Fixing the Hold_Overall Timing

Creature Animation Workflow Creature Animation Workflow
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Transcript

Okay, we're going to be focusing on fixing the whole issues and the floaty issues. Or you can say the overall timing, which will remove the slowness that can be seen here. Let it play a couple of times, so that the motion stays in our head and we can, you know, visualize what exactly needs to be changed. Sometimes while working, I even change major poses when I click play and watch it a couple of times. It's like, you know, what, if you know there's this big What if that just jumps up in my hand when I click play? Like, what if this guy, you know, flew from the other side?

What if I, you know, whatever made him land in a different pose? What if he never landed or something, he just flew right in front of the screen, all those kind of things you can kind of visualize and improvise. That's pretty good. So I even changed Like a lot of major poses, while I, you know, play. But for this demo, I think the poses are just fine. I'll just play around with the timing here to make it right.

One more thing to keep in mind is that while working on any shot, you must always prioritize things first, like posing and timing are the top most important factors. Then comes the other factors like arcs and staging and delays and, you know, all those secondary and whatever. The snappy 3d animation features that we see nowadays, focus mostly on these ads. These three things that are the posing the timing, and those post transitional arcs, or you can say just, you know, like poses with arcs. And it might take days to get, get a few poses correct sometimes. So in order to get a really, really good shot, it is imperative that these three factors are prioritized and done correctly with critics.

Okay, what I'm doing here is right now I'm just trying to get that, you know, when it's falling down to that he needs to have that that overshoot in his body. So I'm trying to get that even the body and the hand. And that overshoot is actually that getting out thing, it's like that overshoot isn't making him Stop right there. It's just this this huge overshoot that's happening there, which is You know making kind of making him get up from his place. So I need to fix that also. Right now my complete focus will be only the timing and the posing that I need to fix here.

And then I'll go ahead and work with the prop that I have the dark spear selecting the spine, translating it in this position so that I can get that when when I'm increasing this, increasing the pose making it bigger the actual Transition becomes bigger as well. What I mean to say is, for example, if I have two poses and Okay, I'm going to go ahead and select this and click this Auto Attendant key or just this script that I have here without value of point seven. We can go ahead and keep it zero or just keep point seven, you know points as a good value. It keeps it flat to unsplash at the same time, evenly distributed all over the tension curse. So it's kind of smooth right now. You can go ahead and zoom in and check out how smooth it is.

You know, you don't have to work much there. What's happening here is that I am trying to get that timing till the part where he you know, like jumps for the first time. We can see here there's a big gap. So we need to fix that spacing as well. This looks fine. Yeah, that that is looking pretty much okay.

Now I'm working on this anticipation pose here and making it even, you know, exaggerated. It's not exaggerated actually. It's like, you know, like I'm adding a little bit more force for him to get out from that from that pose. Sitting pose right there. So this is this is the this is what's going to happen, you know, he needs to get that down motion. And right now it's happening.

It's like he's going right away. Right now he's just getting out from his place without any you know, without any anticipation or anything. Without any force added to it. So okay, let's go ahead and keep that there. And right here so let's go ahead and pull him down a little bit right here. Although legs on the hands we're going to fix that too.

So as you can see that this is the force that is adding there. While he's getting up, change that fk ik switch thing shifted a little bit that's pretty much stretch can't see Where the is it? Okay, here we go. So it's actually changing this blocks of the hand, but it's an fk ik, sorry. So I need to find that pivot here and kind of fix that. Okay.

All right, that looks pretty cool. Let's go ahead and see if this is looking fine. He's landing basically the leg is pretty much, you know I hope that don't, you know intersect later on but to other other part of the body. So let's go ahead and translate the leg a little bit out the z direction. Okay, cool. All right, that that looks okay.

Yep, we can see that he's adding that a little bit of downward motion right there. But I think we can still fix this part here. Right now he's going this way okay.

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