Totally intact with the spear. Obviously there's going to be some kind of movements but those all add later on with the when I actually put the spear in there. So I think this looks, this looks okay, we go ahead and scrub this back down just go ahead and step mode Okay, that looks cool Take a nice play glass with the high res model. And okay, clicking pretty good. Okay. It's kind of like we want him to exit the screen but I think this this looks fine.
It looks just fine. We can kind of use the last camera frames to kind of make it you know look closer to the character when we animate the camera later on. For now, I'll just keep it as as I play this thing a lot of times to just see how everything is looking. Alright, let's go ahead and check this out in linear and see how it's looking. We're obviously going to get a lot of floaty movements here and there but you know that's obviously going to happen. So whatever this is to go ahead and play this here.
Don't be scared if you see something, you know, unusual, but that's obviously going to get fixed. So, okay, that definitely looks scary right now. Yep, total Enix. Thanks Go ahead and take a playblast to see actually how it looks. So let's go ahead and take a play last year that is floaty as I don't want to even say it's pretty floaty right now we have to add those holes and those you know those extra keys in there right after he flies and you know falls to the ground he needs to stop there before he can you know actually start running. So I'm going to go ahead and work on that.
We have quite many keys now in the in the timeline there so I think it's time we should work on the all those in betweens and you know like before we spline this whole thing up so Okay, let's go ahead and work on this pause here. Then go ahead and the same key for the pause there. And linear this out totally. As we can see there, it's it's not quite working with this walk cycle even. That's also working pretty, you know, like he's trying to He's, uh, this guy is balancing himself. That's why some of the some of the other people who are some of the other animators, they from the beginning itself, they start with the linear and you know the linear tangents so that they can see the movement happening right now while I was doing set mode actually see only the keys that are that are being you know, like done, but you don't see the movement that's happening there, there would be obviously the person who is doing step mode you obviously expect some kind of floating is happening and it's animation when it's blind to the whole thing.
But if you actually work on work on the blocking phase like a like with all the holes and everything, then obviously you know, you will see you know, very little bit of floating edge. Here I have only the basic poses done so Without any holes or anything what I have to do is in this linear linear tension Phase I have to go and work with the with all those holes and everything and time it out so that it looks you know okay and not floaty. So, as you can see this was talking about this whole fk thing with the hand maybe I can go ahead and fix that now. Select this fk control here and fix the hand a little bit. Now this is a very important part because which I want to discuss switching between fk and nk. During production we face like this almost every day.
In studio sometimes they provide us with, with with scripts to do this Sometimes we have to figure out a workaround to this where we want both fk and i k to occur. So are we can go you know the classic way of key attributes which always works and what I need here is the hand will be in fk till he touches the ground and till the moment he leaves the ground he'll be an ik right after the moment he leaves the ground, it'll switch back to fk just like we had before. So it's basically King the attributes in the right place in the timeline. Very important because we're going to be moving the keys now for from now a lot. So we need to make sure that those attributes keys are also moved along with the with the whole animation. Otherwise, the IK fk switch that we key there will be giving jerks if they are in the right place in the timeline so that that's something we need to make sure that's why I said it was pretty important.
So anyways, now that we have that External, we can go ahead and work with the rest of part of the animation here. Now, this whole part is going to be you know, figuring out how to place those holes and plays those delays and fix the whole float in his thing. So that we can you know, find the whole animation. This linear is also kind of like a Blocking plus phase right now so I would normally in my in my studio would normally do the blocking plus pose in step mode. But right now I need to see this whole body mechanics thing happening here. Right after I finished the first blocking pace itself, I changed it to linear so that I can at least see some movement happening.
Man, wherever it's floating, I can figure it out and except. So right now we're going to fix this first first part here. Flying Atlanta here.