,950
by clicking this icon.
270
00:13:06,950 --> 00:13:09,430
Then you can paste it a couple of time,
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00:13:09,430 --> 00:13:11,817
clicking the icon next to it.
272
00:13:11,817 --> 00:13:14,320
Put the next impact on the bag
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00:13:14,320 --> 00:13:18,020
and then set the second
noise modifier accordingly.
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00:13:18,020 --> 00:13:21,090
In this case, the kick occur on frame 74
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00:13:21,090 --> 00:13:23,630
and the noise stop on frame 80.
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00:13:23,630 --> 00:13:27,060
And I have increased the strength to 0.2
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00:13:27,060 --> 00:13:30,040
since the kick is a more powerful strike.
278
00:13:30,040 --> 00:13:32,390
So it makes the camera
shake a little more.
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00:13:32,390 --> 00:13:35,170
And then for the third noise modifier,
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00:13:35,170 --> 00:13:38,250
I've set the range around the frame 95,
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00:13:38,250 --> 00:13:39,893
when it hits the ground.
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