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- [Narrator] So now let's polish the arms
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and the little details for the first chunk
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of this animation.
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But one thing I'd done
before publishing the arm
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is that I've input a bit of details
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into the toes of the right foot.
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So I'm not using the graph editor here,
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I'm just directly posing to camera.
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When the foot is moving forward,
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I'm making the toes dragging a bit
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as if they were sliding on the ground.
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I will later in the video,
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revise the rotation,
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timing of the foot as it rotates toward
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the pinch a bit too soon.
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I will offset it by a couple of frames
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at the very end of the video.
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I will start by polishing the left arm
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and I won't be showing you my curves
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because it's not necessary.
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What's important is the process.
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First I've tracked the elbow
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by calculating the motion
path of the elbow tweaker.
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And now think of what's happening,
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the character is dropping down,
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so I want the shoulder to drag a bit.
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I want the shoulder to raise a bit
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when the character is fully.
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So I'm just spotting
which channel I can use,
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which is the extradition channel,
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and I just raise a bit the curve,
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so that it raise a bit the shoulder.
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Then I will do the same with the arm.
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I want the elbow to raise a bit
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while the character is going down.
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And then for the next two frames,
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I will fix the pose of the arm
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so that it doesn't cover
that much the face anymore.
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I will push a bit the forearm forward
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and check out my camera view
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to make sure that I see
the eyes of the character.
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So while we may rely a
lot on the graph editor,
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for the root motion of the character,
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because it's super
important and it reads well,
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whenever I'm polishing the arms
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or the knees or stuff like that,
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I'm just tracking the arcs on screen.
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The graph editor does make sense to me,
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but you don't need to
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perfectly understand everything about it,
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to be clever about your choices.
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So now that I've fixed
the few initial pose,
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I will track the rest of my character,
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and it feels like it's popping too much.
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To double check that I will
simply select the wrist tweaker
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and calculate its motion path.
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So what I will do by working
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on the different controllers of the arm
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and not really caring
about the graph editor,
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is to reduce the gap
between those two frame,
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especially the ups and down
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because it's breaking
the flow of the punch.
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So if we focus on the
shoulder of the character
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between frame 12 and frame 13,
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there is a big gap of shape.
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On frame 12 the arm is overextended,
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and so does the shoulder
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while it's compressing on frame 13.
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So I can find some kind of
in-between shape on frame 13
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by moving a bit the shoulder,
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moving a bit the arm,
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moving a bit the forearm
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and try to flatten a bit
the motion path of the fist.
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Again, I'm not relying on
the graph editor to do so.
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I tweak the pose through graph editor,
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but also directly in the 3D view.
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Next, if we follow along
the tracking of the wrist,
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we can see that there is a arch angle here
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and the fist of the character
disappear on the next frame.
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All of these from the camera view,
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not in our space.
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So what we can do to fix this
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is that we can make the elbow
diving little more down.
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So I will slightly twist the arm
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so that I get more of
an angle with the hand.
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This way, I will be able later on
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to create a smear into a
C-shape from the camera view.
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Now in the next pose,
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I will try to show as
much elbow as possible
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so that the arms read well,
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and it will also extend the
current pose of the character.
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I'm sure checking my
character from all angle,
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I'm tweaking the pose,
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but as you can see,
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I don't work that much
directing to the graph editor.
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I work a lot directly on my character
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a little later on in the animation,
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same issue, same solution.
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Here you can see from
frame 19 to frame 22,
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I have a flat motion path.
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So it will be better if we add a nice arc.
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So the point here is not to know
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what all the curves are
doing into this motion,
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but choose the right curves
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that will help me to fix this issue.
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And if I take the arm controller
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and then just check each rotation channel,
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I will find one of the curve
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that I'll need to raise a bit the arm.
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They found the couple of curve
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that will all meet to rotate the arm
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the way I want from the camera view,
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I can tweak them to create the arcs.
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I will just regularly
update the motion path
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and you can see in a few seconds,
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I have fixed my issue,
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and this is why having
a super detailed booking
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before we switch to
spline was really helpful
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because now we can focus
on improving the animation
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in putting detail and
fixing the little arcs.
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(sound whooshing)
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As I fix the arcs,
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I have now a motion path
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I can full to bard my smears.
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I will enable the tweaker bone in the UI,
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and then they will jump
to the action editor.
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And I will make sure
that I have a key frame
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on all those controller on
the previous and next frame.
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Around the current frame,
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I want to build my
smear frame on this way,
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those tweaker bone won't interpolate,
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since they are locked before
and after the current frame.
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Again, here, there is no magical trick,
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I'm just shaping the pose.
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So I am pushing, pulling
the different controllers
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until it creates a nice arc with the arm.
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I'm also breaking the wrist and rotating
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the hand so that it's pointing
toward its previous position.
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Try to keep the current arch in the arm
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as smooth as possible
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and focus on what will be
seen from the camera view.
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On the next frame,
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I will also try to cheat
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and show a part of the
left hand of the character
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in the camera view.
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Even if it's only on one frame,
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the fact that we don't
lose track of the hand
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will help reading the animation.
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Again here, there is no
graph editor involved.
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From there even if I don't
see it from the camera view,
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I am bulging the smear on the left arm.
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Maybe I will have to present
this specific animation
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from many angles.
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Maybe I will have to tweak
the position of the camera,
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both learning wise,
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and to prevent any rework later on,
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you should do this also.
(sound whooshing)
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I will speed up a bit the
video for the right arm,
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because in the beginning I'm
doing exactly the same thing.
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As the character drop,
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I'm raising the shoulder,
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then from the camera view,
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I will be tracking first
the elbow of the character,
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and I will try to create a nice arc.
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Also from camera view,
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I will try to show as much
of the right arm as possible.
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So I'm slightly offsetting the elbow
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so that it shows it's
not cut or overlapping
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with the chest of the character.
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From there, I will calculate
the motion path of the hand,
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and I feel like it's jiggling a bit here.
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You can see that the path is not clean.
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I have both a problem of spacing,
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and my arc is not clearly defined.
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I will manipulate the shoulder,
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the arm and the forearm
controller until I get it right.
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And at some point I will also recalculate
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the arcs of the elbow.
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Since I'm modifying the
position of the arm,
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I may mess with the position of the elbow,
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the arc of the elbow,
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the spacing of the elbow.
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Once I was done,
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you can see that I have a clean arc,
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that is easing into frame 15
before he's throw the punch.
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From there, I was able to
work on the current spline.
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so when we have switched to spline,
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the right opened a lot around frame 16,
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because of the forward kinematic mechanism
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and both pose wise animation
wise and boxing wise,
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this is not super efficient.
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And there, instead of using
the interpolation of the curve,
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I've decided to revert the current pose
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and I've boxing wise exaggerated it
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using the tweaker bone.
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They're used to create
like a narrow with the arm
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that will bench into the bag.
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From there, I reworked
each frames of the punch,
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working on all the controllers of the arm
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to make sure that the
motion path of the punch
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was as straight as possible,
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and that the whole shape of the arm
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was following this motion path.
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So even the small orientation of the wrist
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is important at this time.
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And then when the character
is pulling back his arm,
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the fist is currently falling down
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and it feels like the arm
is heavy for our character.
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While he's supposed to
be super bad bad-ass
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so it doesn't fit.
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Instead of having the
wrist falling down forward,
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I reworked the shape of the arm,
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so that the elbow is leading.
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So I've made the elbow pointing down,
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So is that I can raise the wrist
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as if it was following through
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or overlapping instead
of leading the arm down.
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Those little details
will make the difference
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because they communicate a different idea.
220
00:09:46,640 --> 00:09:50,740
The initial pose of our
character make him lose control.
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He feels weak and I don't like that.
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We don't want that.
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He's a bad-ass character,
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so everything he does,
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he does it with control.
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Why the previous animation
might be mechanically correct,
227
00:10:03,780 --> 00:10:05,690
communication wise it's wrong,
228
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because it doesn't communicate
what our character is about.
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00:10:09,361 --> 00:10:12,430
And asking yourself this kind of question
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is not a matter of skill level.
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00:10:14,941 --> 00:10:18,220
You might be struggling
with your mechanism
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or body mechanism,
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but you should beginner or not
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always ask yourself those questions.
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Your animation might not be perfect,
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but if he does communicate
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the right information to your audience,
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then you're doing a better work
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than having a bad-ass motion,
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but nothing to say about your character.
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00:10:39,965 --> 00:10:42,430
As explained in the
beginning of the video,
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the right foot was
rotating a bit too early,
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00:10:45,670 --> 00:10:49,890
so I just offset its rotation
by a couple of frames.
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But once I was happy with the result,
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I've made a final pass of details
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00:10:54,720 --> 00:10:55,837
onto this chunk of the animation.
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00:10:55,837 --> 00:10:58,420
(sound whooshing)
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I did a little pass on the fingers.
249
00:11:01,590 --> 00:11:03,430
I was originally planning
250
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to have my character with open hands
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most of the time during this animation,
252
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because in Muay Thai,
253
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it's more natural to have the hands open,
254
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to be able to catch our upend.
255
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But I've chosen to close the fists
256
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because it will take forever
257
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to spline in polish those fingers.
258
00:11:23,020 --> 00:11:27,200
But while the educational
content would be super imitated,
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the fingers are some hold
the limbs of the hand.
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So they need to move with pupils.
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00:11:33,720 --> 00:11:36,830
They will help you to define
the shape of the hand,
262
00:11:36,830 --> 00:11:40,640
and they can also communicate
something about your character
263
00:11:40,640 --> 00:11:43,730
as seen in the posing hand chapter.
264
00:11:43,730 --> 00:11:47,323
What I've done here is that
as the hand is going down,
265
00:11:47,323 --> 00:11:51,996
I will the finger drug by
bending them a bit backward.
266
00:11:51,996 --> 00:11:54,893
And just before the fist closed,
267
00:11:55,932 --> 00:11:58,110
I have made the ultimate joint
268
00:11:58,110 --> 00:12:00,590
to bend backwards so that it feels
269
00:12:00,590 --> 00:12:04,200
like the fingers are snapping into a punch
270
00:12:04,200 --> 00:12:07,010
more than they are crawling into a punch.
271
00:12:07,010 --> 00:12:09,850
It will make the punching even snap here
272
00:12:09,850 --> 00:12:11,100
to have the opposite hand
273
00:12:11,100 --> 00:12:13,283
to also have a snappy motion.
21014
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