WEBVTT

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In this lesson, we're going to cover a new tool that will help us analyze what we need to polish in

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an animation, and for that, we're going to need to go into an orthographic view, because I want to

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see and kind of more isolate some of the emotion in the hands.

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We can see if we kind of zoom in here for a second that the hands kind of jolt around a little bit.

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And, you know, another quick thing that you might want to know about is you can mute channels.

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So even though we have this already animated and let's say we want it to actually go back to being on

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the spot, and instead of deleting this animation on the locator here, we can just mute it so we can

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go to the channel box here and select everything.

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Right.

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Click and go to mute selected.

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So now we play this back, it won't change the values there, so let's take a look at this a little

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more.

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We can see as the arms go back and forth and in and out, they kind of hit these walls here.

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And to see that a little better.

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Let's go to an orthographic view.

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I'm going to go to the front view and I'm going to zoom in here and I'm just going to watch this wrist.

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Just watch this Restoril quick.

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So as I play this, you can kind of see it hits this wall and it's pretty much even with this kind of

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grid line right here, kind of it like it's almost like bouncing off of it when in reality this has

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its own weight and it would swing a little bit past that and wouldn't go up.

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Exactly with the timing of the hips and everything.

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So we need to adjust that and an easy way to see that as well as we can select the con and we can go

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to the animation menu over here.

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Let's go to visualize and we can create a little motion trail.

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So I'm going to click that.

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And just to make sure that you can see it, you can go to show and motion trails, make sure it's checked

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on.

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So now we can see where these key frames are.

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These are the white buttons.

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And I'm just going to change the background with ALBE right now to so we can see that a little better,

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so we can see the path of that motion.

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And because we're in orthographic view, we can kind of isolate a little bit so we can see that it's

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not super nice and smooth.

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Right.

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There's these kind of jagged lines.

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They go to a point and then back out.

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Typically, you want things to have these nice curves and they kind of float like that and this doesn't

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have that.

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So we can fix that.

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The other thing we can do with this motion trail is we can select it.

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We can select any one of these points which selects the motion trail.

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And now you can see that's what we have selected.

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Let's go over to the ASHMEAD editor here.

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And we can have all these options.

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We can change all these different colors and everything.

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But I'm always interested in is show frame cross'.

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I'm going to select that.

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And now you can see we can actually increase the frame cross size right below that.

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We can increase that and maybe even the color to make it something like bright yellow.

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We can see where the frames are in between the key frames.

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Those little white squares are only the key frames and you can see the frame number next to it.

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But what we want is also the frames in between so we can kind of see the spacing.

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There's a big spacing here and very close spacing over here.

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So I'm going to reduce the time line so it's easier to scrub and I'm going to go through this animation

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and see where there's an opportunity to kind of loosen this up a little bit at least, and translate

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X.

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I'm going to change to the world axis.

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So I know I'm isolating in the world axis here and I'm going to kind of scrub through this and see where

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there's opportunity to just make this path of motion a little bit smoother.

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So now where before it was pretty jagged and it kind of bounced there, we're creating a little bit

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more of a smoother path.

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So I drag this over here and.

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Now, when it gets over here, this is the one that was the trouble spot for me that kind of stuck out

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to my eye to maybe drag this back.

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So it gives us more room to move as it needs to go through here, right?

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Yeah, it looks way better.

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So we can kind of see this spacing here

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continues through.

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And I might do that for another frame here and now that we're in the Polish phase, I'm not worried

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about, you know, where my keys are or how many keys I'm setting because I'm feeling pretty good about

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everything.

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So I'm just setting keys where I like them to be.

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So now when it hits up here, we need to continue going this way.

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All right, we have motion like this, it needs to carry through, it can't just like hit a wall, especially

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something kind of hanging, like the wrist is hanging.

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You know, there's no reason for it to just kind of stop there.

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It has its own weight and momentum and it should carry through the animation.

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And you know what?

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We might even want to do that and carry that through here.

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I think what would make sense is it does this big loop and that loop should continue and then maybe

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loop down here as well instead of going back in and out, kind of zigzagging.

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I think this should actually stay out here.

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And again, we'll have to copy this.

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A middle mouse trying to the first frame and hitting shift w so that we're copying that frame over here,

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because remember, whenever we do that in the first and last frame, they should match because since

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it's a cycle so you can see where you zoom in even more, you can see where this kind of zigzag still

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right here next to this frame.

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So I'm just going to kind of brute force this and make it do exactly what I want it to do, because

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this arm is connected to the body.

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So it is going to you know what I'm doing.

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I said another key.

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I'm forty two.

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We got actually got to go back to the beginning of the cycle, so undo that.

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And now I need to you know, we can see these keyframe numbers two, three.

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So that's also an indication like, hey, this is a cycle.

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Don't keep going past the end of the cycle, otherwise you're making key frames that aren't included

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in the cycle.

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So we're on two.

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Let's go to three.

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Let's bring this down for let's bring this over as well.

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So now that's going to kind of have this nice motion here that will carry through.

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And let me just get a perspective view and see where our elbows out here and kind of check this from

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another angle.

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It's a little thing we do is we can go to these side angles.

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It's kind of the right view.

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Just holding down bar I maybe we need to go to the left view because on the other side and make sure

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that the same is true for this other axi.

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So, you know, we're animating in 3-D, so we need to make sure all of this stuff is happening in 3-D

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properly.

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It's going to drag this out and I'm just making sure these are nice smooth curves and this is called

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ARC's.

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Right.

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You want to make sure your arcs are looking good right now.

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These do not look good because the momentum of the hand is not being carried through the animation currently.

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We just kind of set keys to kind of get in the ballpark.

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And now once we're in this kind of zone where we're polishing, we want to make sure that everything

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is doing exactly what we want it to do.

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It's also to see if we have an opportunity to maybe drag this next keyframe down.

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Yeah, I think we need to drag this down and maybe it'll straighten arm a little bit.

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But I don't like how it bounces low here and goes right back up to the same height as this frame.

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See how these two frames are the same height.

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Want to keep this down?

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Just a touch.

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And you know, I'm checking to make sure I'm not hyper extending the elbow that actually have room to

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do that.

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And I'm going to go to the next keyframe and drag this back out and drag that animation and let's make

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sure we're not.

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Yeah.

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So the elbow gets straight pretty straight there and we want it to get even more straight so that it

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doesn't feel like it's just kind of popping over one frame there that that's actually supported with

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the frames around it.

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So I'm trying this back a little bit, maybe drag this down.

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Looks like we're we're starting to hyperextend the elbow there.

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So I need to bring that back vertically a little bit.

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And I think that should work.

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That already looks way better.

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So you can kind of see we made this figure eight pattern here, except for this little kind of hits

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right here, which I think we could make look even better.

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And I'm going to just drag those out, kind of smooth out that out.

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It's going to go back to shift middle mouse, drag this first frame to get those to match.

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And I go to the end.

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It's going to drag this down because the spacing between these, you know, kind of back to the bouncing

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ball stuff, it shouldn't speed up between these two.

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It should be pretty consistent through here.

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And it was the spacing.

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I didn't like that.

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So just dragging that stuff around to be exactly what I want it to be.

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Cool.

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Girl 39, maybe drag that one down, just a touch.

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So it's looking pretty darn good in that angle, I go back to the front of you and revisit this so that

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all the in and out, it still makes sense, maybe even get this arc going a little wider.

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So it's not all straight up and down.

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See, through this section, it was just like straight up and down.

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You always want to try to find opportunity to create arcs.

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So everything doesn't move very linearly because that'll make it look like a computer.

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Did it want to have these nice arcs throughout the animation and see we, you know, need to follow

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up with this.

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Want to get the worst of that?

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Uh, let's see.

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One, two, three, four, five.

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Let's go to frame five.

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I was just getting confused on, you know, I was working on the cycle part that time outside of the

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cycle that rather.

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So I'm just going to drag these in and get this stuff working and these nice arcs.

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Right.

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We're looking kind of four figure eights again, maybe drag this back in and have it continue past that

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one.

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Now we're making these nice figure eight arcs, right.

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The arc of the curve we can see here is looking a lot better if we can drag that out and just kind of

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make it look nice.

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Right.

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This is kind of the most fun.

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This is the most fun part to me, because you can really get after making these arcs nice and not have

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to worry about where the key frames are and all that kind of a thing.

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It's.

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It's one of my favorite stages of animation when you get to Polish, because then it's kind of a free

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for all and you're not concerned with, you know, keeping everything organized, because up to this

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point, we've wanted to keep everything organized if we wanted to retime things.

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But now that we have the timing down, we can kind of go in here and really finesse these things.

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So I'm going to show I'm a turn off motion trails and hit play.

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And you can see how much better you can compare the left and the right hand right now.

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And you can see how much better this left hand already looks.

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I think we need to go further on the out.

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It feels like it's kind of getting stuck around this grid line here.

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Where it goes down here, I think we can continue that.

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Let's turn back on the motion trails and see where why that's happening, I think it's that.

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Yeah, it's all this stuff I think we could bring all that even further out, so doesn't look like it's

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going up and down as much.

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Just bring this all the way out.

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Bring that out.

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Go to these other keyframes, get a middle mouse, click to frame one hit shiftwork so that we match

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those frames up and.

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I go back here and make sure this stuff is in a nice arc.

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Now, the one the one thing you do have to look out for is when you're making these changes.

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You know what?

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You know, if you might if you're going to make more changes, that it's just going to be more the more

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keyframes you have, the more you're going to have to change, which, you know, I'm not too worried

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about.

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This is what I do for work.

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So I'm used to these very tedious things.

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But, you know, starting out, you might kind of get bored with this or frustrated.

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So, you know, just be aware that's that's normal and.

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You know, this is just part of the process is getting comfortable with spending time on these things,

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that doesn't seem like it's that big a deal, but it really will make the difference between OK looking

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animation and pretty pretty darn good looking animation.

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So I want to turn off the motion trails again and I'm going to play.

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Alex is way better than when we started, it's way less stiff and we can see it's not really hitting

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a wall anywhere, that's very obvious and it feels like, you know, the arm still has its own weight.

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And, you know, we need to do that to this other side, see, not compare this other side on the right.

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Watch this.

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This wrist just kind of stops over here on this gridline.

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I don't know if you can see where my mouth is right on this gridline.

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Boop.

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Boop.

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Boop.

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It just hits this wall, whereas over here the arcs are nice and flowing and everything kind of makes

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sense, you know, there's still maybe a little bit of a bounce here, but it's not like it hits a wall

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over here and sticks there.

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Right.

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If we look.

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You know, going left to right and just go, it stops going left to right for for several frames and

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it's right here, right.

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We have one, two, three, four, five, six, seven, eight, nine, 10, 11, 12, 13.

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It's almost half the animation.

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It sticks on this wall over here.

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Whereas on this side, when we look at it, there's never really twelve frames where it's just stuck

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or hits a wall.

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It's all nice flowing and has these arcs.

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So in this lesson, we learned about motion trails and how to visualize our animation and turn on the

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show keyframes and show frames for it, how to controls visibility to play back and look at it from

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different angles we get.

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We still haven't looked at it from the top view, which is something else we could do.

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Doesn't look too bad.

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But in general, you know, this is kind of one of the last stages.

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If you're having, you know, a problem not you can't figure out why is this not look good?

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Click one of your icons and turn on the motion trail for it.

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And to delete it, you can actually just go to your outliner windows outliner and it's actually an asset

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over here.

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So we can just delete that to get rid of it and we can make another one again if we wanted to.

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And it's just a tool for us to use.

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So I'm going to do that for this other side and I encourage you to do the same thing.

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And I will see in the next lesson.

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Thanks for watching.
