WEBVTT

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So this is going to be a special bonus video, I'm basically going to do a demo of how I am going to

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animate this and it's going to be wrong because it's that animation for you and I don't entirely know

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what I'm doing.

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So this will be kind of like a real world example of what it's like to kind of start with an idea and

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just try to work as fast as I can and animate this thing.

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So I basically have my set on a reference layer so I can't select any of the geometry.

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I'm only going to select the nerves, curves and just to double check that, I'm going to undo those.

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I made speed this up.

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But but let's get going and take a look at this.

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So basically, I want the Skull Bones character here to pop out of a grave and do some kind of like

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a little gesture.

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And so I'm going to first set my scene to 1001 and set the end frame maybe for 200, something like

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that, as too much, maybe 150.

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And I'm setting it at 1001 because I know I'm going to be doing simulation on a lot of different things.

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And so I want to have enough run up time in positive frame numbers, meaning zero to 1000 and to run

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kind of the base simulations.

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And with that being said, I also want to save this tempo's because that is going to be how the character's

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going to get the cloth simulation started and then get into place.

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So I'm going to go to frame maybe, let's say 800.

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All right, let's say maybe like 500 and I'm going to hit a keyframe on everything by hitting us, and

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so I'm going to come back to this frame and actually I'm going to go to frame 500 for a minute.

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And basically what I'm trying to do is get him into the start pose.

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But we want to save this.

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We want the tempo's to start.

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And then somewhere in here, we want him to get into a pose where he's going to be underground.

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So I'm just going to yank this around and make that happen.

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And then I need to get his feet in the right spot.

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Scores of these town.

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Maybe somewhere in there.

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OK.

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So I get these behind him as Paul Vector's.

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And what I'm thinking about right now, too, is the vest basically that we're going to I think that's

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what I'm going to do at the moment, is do a cloth simulation, create a vest on that might change later.

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So ignore that if I had to change my mind and we don't learn that part.

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But this is kind of what I'm thinking right now.

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So I'm talking about the cost simulation, how how that's going to affect him going.

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And let me just make sure I play back right clicking here and play like speed real time.

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So it looks like that should work and.

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When I set a key on everything again here.

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I want to move all of this down because I don't think we'll need that much run up.

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We're going to start here.

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Let's say somewhere in here, say nine, 20, cool something, I go back to my start frame of animation

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and start animating some set of frame here, key here on everything, and then give this a few frames

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to run up.

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Maybe.

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Let's just to a second.

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I guess we'll have everything before one thousand one if we change our mind, let's just give it a second

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and I want to have him bust through his hand to your bust through to the ground, that is.

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So want to get his hand in place.

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So maybe move him down a little bit.

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And you know what, and I go ahead and change his hands to WorldSpace, want to break the connection

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or not break the connection and delete selected fabric connection, it might actually delete the center

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and innkeeper's.

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And I want to do that.

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I just want to delete, selected and choose world because I know he's probably going to.

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He's probably going to.

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Put his hands on the ground and so, yeah.

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I want I want his hands to be able to stick on the ground.

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So.

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Let's see where I want him to punch through, I want him to punch through here.

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Let's move him over a little bit.

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So we get a clean shot from this and.

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Make this into a fist and we're going to see any of this.

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I'm not worried about anything yet.

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I'm just kind of you be kind of messy down here when things are going to be off screen.

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Basically, you know, we're going to be we're going to see this up here.

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And then his hands are going to punch through and he's going to jump out.

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So I'm just kind of getting everything ready for that.

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Switch to my tablet pen clicking a lot with my finger, and that gets old.

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He said they like to have a nice little hand posed to start with and not be so symmetrical here.

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Season and then might need to animate him up, but.

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Also need to start thinking about the actual simulation itself.

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So let's say he's going to punch through there, his arm goes.

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Works.

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Cool.

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I go to world, so I know I'm going to go straight up with this hand.

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So I'm going to get a pretty close.

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And let's go for a punch through.

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Seriously, it's crashing right now,

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the joys of my.

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And we're back.

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I don't know why that would have crashed to save this.

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Now.

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OK.

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Boom.

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Maybe a little fast.

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Well, what's happening there?

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What's going on there?

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That's CUFI because it's in the world, um.

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To in the world, women might have to deal with that later, too.

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Let's go to frame five hundred because I switch that up.

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Think it's fun.

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I was down here, yeah.

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Not to worry about this.

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Oh, I'm thinking about is the vest on his chest so his arms aren't going to mess with that.

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And yeah, anyway.

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And.

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So let's see how Caparo.

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Kapow!

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I'll leave that up for a minute about.

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Now, all the dust is going to have to settle and then.

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Tricky thing is, I think.

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I don't know whether I don't know where the destruction is going to be, so I just have to make my best

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guess here.

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And.

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I think I want his hand to kind of.

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Rotate out.

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When he's done.

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Not to be perfectly straight.

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So could his thumb to go first.

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And take this a little bit.

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What's.

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This is going to be kind of the antique for.

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Him slapping the ground and.

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As a way to help himself up.

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See, punch pwn.

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Punch and make it clear what's happening.

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Bome.

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Bom, bom, bom, bom, Bom says.

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Pumbaa want that to keep going Bumba.

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Oh, I keep that going, keep it alive just a little bit.

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Scale all this slow down just a little bit, snap everything.

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Yeah.

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Hmm, well, uh.

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So I'm just kind of trying to figure out the timing and kind of the comedic timing nature of it.

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And.

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But, hmm, I think he needs to go up on all these more solid ground.

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The graph editor, and do this kind of globally, see, it should be translate why on everything.

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Tili, that one that's looks weird.

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Breaks up that curve.

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And what's.

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Yeah, so I'm asking all of up.

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And.

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Hmm.

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Brome Bloem.

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And let's keep everything here

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kind of a mile marker, I like to even though I have an animated thing down here, I like to have keys

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on the same frame that was kind of like, hey, something someone's about to happen here.

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I'm just going to double check the rotations to make sure the curves aren't super wonky, something

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like that.

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They can see they could maybe be relaxed, they're a little bit.

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I'm.

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Drew

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and slapped a hand on the ground.

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Something like this.

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Let's just get the pose and then I'll worry about everything else and later.

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I may have to.

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Tweak this animation based on the effects, I can just kind of do my best right now.

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And get him in position to jump out his feet under him.

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Where is Paul Vector's oh.

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Raise it up a little bit.

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I get this and ready to go.

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I think let's see if we can't figure out a way for this post to work out to rotate the arm up like that.

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And wireframe, yeah, that's something.

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Mean a little wonky, but.

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Let's get him there.

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He is a skeleton so he can do maybe some crazy things and keep his body rotated back.

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Maybe.

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Yeah.

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Yeah, I think we're going to need something like this and then boom.

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So let's give ourselves some room for that to actually happen, so meaning?

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What I'm saying is the idea is I want to see this elbow move before his whole body jumps out, so it's

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like an antique for his body jumping out.

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So, yeah, just getting everything kind of ready for that because with the effects.

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But the effects, everything that had to come through the center here.

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And so what I'm probably going to do once we get into that is just use like a ball or something, a

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simple shape.

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So I'm not having to.

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Sam, all of the all of these interactions and collisions, because that would be way too intensive

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for probably not a ton of rewards, I want him to kind of come out of this thing as one ball.

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Some may rotate in with that in mind, I mean, you try to get him ready to go like this.

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That's going to mess up the in between and make that harder.

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So.

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Yeah, that's a weird, super weird transition I have to work on, so.

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Get the pull of actor and a good spot.

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Make this more of an arc snap at a snap.

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Schlapp and I want this to be linear, some left clicking just so I don't have to open up the graph.

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Editor Slap slap goes the slap and I'm out of frame here, but the hand still up.

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So slap, slap.

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Two frames want that to be one or two.

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So, yeah, I'm just going off screen and left clicking on that key and selecting tangent linear.

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Yeah, this is a weird.

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It's popping here.

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I guess the armed extending the way I think I need to get this shoulder up sooner or just get involved

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here.

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So, yeah, that's like hitting a wall right there.

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Is that Paul Vector?

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SLAPP.

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I should immediately the shoulder should.

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Can I see this without.

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And this thing, I mean, she can hide it.

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And.

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No.

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Snag all of this curve's.

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Put that in a display layer.

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Yeah, that is the one thing about.

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Parenting things to hers is you get the geometry with it, you know what, it might be just the root.

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I mean, deselect the route.

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There we go.

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The town might be trouble.

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OK.

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That to spoil their turn off playback so I can actually see what is going on.

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Yeah, I mean, it's not bad, but slap.

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Slap.

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SLAPP.

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It's more for demonstration purposes.

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This isn't going to be the most polished animation in the world.

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It's mainly just as a demo for having an excuse to do some effects work.

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I think it's weird that all that moves over beforehand does, I think that's what's throwing me.

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Whoa, wrong shortcut.

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And I think we need an antique here not to snag all this stuff and move it over three frames one, two,

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three, and then one, two, three.

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So that's the same.

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So I just basically moved everything over three frames.

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Because I want I think I need like a final big Antec on this hand.

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Yeah.

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Yeah, that makes it read a lot better.

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POME slap just need to get the CELMO thing worked out, how it swings around here, not a good look

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and I think I can resolve that in the Antec maybe.

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Let's get this positioned a little better.

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There we go.

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And I don't want that to keep going in.

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It's like from here to here.

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Want that elbow piece to keep going up?

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Yeah.

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But I want this to go.

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This needs to be more hot of here.

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Trying to get that arc better.

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Mr..

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Where's the Antec, here's the Antec needs to go straight up more.

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To start.

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It's like a wall here.

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I think this goes too far.

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Yeah.

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Slap it, ask them about it when he pops out, Pops.

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We saw King.

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SLAPP.

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Some.

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OK.

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OK.

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And then I think we need and I want to make this to be too long, though.

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I'm trying to think 20, if we make it two hundred and forty frames long, it's going to be ten seconds.

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So that's not a crazy pop slap bust out.

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Slap boom.

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I think I think I think this should have boom pretty, pretty immediately, I think they should just

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keep the action, should keep going.

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I don't want to slow everything down here.

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Slow this.

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Should it go, I think it should go up right.

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Maybe a mix that up on the once it's there, should go up here.

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Salaam.

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Hmmm, no, maybe this town.

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And this and then it goes up.

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Slough.

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Yeah, or boring.

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And and so they can do a little something, something while that's doing that.

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Stop the hand, come back a little bit.

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What

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started here?

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The thumb was wrong all the time.

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Mac.

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Just kind of cornered the ground a little bit.

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Sorry, I haven't I'm not talking much because.

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You know, amazing.

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Smack that needs more time, like not moving, it needs to just chill in the smack zone.

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I mean.

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And keep going.

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Is this not that geometry is not included, it appears in this layer to add it to that layer?

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So now I can't select it, I guess, and turn that.

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Oh, yeah.

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Because I was trying to select the the dirt.

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OK.

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Okay, delete.

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Save it a little mouse dragging to get that key, was that moving and just said, don't move?

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Oh, I guess I didn't.

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Same for you, buddy, and a drag these frames out, one, two, three, four, five, at least bomb.

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CMAC.

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It's.

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Too many friends.

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I guess I guess that is what I'm going to do.

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This is kind of straight ahead animation, by the way, because I don't know what I'm doing.

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And just kind of figuring it out on the fly.

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So.

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SLAPP.

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SLAPP.

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I think it comes up too high there.

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Mm hmm.

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This kind of thing probably would be better on Twitch or something, maybe, but you are getting it

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in this course because you don't have to watch this if you don't want to.

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I'd rather you have too much stuff to watch than not enough and want more.

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We like you know, I never saw him make that animation.

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How did he do it?

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And so now now you're going to know.

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Still wonky and a little bit, but I honestly.

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Yeah, I think that's better.

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It's just like a little it's just like a little thing like let me get my grip and then he's going to

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blast out of here, OK?

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So.

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Let's blast off what was that frame?

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It's him going down, so one, two, three, four, five.

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Turning now, I want his hand, I move these together.

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Oh, what's happening there?

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That should be world well crap that is not following the world.

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What is that about?

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Oh, boy, I was driven.

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Key problem here.

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Why is that not following the world have a real issue.

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I just discovered and.

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I need to uncover it here is real live troubleshooting.

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So world.

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So zero.

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So both of those are on zero and for this one, that one is not on zero.

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This is the problem right there.

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OK, let's save this good thing.

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I'm using a reference file because.

38:45.260 --> 38:51.050
I can adjust the rig and make updates and.

38:57.970 --> 39:05.460
Driver is a driver, and it is not going to hurt my information.

39:06.710 --> 39:07.600
So.

39:10.330 --> 39:15.490
I just think I just never said a key right or driven.

39:17.410 --> 39:20.320
No, dummy, I want the constraint.

39:23.100 --> 39:27.360
And this is on your shoulder, so if I go to world.

39:30.650 --> 39:31.190
Wait a minute.

39:31.220 --> 39:31.730
What the hell?

39:36.910 --> 39:37.680
Oh, no, it's on.

39:38.030 --> 39:39.130
Yeah, there you go.

39:40.720 --> 39:41.190
OK.

39:43.160 --> 39:45.320
OK, so.

39:49.060 --> 39:49.810
Now.

39:55.030 --> 39:58.090
You should follow correctly.

40:05.330 --> 40:08.660
No one in the world he dumdum.

40:12.590 --> 40:15.020
This one zero, that one is still one.

40:19.010 --> 40:20.630
What the what I said.

40:21.720 --> 40:25.800
What I said, zero, I mean, I have a record that I can play back for you.

40:27.450 --> 40:28.530
Sorry, that's off screen.

40:28.530 --> 40:29.670
You're not seeing what I'm clicking.

40:29.670 --> 40:31.380
I'm just going through the rig.

40:37.870 --> 40:38.760
What the hell?

40:40.270 --> 40:48.460
That is on world, that is on follow, this should be what the hell are the wrong -- thing?

40:50.210 --> 40:56.730
Jeez Louise, OK, this is this is the deal here.

40:58.340 --> 40:59.210
Now.

41:00.900 --> 41:04.050
This is one world, I think that's it.

41:04.090 --> 41:05.550
I wonder if that's what I did last time.

41:07.960 --> 41:10.030
Yeah, now it's working.

41:14.470 --> 41:17.950
Immediate problem solved.

41:20.950 --> 41:31.060
OK, and see, I didn't screw up anything else, save it now when I open up my animation.

41:33.970 --> 41:34.570
File.

41:37.140 --> 41:45.060
I heard you say that, but what I heard, boom, see, now that's an WorldSpace, OK?

41:45.330 --> 41:45.790
Yep.

41:45.840 --> 41:52.830
Okay, let's basically delete everything, I guess.

41:53.370 --> 42:01.410
Let's go to where we're going here and let's just delete all that, because that's on helping us.

42:02.440 --> 42:05.790
And these are rotations I'm looking for.

42:11.430 --> 42:12.070
You know what?

42:12.120 --> 42:12.780
Get down there.

42:13.260 --> 42:13.820
How about that?

42:19.170 --> 42:23.220
I don't want it to go through his chest for sake of the.

42:25.610 --> 42:26.330
Vist.

42:28.170 --> 42:28.590
OK.

42:32.620 --> 42:36.910
So now delete all that and.

42:39.050 --> 42:40.770
Make sure I don't know what those are.

42:40.790 --> 42:42.950
Then why is that our visibility?

42:46.340 --> 42:46.930
OK.

42:50.330 --> 42:57.470
So let's get a look at our graph editor, where we made that last big keyframe, where it's about to

42:57.470 --> 43:01.100
go down on that one.

43:01.130 --> 43:03.320
On this one.

43:03.560 --> 43:08.570
OK, so I want to get this in position.

43:17.950 --> 43:25.080
That one is going to be there, so, you know, just can position there, buddy, buddy.

43:26.690 --> 43:26.850
Oops.

43:30.840 --> 43:35.410
It's on the wrong frame there for a second.

43:35.640 --> 43:42.840
What's unhide the dirt so we can see where that kind of limits are here?

43:42.840 --> 43:46.680
I need to be and Haroche and.

43:49.450 --> 43:50.500
Elbow tie.

43:50.570 --> 43:55.370
Let's get this going, let's get this kind of over is.

43:58.030 --> 43:59.170
Thing here.

44:00.270 --> 44:01.970
That's right, that's

44:04.870 --> 44:05.330
OK.

44:07.290 --> 44:13.220
OK, I said get over there.

44:16.360 --> 44:17.560
Pete King.

44:19.940 --> 44:27.830
OK, I was going to be jumping through Skype, bam.

44:38.300 --> 44:40.540
It's got the shoulder marking.

44:54.230 --> 44:55.650
I'll probably screw it up.

44:55.680 --> 44:56.320
This is.

44:58.420 --> 44:59.280
Skin-tight.

45:05.280 --> 45:12.300
So keep it down here, just make sure it's not crashing into human bodies.

45:12.320 --> 45:13.820
The vast has room.

45:18.830 --> 45:21.120
Just kind of kick out of his face.

45:21.160 --> 45:23.790
You see his face when he's popping out.

45:25.830 --> 45:27.330
And.

45:36.080 --> 45:41.570
He's in position like he's jumping out of the bottom of his thing.

45:41.640 --> 45:43.880
My teacher has Cofan.

46:13.710 --> 46:18.370
So I'm just blocking in the major poses here on the job.

46:18.420 --> 46:22.440
I'm not super worried about much else.

46:25.280 --> 46:26.230
Um.

46:33.330 --> 46:36.420
And you can tell I'm just ignoring the Hans.

46:40.710 --> 46:53.430
And when I compress everything a little bit, so there's room to stretch it at the top, so I'm thinking

46:53.430 --> 46:55.080
ahead of.

46:58.090 --> 47:01.380
What the next pose is going to be,

47:04.390 --> 47:11.860
it is 3:00 in the morning here and I'm probably going to call this quits because I have work in the

47:11.860 --> 47:12.310
morning.

47:21.720 --> 47:28.310
This is part of trying to create courses while having a full time job working in the industry.

47:30.910 --> 47:38.560
I stay up until very late trying to make these courses or making them and not trying, I'm actually

47:38.560 --> 47:39.280
doing it, but.

47:45.740 --> 47:49.790
I don't want him to be higher than the.

47:51.920 --> 47:57.410
Flaw is, you know what I mean, and he needs to be coming forward some.

48:01.370 --> 48:08.790
Yeah, because he needs to, like, land in the front Skidelsky douche douche.

48:12.120 --> 48:18.750
Scrooge, this is going to be the hangtime, hangtime, hangtime, hangtime.

48:34.240 --> 48:35.770
Awarenesses, knees, oh.

48:43.260 --> 48:49.240
Make kind of a cool pose, you know, the one thing I'm not doing that is animating to a camera, which

48:49.240 --> 48:54.660
is kind of a no no, I should have already picked out a camera.

48:55.390 --> 49:01.170
So let's do that super quick and create a well, my eyes are really going to go to bed here.

49:01.990 --> 49:02.810
New camera.

49:02.830 --> 49:05.110
Let's name this render cam.

49:07.780 --> 49:20.380
And let's do something, not 35, that let's frame it up so we can see what we're doing, and I want

49:20.380 --> 49:25.840
him to land like in the camera layouts to paint side by side.

49:25.850 --> 49:28.060
Give me the perspective now.

49:28.060 --> 49:29.520
Turn all this junk off.

49:29.530 --> 49:33.830
Give me the texture, because I want to look pretty, OK?

49:37.860 --> 49:38.850
Skardu.

49:41.080 --> 49:45.070
Duche, skin, skin.

49:45.100 --> 49:47.800
Do I look like he's coming out of that side?

49:48.820 --> 49:50.820
I think he's coming out of the side too much.

49:50.830 --> 49:52.630
He needs to be more over.

49:56.630 --> 49:58.550
I guess that's fine, right?

49:58.790 --> 50:00.140
He's just gonna call us.

50:01.580 --> 50:02.920
What's going on over there?

50:04.330 --> 50:11.740
Pop in the middle now we need to get him back over, let's look at the graph better or just see what

50:11.740 --> 50:12.270
I'm changing.

50:12.280 --> 50:13.780
It should be probably X.

50:16.550 --> 50:16.910
Hip.

50:22.840 --> 50:25.960
OK, same for these

50:29.510 --> 50:35.350
to translate these centre.

50:40.480 --> 50:40.960
Say

50:43.670 --> 50:44.860
Skidoos.

50:47.600 --> 50:47.880
But.

50:49.800 --> 50:57.120
Oh, by all means, go higher, yes, feels good, his and.

50:59.460 --> 51:02.010
On World Briem straight up.

51:08.400 --> 51:10.080
He needs to keep floating.

51:19.480 --> 51:23.140
This is kind of maybe much or.

51:27.350 --> 51:28.850
He feels a little slow.

51:32.810 --> 51:34.940
What I should do as well as.

51:42.770 --> 51:46.490
Do an actual play by play blast so I can see the.

51:53.150 --> 51:54.920
Actual speed because.

51:56.220 --> 51:58.110
Playing it back in my ear can be deceiving.

52:05.940 --> 52:07.110
So let's see.

52:08.770 --> 52:12.850
It's still rotating up.

52:21.270 --> 52:23.170
I want this to be more.

52:27.360 --> 52:29.100
Just head on straight.

52:45.130 --> 52:46.420
Because he is.

52:49.820 --> 52:53.830
Pushing out with this hand, I want the spine to rotate that way.

53:05.850 --> 53:06.600
And then.

53:13.210 --> 53:14.020
Have his.

53:17.640 --> 53:20.850
Kog follow, let's have him rotate.

53:22.730 --> 53:38.290
Staffers rotate more this way, so he has more room schoolish and he gets to rotate and then rotate.

53:55.990 --> 53:58.300
You can tell that I'm not really touching his neck much.

54:06.130 --> 54:14.830
But that's kind of nice, this, I must say, that sometimes, and he's kind of more limited animation.

54:19.180 --> 54:25.810
Things, because then you have like an extra layer of control, if later you're like, you know, and

54:25.810 --> 54:28.330
I just want to tweak one little thing and.

54:32.240 --> 54:39.320
You don't want to mess with all that head animation you've done, you have the knack, but yeah, boom,

54:41.060 --> 54:43.970
boom, jump.

54:45.640 --> 54:46.030
So.

54:47.730 --> 54:48.120
So.

54:49.340 --> 54:51.270
So it feels like it's jumping.

54:52.310 --> 54:53.850
I think it's the camera maybe.

54:54.710 --> 54:59.750
I think we need to be like this just feels like there's so much like who's jumping?

54:59.780 --> 55:00.400
I don't know.

55:02.670 --> 55:04.890
I'm going to have to, like, animate the camera, I think.

55:10.770 --> 55:12.150
I want to see his hand.

55:18.990 --> 55:22.710
All this stuff needs to come over as annoying part.

55:29.100 --> 55:30.720
I want to look at this straight on.

55:35.480 --> 55:39.000
Back up annoying.

55:56.160 --> 56:04.320
OK, from jumping, jumping, he needs more air time.

56:04.340 --> 56:06.190
He's coming down too soon.

56:16.590 --> 56:17.910
One, two, three, four.

56:18.990 --> 56:19.650
I like that.

56:20.930 --> 56:21.800
And.

56:25.620 --> 56:26.970
All this stuff.

56:28.350 --> 56:28.710
Plus.

56:30.990 --> 56:31.940
Yeah, sure, whatever.

56:39.980 --> 56:40.840
Yeah, that's right.

56:42.560 --> 56:51.410
And then he should come down pretty quick, I think this is maybe too far out from school and then we'll

56:51.410 --> 56:52.160
get all of us.

57:05.540 --> 57:06.030
And.

57:07.890 --> 57:09.960
I think you should come down pretty quick, actually.

57:12.540 --> 57:23.760
Okay, let's see the forward momentum we've established here on Translate Z, you know, bad, you can't

57:23.760 --> 57:24.150
see that.

57:26.010 --> 57:35.210
Basically there's no reason why you should start to slow down in midair, um, going down.

57:37.770 --> 57:39.000
But yeah, OK.

57:45.870 --> 57:49.800
I want the feet on the ground, which means that.

57:51.440 --> 57:51.850
Uh.

57:54.390 --> 58:02.330
He's over too much, you can see that and see that that's way too much, but he should go home.

58:02.430 --> 58:06.430
Looks like the Ed is not.

58:06.540 --> 58:07.260
There we go.

58:07.530 --> 58:09.900
It's not updating the viewport.

59:29.690 --> 59:34.830
Some want a change of timing, a little bit skew.

59:37.930 --> 59:39.160
But in general.

59:45.570 --> 59:46.070
Champ.

59:49.040 --> 59:49.460
So.

1:00:03.390 --> 1:00:04.780
So it's been one hour.

1:00:05.340 --> 1:00:07.320
It is now 3:00 in the morning.

1:00:08.910 --> 1:00:09.900
I really got to go to bed.

1:00:11.650 --> 1:00:23.380
But I think if we make good progress, smash smack, smack looks weak now because we can't see the elbow.

1:00:25.270 --> 1:00:27.760
I think what I think when we can see the elbow, it'll look better.

1:00:30.220 --> 1:00:31.240
Yeah, that's kind to change.

1:00:31.580 --> 1:00:33.360
Yeah, we'll just have to figure that out.

1:00:35.470 --> 1:00:37.780
When we do the facts, because we got to see that Elbo.

1:00:44.310 --> 1:00:45.570
I mean, it's not terrible.

1:00:49.480 --> 1:00:51.130
I think the timing is weird.

1:00:52.620 --> 1:00:54.520
Let's fix that super quick.

1:00:54.850 --> 1:00:57.360
There's too much all this is too much time.

1:01:00.580 --> 1:01:05.860
See where we have keys that we can move around.

1:01:07.740 --> 1:01:12.410
What's what's the key here for delete the whole thing?

1:01:12.630 --> 1:01:15.240
Yeah, I mean, delete that.

1:01:19.120 --> 1:01:20.740
For one frame.

1:01:24.180 --> 1:01:28.420
I could delete a that goes far.

1:01:29.270 --> 1:01:34.750
So now I'm like looking at the spacing, let's take a frame out of there.

1:01:36.780 --> 1:01:40.320
Watching the hand come down smack, that's the wrong.

1:01:41.920 --> 1:01:46.390
It's like in here one of these one of these frames.

1:01:50.120 --> 1:01:51.470
Why is this being such a jerk?

1:01:57.500 --> 1:01:59.900
This is nothing what is this keyframe, even deleted?

1:02:08.140 --> 1:02:11.620
Yeah, it still feels kind of slow.

1:02:21.450 --> 1:02:22.080
This one.

1:02:23.540 --> 1:02:25.330
Why is that frame so weird?

1:02:30.370 --> 1:02:35.950
Because it's an in between with no where to go.

1:02:52.140 --> 1:02:52.990
Yeah, that's better.

1:03:02.130 --> 1:03:04.350
OK, that's that for tonight.

1:03:06.870 --> 1:03:10.560
I will pick this up again and see you in a little bit.

1:03:12.360 --> 1:03:21.040
Thanks for watching this and we will wrap this up in the next section in the next.

1:03:21.480 --> 1:03:23.460
Next time I start animating again, I can't even talk.

1:03:23.470 --> 1:03:24.040
I'm so tired.

1:03:24.690 --> 1:03:25.110
All right.
