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- [Instructor] We are
hitting the final part
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of our polishing stage,
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where we are going to polish the kick.
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At this stage, you should
already have guessed that
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we are going to start with
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the torso route controller
of our character.
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The first thing that might
be a bit disturbing is that
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since our character has rotated
in space during the hook,
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the side to side motion
of his center of gravity
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is no longer driven by the X location,
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but the Y location curve.
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This is because our torso controller
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is aligned with world space.
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So as our character is rotated
by more or less 90 degrees,
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its local left to right
motion is now aligned with
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the world space forward
and backward motion.
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As usual, you don't need
to think about all of this.
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The important thing is
just to test the curve,
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see how your character
behave and start from there.
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As we did before,
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I'm moving the center of
gravity of the character
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based on the steps it's taking.
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I'm pushing the center of
gravity on the left leg,
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whenever the character
is freeing his right foot
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to be able to pull it back.
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And then we have this
micro anticipation before
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the jump into the switch.
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The weight of the character is
shifting upon the right leg.
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And we are holding don't
pose for a couple of frames.
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Then as our character is jumping,
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the value of the Z curve
is raising pretty fast.
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And since our character has no
more contact with the ground,
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I'm making the Y curve almost linear
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because our character is not able
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to apply any forces to accelerate
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on its X or Y axis while in the air.
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When your character is airborn,
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The only axis that gets a lot
of variation is the Z axis,
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the up and down.
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As the lens, the reason
micro anticipation,
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so a little down pose over fret 74.
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From there, I will give a quick polish to
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the X location curve of our character.
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Remember that the feet travels faster
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than the center of gravity.
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So when the character is stepping back,
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I will hold his center of
gravity upon the left foot until
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the right foot reaches its contact pose.
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And then the center of gravity travels
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toward the right foot
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and as I did before with
the Y location curve,
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during the jump, I will
make the curve more linear
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by simply removing the unnecessary keys.
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Once I got the satisfying arc
for the jump of the character,
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I will try to push him back
and down as far as possible
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to contrast with the position
whenever it's kicking.
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From there, I didn't have that much work
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regarding the kick itself
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because it was already polished a lot
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during the blocking stage, since
we have animate it on once.
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So from there,
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I will be mainly working on
the step back of the character.
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And as usual,
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I will make sure that the center
of gravity of my character
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is aligned with the contacting foot
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and that the weight shifts
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upon the new contacting foot
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as soon as the current
foot contact the ground.
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So first the foot contact the ground
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then the center of gravity
shift toward the foot
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and to be able to move the
food, the character need
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to raise his center of gravity.
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So the center of gravity
will both shift to what the
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supporting leg and raise
while the opposite foot
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is moving to its next contact pose.
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And as it reaches its next contact pose,
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the center of gravity start to get down
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and toward this new contact pose.
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Very common mistake is to move
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the center of gravity
in sync with the foot.
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As explained before, the
center of gravity and
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the feet don't move at the same speed
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because at some point
the center of gravity
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needs to be supported by the foot
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and at some point the center of gravity
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needs to free the foot
so that it can move.
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So just try to keep this in mind,
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this mechanism where the
center of gravity will shift
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towards the available foot,
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the ones that doesn't move anymore.
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When it comes to rotation,
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as soon as the character is pulling back,
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I am making the torso drag in a bit
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so that I will rotate it
toward its previous position.
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When the character is moving back,
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I will make him slightly leaning forward.
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Compared to what has been outputted
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from the detailed blocking,
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I'm not touching the curve that much.
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It's mostly about revising a bit,
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the timing of the
rotation of the character,
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then reworking his current poses.
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And you can notice that I
generally have a very smooth curve
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with some plateau whenever the
character is moving his foot.
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And then the little acceleration of twist
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as soon as the foot has reached
its contact pose as for the
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X and Y location, whenever
the character is jumping,
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he will have a hard time to
create any variation in its
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rotation speed while airborn.
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To be able to accelerate or
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decelerate, you need to apply forces.
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And if your body is not
in contact with a surface,
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you can't push to create this force.
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This is why my curves get small linear
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on during the jump.
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From there, I will walk on the rotation
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as I did on the location.
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I will try to push the
extreme of the anticipation
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as far as possible so that
I get a very strong contrast
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compared to the kick release.
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So I'm leaning the character back
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and twisting toward its left leg
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and then I will twist the
body toward the right leg
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and lean the character into the kick.
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Then when the character
is coming back into idle,
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I'm mainly tweaking and
smoothing the existing curve,
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making sure that the body is dragging
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as the foot reaches its contact pose,
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and then the body catch up.
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Exactly as we did for the location.
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As usual, I will provide
you a slow paced time-lapse
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so that you can watch it almost real time.
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Note that entire of the
animation, I've given me like
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five or six additional frame,
just to ease into the idle,
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instead of having art stop,
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I will deal with almost all
the controller this way,
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creating some kind of moving
old until the last frame.
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He will be easing into his final post
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and that should look right.
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