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- [Instructor] As our torso controller
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is now polished or at least improved,
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we can work on the chest.
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There is a bit of location variation
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in the motion of the chest,
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but the main motion are
led by the rotation.
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So we will work on the
rotation, our goal is again,
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to bring as much contrast as possible
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to the animation of the character,
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to better communicate the
impact of the punches.
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As the center of gravity is dropping down,
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I'm raising a bit the chest,
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with the X quaternion rotation curve.
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Pushing the curve a bit down,
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we'll make the chest to drag
while the character is falling.
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Then as the character push forward,
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I will make him lean a bit
down, pushing the X curve up.
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Now working on the Z curve,
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I'm removing a bit of the noise,
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and I'm twisting the character
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so that he opens a bit
before the jab and then
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twist his body toward his left arm
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to input more power into the jab.
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Then, as we did with the
torso root controller,
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I will open him a bit more
when he start twisting to throw
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the right cross, and as he throw hit,
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I will accelerate the twisting motion
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by shortening the spacing
on the Z rotation curve
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meaning that the changes of value
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on the Z rotation curve will
be faster or more brutal.
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And then we get a slight overshoot
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as our character has put a
lot of energy to the punch
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so his body continued twisting a bit
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over a couple of frames.
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Now, I'm chasing any pops
into the rotation curve
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and see what they are doing,
see if they make sense.
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And as you can see, I'm
trying to smooth out
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a bit the curve.
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What I mean by that is that I first input
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the deep contrast into my curve
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then I watch frame by frame
and I check if my character
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is zigzagging or doing some,
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weird left to right motion at some point,
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and I try to get rid of those.
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But I won't be breaking the
main contrast that we have
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in the Z curve for example.
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With those few improvement on the curve,
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we have already changed
a lot about the animation
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and the impact of the punching.
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From there, I will make a quick pass
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on the rotation curves of the hips.
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When it comes to polishing the hips,
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I generally fix issues
more than I'm trying
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to create posies or push
the motion of the hips.
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For example, here the
character is getting down,
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so his hips should be
tilting a bit forward.
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I'm fixing this, now he's getting
more weight onto the right
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leg here, so using the Y rotation curve,
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I will slightly make the hips
tilting towards the right leg.
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Then we'll tilt up to the right.
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Governing the Y rotation curves
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that drives the tilt to
the left and the right.
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Think of which leg is
currently pushing the more
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onto the hips and favorize the curve
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toward the current leg.
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Remember that the hips
should not be dragging
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compared to the feet,
because the hips are used
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to currently drive the legs.
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The Z rotation curve will
allow us to twist the hips.
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Your key is to keep them
aligned with the feet position,
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and whenever we are punching,
we will drag for example,
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here the right foot using the hips,
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so there will be a lot of Z
rotation, toward the right
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to pull the right leg.
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But what we can do now,
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to input a bit of dragging into the hips
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and create a more impactful animation,
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is to use the location
curve and slightly delay
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the position of the hips
by pulling them backward
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in the beginning of the
punch, and a couple of frames
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after the hit, pull them forward
so that they will compress
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with the chest, and it feels
like the hips of the character,
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have a lot of momentum
and have a lot of weight,
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and so they are projected
forward during the punch.
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This is something we've
been doing with the head
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of the squirrel character
in chapter three.
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And once I'm done with the hips,
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I will do the same with the chest,
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as the body of the
character is moving forward,
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the chest is slightly pulled backward,
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compressed toward the hips,
and just after the hit,
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the chest is projected forward,
so you can see on frame 17,
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the curve is pulling down the compression,
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then it's projected for
a couple of frame forward
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on frame 18 and 19, and
then the chest will recover
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with a slight overshoot, and
then the curve will slowly,
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he's to zero in the
rest pose of the chest.
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This means that the chest
has absorbed it's momentum.
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Remember that your audience is
going to see your animation,
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through the camera view, while
we are trying to make our
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animation looks good from
every angle as an exercise,
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you need to often check your
animation for the camera view.
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And we may input more details
into the animation later on,
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to favorize this camera view.
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What I wanted to show you here is that
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you can use the tweaker bone of the chest
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on the base of the neck
and the base of the hips,
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and calculate their motion path,
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to see how it looks in the camera view.
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And here we can see we have two nice arcs,
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we've an ease in and
ease out during the step,
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and the punch.
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Another useful trick you can
use is to create trackers,
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so I will add the simple sphere
and I will scale it down.
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Then in the properties panel,
we can create a new material.
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We will call this tracker
and we don't need to play
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with the material properties,
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but only the viewport visibility setting.
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And I will give it a yellowish color.
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Then I will create another bone,
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I will duplicate the material,
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give it another color and
repeat the process a third time.
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From there, what we can
do is add a constraint
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to the sphere so that they
will copy the location
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of the chosen bone.
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With the yellow sphere
selected, I will add up
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to the constraint panel,
add it a copy location,
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then I will source the trident armature,
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and in the bone section,
I will start typing chest,
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and then search for the chest to tweaker.
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Now, the sphere has snapped
onto the tweaker controller,
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but we can't see it because
it clips with the character.
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So we can go into the object properties,
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and in the viewport
displays, set it to infant,
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so that it will be shown
over our character.
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So from there, you can
duplicate the sphere,
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as many times as you want,
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and change its constraints so
that it will snap to the head,
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for example, and the hips.
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I will then do the same with
the blue and red sphere,
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and I will snap them onto the elbows,
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the fist, the feet, and the knees.
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Whenever you are searching
for a bone to target,
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just search for knee, elbow,
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and choose wherever you
want the .L or .R bone,
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that mean left or right bone.
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I advise you to wherever
snap to the DEF bone,
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that means deformation,
those are the bones
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that are currently making
our character move,
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or the tweaker bone, that are
pretty low into the hierarchy,
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so whatever kind of
mechanism you are using,
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like forward kinematic
or inverse kinematic,
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they will always move and
follow your character.
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From there, you can freely
scale those trackers
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that it better fits the
shape of your character.
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Then you can select them
all, and in the 3D view,
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press M, to move them
into a new collection.
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I've created a collection called tracker,
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and so from there, I can
easily hide my character
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if I want to, and only
see those bone moving.
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This will help you to spot
any glitches in your motion,
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or to have a different
view over your animation.
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I'm not saying this is necessary,
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but the fact that you have
a different view of all your
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animation, will help you to
spot the problem or to focus on
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the important part,
like the arcs of the end
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on the cross, for example.
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So let's now get back to
our actual characters.
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Since we are going to unmake
the neck and the head,
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we don't need to see the hops.
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So I will simply hide them.
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Our goal is going to add
some overlapping motion
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and dragging to the head, by
first playing with the rotation
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of the neck, and then
work with the rotation
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and location of the head.
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I've isolated the rotation
channel of the neck,
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and we will start the X rotation,
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which is the up and down rotation.
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As the body is going down,
the neck is raising a bit.
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I will hold for a couple of
frame, and then as our character
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is pushing forward, we will
transition and make the neck
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dive a bit forward.
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Those overlapping motion
are going to support
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the current animation.
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But since they are further
away from the initial rotation
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point, which is the center
of gravity of our character,
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the curve will be slightly
smoother than the center
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of gravity or the chest.
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The further away from your
region of the rotation you are,
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the smoother will be your curve,
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and the smoother will be
the overlapping motion.
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When working on the neck, first
work on the X curve as I did
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so when the character is going down,
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the neck goes up a bit, and
when the character change
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direction and goes up, the neck drops.
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But don't exaggerate
too much those dragging,
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or it will feel like your
character is unable to hold
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his own head, and it will look weird.
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I will now repeat the
process with the head.
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I will start with the X rotational curve,
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and as the character goes down,
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I will slightly raise the head,
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raise the chin of the character.
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And then when he start to come forward,
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I will slightly make the
head dive into the punch.
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When pushing the curve down,
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the head is racing, when
pushing the curve up,
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the head is leaning forward.
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So when the chest of the character
is diving into the punch,
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I'm raising the head a bit.
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And once he's coming back,
I'm pushing the head forward,
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rotating toward the ground.
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Then to tweak the head, tilt and twist,
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I will switch to the front view.
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And I will play with the Z rotation curve,
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and the Y rotation curve.
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Between frame 10 and 12, you
can see I have a big head pop.
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And since my current head
curve are pretty smooth,
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it means that the problem
comes from a controller
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previous in the chain.
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So it's currently the torso controller.
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When you have this kind of problem,
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just to double check the
previous controllers in the chain
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until you find the ones that is big.
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So here we can see that
on the Z quaternion curve
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of the torso controller,
we have a big change.
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I will just smooth it a bit,
and now it looks better.
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So from there, I can go back onto the head
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and make sure that the heads drags a bit
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whenever it's rotating to the left,
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to the right up and down.
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The idea is not to make
the head wobbling around,
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but just give it a slight dragging motion.
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From there, we can play a
bit with the head location.
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I will only be using the head Y location,
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and when the body of the
character will be moving
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very rapidly forward, I
will slightly push the head
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inward toward the shoulders.
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And as the second punch is done,
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I will pull the head toward the back.
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The head is projected forward and backward
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based on its weight and its momentum.
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And as a micro detail, you can play
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with the head tweaker bone
on the top of the head,
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and stretch a bit the head
when it's pulling back
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just a touch, and as it stopped,
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you can squash it a little bit.
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Those are super subtle smiles,
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00:12:39,130 --> 00:12:41,460
but they will improve
a bit your animation.
250
00:12:41,460 --> 00:12:43,693
From there, I will double
check the animation
251
00:12:43,693 --> 00:12:45,360
from the camera view.
252
00:12:45,360 --> 00:12:48,610
And then I will fine tweak
the rotation of the head.
253
00:12:48,610 --> 00:12:52,430
I'm trying to spot the moments
where I could be showing
254
00:12:52,430 --> 00:12:54,230
both eyes of the character.
255
00:12:54,230 --> 00:12:58,280
This will help your audience
to connect with the character.
256
00:12:58,280 --> 00:13:01,760
So whenever he's throwing
or preparing to throw
257
00:13:01,760 --> 00:13:04,550
the jab hold the right cross.
258
00:13:04,550 --> 00:13:07,520
You can see that by simply
pushing a bit down the
259
00:13:07,520 --> 00:13:11,010
the Z quartanion curve, I
can slightly twist the head
260
00:13:11,010 --> 00:13:13,970
toward the camera and
you'll see both eyes.
261
00:13:13,970 --> 00:13:16,500
That's subtle, that's just a detail,
262
00:13:16,500 --> 00:13:19,560
but it may or might do the difference
263
00:13:19,560 --> 00:13:21,833
between the good and a great animation.
21681
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