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- [Instructor] With our center of gravity
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and our feet polished,
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it's gonna be way he's
yours to now polish the hips
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of the character.
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To get rid of any visual noise,
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I will ID arms of the
character using the rig UI.
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So let's expose the hips rotation curve.
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And keep in mind that the
hips can either be pushed
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by the supporting leg or
lead the leg, pulling it.
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For example, on the
section of the animation,
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as the weight is totally
shifting toward the right leg,
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the hips will raise toward the right leg,
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because they are pushed by the right leg.
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And our goal is not to
know which curve to use,
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but to figure it out based
on the character motion.
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The weight is on the right leg,
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so I need to slightly raise
the hips toward the right.
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I'm testing different curve.
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The Y rotation curve seems to be the one
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that will do what I need.
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And I tweak this curve rig-wise.
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Most of the motion of the
torso of our character
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is generated by the torso
root or center of gravity.
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So most of the time,
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once the center of gravity is polished,
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polishing the hips is mostly
smoothing out the curve,
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so that we don't get harsh
angles or distorted torso shape.
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And then I tend to rotate a little more
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to chest controller
than the hips controller
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As you can see, I'm pushing and pulling
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along the way of the curve,
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so that I get smoother transition
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from one extreme to the other.
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On frame 47, I will push down a bit
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the Z quaternion curve,
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because it will make the hips
to twist a little further
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into the punch.
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Since the hips are leading the punch,
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it's where the energy come from.
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We do need just after the impact them
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to slightly overshoot.
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And then I'm realigning the
hips with the rest of the body,
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so that I don't get a too distorted trunk.
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This little push on frame 47
will create a slight overshoot,
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and that will better sell the impact,
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because we will have a slight
glitch into the hips rotation
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just after he hit the bag.
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And since the hips are pulling the leg,
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I will propagate a bit
the slight overshoot
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into the left knee, by
playing with the pull target.
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We can see the pull target
shifting after frame 47
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to the left, but I will
just pull a bit the curve
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on frame 50 and 52 to
create a slight overshoot
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toward the inside.
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As the hips rotate, the
knee is pulled inside,
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overshoot a bit, and then
get back into its position
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on frame 58.
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(air whooshes)
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Polishing the chest will be
mostly about making it drag.
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A lot of the force in boxing
comes from way you deal
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with your center of gravity,
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so basically how you move
your feet and your hips.
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Having a strong upper body
is really a secondary factor
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to the power of your punch.
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This is why we can make it drag it,
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because this is not the primary force
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into the punching motion.
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The twisting of our character chest is led
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by the Z quaternion curve.
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So that our character
torso root is twisting
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toward the left, I will
make the chest drag
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by inputting a bit of delay
into the Z quaternion curve,
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meaning that I will
offset any extreme pose,
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and I will push the curve
toward its previous value.
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This is a very easy
method that you can use
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whenever you're trying to
achieve a dragging motion,
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whether it's the finger,
a pony tail, or whatever.
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You just delay the keys of the controller
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based on their position in the chain.
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The closer they get to
the tip of the chain,
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the further you will offset the keys,
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and I will apply this
concept to different degrees
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for the chest.
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The more strength the character
will put into his punch,
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meaning that he will contract
all the muscle of his torso,
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the tighter will be the dragging.
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So I may not offset by your
key, every pose of the chest,
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but rather have a rise to
previous pose, and then overshoot.
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00:04:21,410 --> 00:04:24,870
For example, here, I will
push up the Z quaternion curve
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on frame 44 and 45,
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00:04:27,720 --> 00:04:31,140
but then I will push it down
to create the overshoot.
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Pushing up the curve create
the drags into the twist.
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Pushing it down create the overshoot
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and sell more power to the hook.
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Now you have to be careful
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not to smooth out the motion too much.
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A good way to input a bit of
texture and impact to the hook
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is to use the location of the chest.
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As the character is moving up very fast,
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I will pull the chest down.
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I will squash it onto the hips,
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but then as the character hit the bag,
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I will slightly pull the chest the back.
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So I will make it drag a bit.
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And just after the impact,
I will push it forward.
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So basically you move the
chest opposite to the punch,
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and then you move it toward the punch.
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It will feels like the chest
of the character is bouncing
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due to the impact of the hook.
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Don't hesitate to push
this pose further away,
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pushing forward over one frame,
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and recovering over two or three frames.
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(air whooshes)
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From there, polishing the neck
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and the head is pretty straightforward.
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I'm using the tweaker bone
at the base of the head
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to calculate the motion path.
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And from there, I will walk as we did
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in the previous segment of this animation.
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We are going to make the
neck dragging compound
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to the chest.
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Since the neck is following the rotation
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of the chest controller-wise,
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the element of work to polish those curve
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won't be that big, but just for our eyes,
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it will beat the previous pose
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by pushing the value of the curve
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toward its previous value
or offsetting in in time
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by one frame.
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Then track your arcs.
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You can see here, I have a very clean arc
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made by the pace of the head.
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And since the head comes from the left,
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I'm tweaking the value of the curve,
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so that the head move
a bit more to the left
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during this transition move.
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And then as it hits the next pose,
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I will make it overshoot
a bit, one or two frame,
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after it hits the extreme pose.
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Technically, I don't have that much tricks
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to teach you here,
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but to watch the motion path
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and make sure you create
as smooth arc as possible.
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It's exactly the same
method as what we did before
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for the arms.
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We were tracking the elbows,
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and then playing with the
rotation curve of the upper arm.
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We were modifying the
shape of the motion path.
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At no point was I focusing
on the graph (indistinct),
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but mostly on the arcs made by the elbow.
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At this stage, it's tweaking
each pose frame by frame,
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whether you're doing these
for the rough editorial
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or directly in the 3D
view port doesn't matter,
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but your arcs must be super clean.
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For example, here, as
the torso is rotating
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toward the right, I will
rotate the neck to the left,
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so that it is dragging.
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And then after the impact,
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I've pushed the neck to the right,
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so that I get a nice overshoot
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and we feel like the head has
a lot of weight and momentum.
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And as I feel up here
with the result here,
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I will do exactly the
same thing with the head.
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Instead of tracking the base of the neck,
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I may track with the top of the
head or the tip of the nose.
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From there, you will see
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that it's very, very straightforward.
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When the head is raising,
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I will lower the chin a bit.
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When the head is getting down,
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I will raise the chin a bit.
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When the head is turning to the right,
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I will make the nose drag to the left.
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So we are repeating the
same method over and over
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along the whole animation.
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There is just a moment with
the specific controller
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where we are going to
break the rules in the way
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to create more impact.
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If you remember, when we
were watching the reference
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of Liam Harrison throwing a big hook,
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there is a lot of rotation in
his head during the impact,
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and this is what I want to reproduce here.
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And they want to get that
into my animation too.
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But instead of having
a recoil in the head,
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I want to hold during the drag,
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and then move it away as fast as possible.
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To do so, I will create a little plateau
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with the Z quaternion rotation.
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This way the head is looking
at the punch, so it dragging.
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And on the next frame, I
will push the curve way down,
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so that it rotate the opposite way.
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And it creates a very
impactful rotation of the head
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just after the punch.
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From there, I will smooth the curve,
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so that the character is out of this pose.
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From there, it was all about
adding some extra detail
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to the animation of the torso.
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First I've checked the pose of the head
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from the camera angle.
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And then using its location,
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so moving the head in space,
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I've exaggerated a bit the impact.
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Then I've used the tweaker controller
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to add a very slight
stretching to the head
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00:09:32,890 --> 00:09:35,930
whenever it's moving super fast in screen
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on this specific frame,.
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As for the arm, this will
fake the motion blur.
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00:09:40,970 --> 00:09:44,560
Then I will play with the
tweaker controller of the torso.
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I will select them all,
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and they will insert a key
frame on every single frame
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during the hook
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This way, I'm sure that those controller
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won't interpolate from
one frame to the other.
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And from there, I will
use those controller
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00:09:58,160 --> 00:09:59,710
for two main reason.
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First, I want to slightly
reshape my character,
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so that there is not that
much breaks in his silhouette,
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00:10:07,080 --> 00:10:10,620
and this way, I offer better
support to his line of action,
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00:10:10,620 --> 00:10:13,210
but I will also use them to create a bit
220
00:10:13,210 --> 00:10:17,210
of a shaking his body
whenever he hit with the hook.
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On frame 48, I will
select the tweaker bone
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in the middle of the spine
between the hips and the chest,
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and I will push it forward.
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This is subtle details that
will bring a little more impact
225
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to the current animation
226
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as if the body of the character
was projected forward,
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because of the momentum of the strike.
18066
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