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- [Instructor] The time has finally come
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to start polishing our
animation and jump into spline.
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To make the 3D space as clear as possible,
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I will just hide the camera rig.
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From there, we need to
switch our interpolation mode
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from step to bezier.
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So what I will do is that
in the action editor,
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I will press Control + Tab to
switch to the graph editor.
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Then I will make sure that
I display all the curves
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by enabling the Show Hidden option.
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And on top of this,
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I will press Alt + H to make sure
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that I have no curve or
transform channel hidden.
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From there, we can press
Control + Tab again
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and switch to the action editor.
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Press A to select all
the keys, and then T,
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and choose Bezier.
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Then select the punching
bag and do the same.
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Now if we play our animation,
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it's no longer in step mode.
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We have interpolation between the keys.
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And since we've built a
very detailed blocking,
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our animation already looks pretty good.
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This is why I've been very insistent
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whenever I was telling you not to jump
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into spline too early on,
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because now our work will
mostly to improve the animation,
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rather than fix issues.
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Before I jump into the graph editor,
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I will rework a bit of the
timing of the animation
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by moving some of the keys here and there.
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Since we have the bag that is supposed
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to be synchronized with the character,
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it would be better to use the Dope Sheet
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so that we can move all
the keys from the bag
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and the character at the same time.
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Again, I will make sure
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that the Show Hidden option is enabled.
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And as I want to make sure
I won't be moving the keys
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from our camera rig,
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I will lock all the channels.
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And from there, I will make
some artistical choices.
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So it's harder to justify
that pure mechanical choice,
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but I felt like the impact of the hook
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wasn't that impressive.
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So maybe I should hold for a
couple of additional frames
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the overshoot of the hook.
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So from there what we can do
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is select all the key
frames after frame 45,
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and we can offset to beat those keys
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whether toward the end of the animation
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to hold the pose longer.
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Or if you want to shorten it,
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get it closer to the
beginning of your animation.
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The other moment in the animation
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I spot wasn't looking
that good at this stage,
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so it's very rough, it's very floaty,
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but still, you can feel the
animation, is the switch kick.
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It's the moment where the character
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stepped back into the switch.
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I was hesitating whether
to make the character
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jump as soon as he
reaches the extreme back,
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or make him hold the beat down
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before he make the jump
to the switch kick.
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In the end, I've chosen to make him jump
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into the switch kick as soon
as he hit the down pose.
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So what I did is that I've
selected all the keys.
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As you can see, I've made a test
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where I've made his down pose longer,
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but then I've moved it backward
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so that he instantly jump into the switch.
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It's now time to jump
into the graph editor.
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So I've pressed Control + Tab
to switch to the graph editor.
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And as always, I will start by polishing
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the root of my character.
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And I always start with its location.
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You know it's like the bouncing ball,
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we are not playing with squash and stretch
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unless we have figured out the position
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of the ball in space.
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Now I will press Q to
access my quick favorite
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and calculate the motion path
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of the current torso controller.
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And I will be only
calculating the motion path
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from a frame of five to 30 or 25.
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Because I will stop polishing
my animation by chunk,
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I won't be polishing the
root on the whole animation.
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That will be a nightmare to
handle and very odd to track.
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So what I do is that I select
a part of the animation
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that I feel is clearly defined,
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in this case, the jab cross motion.
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And I will work on this part
until I feel it's satisfying,
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and then move to the next one.
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It doesn't mean that I won't come back
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to this part later on.
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But at least I feel like
it's more satisfying
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to polish a part, feel like it looks good,
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and then jump to the other part,
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than trying to polish the
whole animation at once.
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Now let's talk about the curve.
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What I want to do is to bring
as much contrast and impact
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into this animation as possible.
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I want it to be super snappy.
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So the idea is to hold a bit longer
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your character back when he's back.
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And when he's moving forward,
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move it in faster and
jump into the other shoot.
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So if we have a look at the edited curve,
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the Y channel is the
back and forth channel
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of our character, so, basically,
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the motion that helps him
to punch into the bag.
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As you can see, that from four to eight,
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the character is slowly moving forward
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as he's taking his step forward.
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And then, from eight to 12,
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he's moving really faster
while he's punching,
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while it was way more linear previously.
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Then we have a plateau shape
between frame 12 and 16.
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But this is the transition into the cross.
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So the character is still moving forward,
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but at a very slow speed.
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And then there is a big drop forward
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so that the character move
very fast from from 16 to 18
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when he's punching with the right cross.
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Regarding the Z curve,
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I'm just wanting my character
to squat before he pushes.
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So I further rised the first poses
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and lowered the Z curve at the beginning.
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Then as he push, he's raising a bit,
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but he's not jumping,
he's pushing forward.
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So don't create a too big overshoot.
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Then he's diving into the right cross.
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And as he punch, he's going straight.
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There is a quick dive, then a plateau,
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then he's recovering.
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From there, I've been working
on the rotation of the root.
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And I did approach the rotation a bit
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as I did for the forward momentum,
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meaning that I've tried to contrast it.
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I'm starting with the X rotation curve,
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which allow us to make our character
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lean forward and backward.
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So what I did is that I've just made him
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slightly bend backward,
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when he was dropping in the beginning,
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as his torso is dragging.
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And then, I will make
him lean into the punch.
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So I haven't moved this curve that much,
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because it wasn't needed from
the rocking we have done.
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The curve I did put more work
on was the Z rotation curve,
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because at this stage, it's
allows the character to twist
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and the power of a punch
is all about twisting.
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In the beginning when the
character is moving forward,
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I've input the new information
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we didn't have during the blocking,
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is that I've slightly pushed up the curve
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so that the torso of the
character is opening a bit,
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and it creates a little anticipation
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for the left jab that will
twist the opposite way
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a couple of frames later.
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Then to bring contrast to the animation,
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what I did is that I
created a slight plot.
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And then we are rapidly transitioning
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into the opposite twisting
during the right cross
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and there is a very slight overshoot.
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Instead of our initial stimulus
with our curve we have here,
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I have something that is more contrasted.
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On there, I'm taking my
character from all angle
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and I work on the other
curve just to eliminate
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any pops or any weird
changing the direction.
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For example, here, the X
location of the character
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is going right, then left, then right.
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So I'm just stabilizing the character
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while he's punching with his right cross,
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his weight is going over
the left leg, and that's it.
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He's no longer bouncing right and left.
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But once I'm done with my root,
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I generally work on the feet.
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That's because the contacting point
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has a lot of influence
on the rest of the body,
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so I like to time them
as soon as possible.
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I want to make the foot
accelerating forward,
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so easing forward,
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by scaling the first pose.
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And I want to get rid of
this straight leg pose
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that doesn't look natural at all,
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so I will offset the curve by one frame.
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Then I've converted it to vector
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because I want the foot
to plant on the ground
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so it does a hard stop.
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And from there, I will duplicate
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a couple of key of the Z curve
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and slightly push it up at the
time the foot is traveling.
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This will create a subtle step,
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instead of having the foot
sliding on the ground.
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And we can quickly work
on the heel controller
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using the X rotation.
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As the character move forward,
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his weight is more on to the left leg.
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So we can lower a bit the heel,
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slightly raise it mid-air,
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00:09:16,810 --> 00:09:19,880
and then set it to zero and to vector
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and just half turn the foot
contact with the ground,
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so that the heel will slam on the ground.
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Now you can work on the bit
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of overlapping motion for the toes.
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Select the main toe controller.
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Once the leg has left the ground,
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rotate a bit the toes down
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as they are dragging
toward the previous pose.
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And as the leg touch the ground,
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rotate them up a bit.
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And then, one or two frame later,
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flatten them on the ground.
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From there we can work on the right foot.
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00:09:49,890 --> 00:09:51,790
And it doesn't feel natural at all
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to have the right foot moving
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at the same time as the front foot
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as if our character was floating.
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00:09:58,600 --> 00:10:02,360
So we need to offset the
motion by at least one frame.
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00:10:02,360 --> 00:10:05,350
This will straighten a bit the back leg
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00:10:05,350 --> 00:10:08,669
so it feels way more
natural that the back leg
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is getting pulled and no longer pushing.
224
00:10:12,580 --> 00:10:16,430
It's pushing while throwing the left jab,
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00:10:16,430 --> 00:10:20,120
but then it's getting dragged by the body.
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00:10:20,120 --> 00:10:22,010
Since it's sliding on the ground,
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we don't have to work
on the Z location curve.
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00:10:25,320 --> 00:10:27,530
But one thing that is bothering me
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is the orientation of the knee.
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00:10:29,700 --> 00:10:32,640
It's a lot pointing on the outside.
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So I will rework rapidly
the position of the knee
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by changing the position
of the pole target
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00:10:39,210 --> 00:10:43,743
and offsetting it mainly
using the X location curve.
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00:10:45,635 --> 00:10:47,400
For this specific case,
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don't focus on the graph editor.
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Just focus on the shape of the leg
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00:10:51,890 --> 00:10:55,380
and remember that your
knee is more or less
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aligned with your foot.
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So having the knee pointing
to the outside is very weird.
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I'm just fixing this.
18868
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