Is sometimes and and you know if you if we can go ahead and add that to our shot. Sometimes it definitely looks good. And sometimes, obviously it doesn't. But that's different story. Go ahead and add that foot roll there. Yeah.
Yeah. Now that makes sense. Okay, without that, like touching the ground we'll go ahead and ship some of the timing here. need to make sure that every contact poses correct and taken on equal and good distances of translate see here so that even though it looks okay from the camera, it's not in perspective and some really good animators might find that out that something is definitely not not right. So as much as you can 360 work is really important. This shot might be used in games or might be used in VFX feature films.
If it isn't games, and You obviously have to look at it from 360 angle. Okay? the right leg translate isn't working. So let me go ahead and delete this key here. Okay, pretty cool. All right.
That seems to be working There's a knee pop right there. I want to make sure that doesn't happen later on. Right now I'm just going to go here and just smooth out these the part that we worked on right now. One by one, we're taking care of all the all the parts of the timeline. Like First of all, we're we worked on the flight and land. Now we're working on the hack and slash part of it, and then we'll go to work on the conclusion part of it where he kind of tries to slow him down for his subtle Okay, let's take a look at the playblast until now Okay, looks like we're quite close to getting the flight motion correct but the timing and everything, some of the things still need to be changed, which I will on my way I have to fix the slow motion floaty issues that are there in the jumps.
The landing of each leg should be should be like a solid impact to the ground and should feel as if it's a heavy mechanism. So playing it a number of times will give me you know, more clues as to what needs to be changed. But I said definitely a lot has changed since and more needs to be fixed. Let me just scrub through this and check change some here. Okay, I think this is a hand spacing of the ad is not correct, I believe. Let's go ahead and fix that.
Okay. All right now that that's much better than up a little bit. Boy, no, no, don't do that. And pull this down site a little bit. I kind of need that same. Let me just go ahead and copy this from here to here.
All right, same luck. And then BAM hits the second enemy the right side, sorry, the left side or the leg me controls a little bit. Actually the rotation for the leg, also most year knee. So um, so when I'm using both the controls actually double rotation and double translation that's happening there. So I fixed that. And these penetrations need to fix them.
I mean, I shouldn't I it's not necessary to be accurate with the penetrations for this demo video, but, you know, while you're working in production, you need to make sure that there are no intersections or penetrations in the ground or whatever. Okay, Now I need to make sure this this part looks okay hack and slash part. Falling down needs to be quite fast, quite fast thing so, you know the Hank pose a kind of made it exaggerated so right after the hand pose, the next poses in the ground. So if I increase the hang pose, which is the ease in for the air pose, then it would make a much bigger difference from one post to another which would make The motion even faster since the keys are not much, you know, further away from each other okay? Give it a delay before arm here. Those kind of things that are pretty much necessary.
Go ahead and smell dissolved without Attention all right there are all sorts are new pops and you need to, you know, make sure that they don't happen you know in the final playblast because sometimes knee pops or you know, jerkiness and little knees. It kind of makes, you know, very distracting to watch that whole motion happening. So, make sure that you remove those. Now as you can see the whole body along with the leg is coming, you know, coming forward, so we need to fix that as well.