WEBVTT

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All right, so we're back and I'm going to try to finish this up in this session and take a look at

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where we're at and we basically have a jump and we just need to get the landing down and then kind of

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pick a final pose for him to to kind of have the kind of final reveal thing or the final kind of flourish

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to this little animation.

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So when I get this landing down, I'm going to go back through and figure out the arms.

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Not too worried about them right now.

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So let's figure out where the last keyframe was.

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It's here.

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I just toggle through to see kind of what's happening.

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OK.

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So I think we can get this like Strader.

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I can probably come up here on that later.

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I'm just looking at the fear right now, OK, schoolish.

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But this one further out in front of them, something like that.

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I'm looking at this line right here, trying to not make it so broken, so the longer that is, I think

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it'll make it feel more stretch, more of a stretch to pose.

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I have to figure that this in-between stuff, because that right arm is going wonky, let me fix this

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wrist while I'm looking at it.

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Turn off Arabs, Kurds over here, you know it all on that side of doing this thing.

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It's.

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So, yeah, just trying to get this stretch posed to be as stretched as possible.

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And later.

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It looks weird.

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Bring down both of these feet.

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They have more room to go up in this next pose.

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Yeah, because they need they need to go up more and the next post selves got to take them down a little

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bit here so they have more room to go up here.

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It's a little slow here, which is kind of weird.

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Let's bring.

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Mean, I think I need to take some keyframes out.

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I think it's kind of too slow in here.

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I want the slow part to be at the very top of the jump, not before I want it to all the slow stuff

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to be in there.

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I think he can come out quicker to.

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Yeah, so you can kind of see just what one frame we'll do, see, oh, it's going out of frame, so

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I have to probably intimate the camera, which is OK.

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Still want to get this figured out.

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Yeah, it just kind of hits a wall here, just going to do a go ahead and do it in between in here.

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I like I've fought as hard as getting up the top post.

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I think it's from the spine rotating and I'll look at that and the graph editor that should be Rotate

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Z, which it is.

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We can see this big spike right here.

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So I can just take this back.

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You know.

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Now that goes back there.

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That's.

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I think it's from the hips or the CSG.

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No rotating.

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Yeah, I get that back.

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These hands to do something different.

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Come on up here.

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The elbow to go in there yet to stay out here, it's too close, you can see where it's too close.

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I want to drag it further back.

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You know, I think I want this hand to lead.

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So when I get this pose started out here to want it to go that far in.

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It should go up one to to already be going up here, I think.

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Yeah, it's more gradual than the other one can kind of catch up, I still too fast, though.

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Anyway, I'll figure out some other way to offset these, but that needs to be going up already to.

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I'll deal with this later.

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I want to move quicker than I am right now, so.

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See how it just stays at the same level and here, I don't like that.

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One second.

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OK.

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All right, let's get into the next post.

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So everything is calm here.

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Let's get the landing pose.

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Let's get the squashed pose.

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Let's bring I grab my hands while I'm grabbing this, because I want that relationship to kind of stay

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the same, and I'd also like to look at I want to make sure the momentum's kind of still going down

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the same rate somewhat.

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So I'm just starting to slow down here.

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And let's get this foot more the front.

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Zero zero out all these rotations.

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Back and forth, that needs to go somewhere different.

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Yes.

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All right.

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You know, I think when you take some frames out of your.

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Yeah, did I grab everything still moving?

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Oh, you know, what happened is I have trancelike why I selected here, so I'm only selecting trancelike

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why I was going to be select everything.

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See here, there's one frame where they go off set to get everything together.

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No power, no.

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And I want to start I think I want this to be a part of the Antec into the next

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BULOS, so I start twisting him because I wanted what I'm doing is going to turn away from camera,

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then turn into camera like a ta da kind of moment.

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So I need to go ahead and start to have this on the squash pose of this.

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Start to Antec.

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That next move that I'm going to have.

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So I'm going to do this back and then he's going to squash more when the dog comes up.

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Bring this down, grab the pole, Victor, get this town, get this to start to be, because I'm going

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to want this arm to come all the way across his body and I need to start to get this pole vector and

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position.

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Schoolish Skewes Yeah, I'm going to keep moving fast and go back through this stuff later.

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Why is that one frame after that happening?

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Get over there.

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There's still.

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OK.

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So boom, boom, I think I'm going to need more down subtle stuff maybe in here, just keep going.

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And this is really kind of considered straight ahead animation.

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If I was doing pose the pose, I would have.

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Then less poses sooner, but because a kind of more comfortable animating just in general, that I have

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confidence that I can fix whatever problem comes up.

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So I just kind of like take this speed through this stuff sometimes and go pose the pose.

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I'm sorry.

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Go just go straight ahead like I'm doing right now instead of doing pose to pose, which is just a personal

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preference.

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So, again, just kind of.

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Thinking about next poses where everything needs to be.

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These things to this to come all the way across his body.

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And this kind of character is a little difficult to pose, I would say just because of the silhouette

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is not as clean as something that's not a skeleton, just because there's so much negative space inside

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of his body and the limbs are skinny and all that kind of stuff.

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So that's kind of a nice practice, really, to try to get good silhouettes with something bony.

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I'm not, you know, being too particular about that right now.

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I do want to just kind of speed through this to have because the whole point of this next section is

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not animation, it's about effects.

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So I want to make sure I'm focusing enough time and attention on that.

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Even though this is bonus content, just the time that I'm putting into the course, I don't want to

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get tired of from doing something not related to the next section.

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So that is just inside baseball, as we say in America, of what's going on in my head, trying to make

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sure that I'm making this course as valuable as I can to people.

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And I always try to think of myself when I was starting out, you know, what would I want to see?

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You know, the funny thing about when I was starting out on YouTube was just starting to be a thing.

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So, like, there was not a ton of online resources like I'm making.

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So I'm trying to put myself, you know, from ten years ago into today's shoes.

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And ten years isn't that long of a time.

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But in an age when we didn't have YouTube and then we had YouTube and every other kind of Internet thing.

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It 10 years can be a lot of technologically speaking, so I'm just trying to think of what I want to

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see when I was starting out, and that's what I'm trying to give you guys here.

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So I hope you're liking it.

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I mean, why drag that and more about this is going to come down, but.

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Try to figure out this, I want this hand to come across the lower, it's getting all wonky.

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Look how wonky that is.

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And the last thing I want to look at is the rotation here.

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If we go to or filter boom, that's going to fix that.

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So the hand should be rotating correctly now.

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But now I just need to fix all of this wonkiness because it's trying to go straight across the body

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and not rotate around like a real arm.

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So that's up to me to fix.

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As an animator, I have to figure all that stuff out.

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So I drag it out of here.

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And because I have all these selected, I'm not seeing those keyframes in the timeline just going to

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turn off seeing timeline display so I can see every keyframe no matter what I have selected in the appropriate

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ED.

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So not look on from the camera of you want this to come across.

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And I think that Albert needs to be fixed, too, as one of the main things here.

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And do you want to think about.

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If I was to draw this, this kind of goes back to more old school animation, but you should think about

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even in 3-D, that each one of these is a drawing.

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And if you don't have any traditional animation background, I think you probably just imagine and appreciate

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what what really that would entail.

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But, you know, these are these are each we're seeing even though we're animating in 3-D, this is

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a 2D view, right?

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We're not like in VR or whatever.

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So at the end of the day, we're going to have a finished

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to the image that people are going to watch.

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I don't want this.

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OK, I'm going to try something super quick, and you might want to skip through this next section because,

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OK, I use animation layers when I want to test something that's not going to screw up the animation

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I currently have.

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I'm going to do a whole course on this stuff is more intermediate.

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But basically, I want to test an idea, something I said a little while, markers here.

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I want to go in here and have.

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A different kind of powers.

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CUFI.

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Just like there should be maybe a 10 hour moment here.

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I think this isn't going to work, but I like experimenting.

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Does.

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Wow, yeah, that's super wonky.

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Everything is moving too slow.

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What I'm going to do.

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And Ms.

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Get this to happen quicker, but,

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yeah, I mean, I think it's an, you know, an interesting idea, but.

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I think.

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I don't know.

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That kind of adds like a nice little thing, I don't know what that is, but it kind of adds like a

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nice little.

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I kind of like that, I don't know now I know what I'm looking at, I kind of like that being just kind

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of adds like a little cartoony meaning.

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So I just need to fix some of this stuff now because I was moving keyframes around.

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What's happening there?

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Oh, there we go.

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Yeah, what the heck?

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It's kind of more interesting.

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So, you know, I'll start an animation like this and then I'm all about experimenting and, you know,

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just trying something new, something totally kind of wonky maybe.

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I think I think I think I'm buggin out about is if we watch his head.

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I think I want to head to.

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To do something, let's get it up here.

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And I wanted to lay that.

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I think.

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You know, when I said I wasn't going to needle this thing to that, I now I am a little bit.

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But am are you going to do.

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I don't know, that's a little weird, I think it's too bobbleheads.

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So I think it was going to go in here and scale all of this down, whatever the heck I'm doing out here.

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That fixed it's just kind of a little more subtle bing.

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Yeah, I think I like that.

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Better bring it's kind of warm.

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I can needs to get resolved because now his hand, his wrist is doing wonky stuff.

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Let's see if it's a cooler filter thing.

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It was OK.

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Oh, now it's all flipped around, though, huh?

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Weird, huh?

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OK.

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We heard.

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And.

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This is called Gemba Lock.

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That's very frustrating.

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Oh.

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It comes from yeah, look at this man, it's already like a gamble from like day one here.

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Mm.

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It's just kind of keep posing it out and see if the feels filter can't fix this somehow.

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OK, and now what's up?

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Yeah, this is animation, um, constantly going back over the same area and seeing new things and getting

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annoyed by it to the point that you want to do something about it.

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I don't understand why this is being such a jerk with the rotation's getting Inverloch.

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Oh, you know what?

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Yeah, it is from the, um, it's from the animation there.

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This is.

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Let's.

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Let's break this down.

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Sorry, I'm not talking.

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I was trying to move quickly.

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Um.

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OK, so I'm going to save a version now, save another one.

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And again, I'm not really.

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Taking time to explain stuff, because this is

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this is a bonus thing.

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Why would it merge to itself?

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Because this is a bonus thing, I'm trying to just go quick, because this would be like a.

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A 10 hour thing, if we if I tried to explain everything and I would never get this done.

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So now I think we'll have a better chance of solving these rotations than all of the information lawyers

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begged.

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And I have confidence in you guys.

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If he really wanted to figure this stuff out, you you'll figure it out.

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Uh.

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And like I said, I'm going to have an intermediate class that covers these things.

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Smash pose, strike a pose.

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Just fix this and.

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So, yeah, in general, I think.

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A little experimentation and adding this ad adds quite a bit, I think, to the animation.

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And some more personality, you know, this is more of a flamboyant, kind of gregarious, if you will,

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Skelton guy, so we should have a little more pizzazz on the on the.

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Jump parts here that are.

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Let's keep that going.

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Yeah, I think that works.

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Yeah, go spoon, little kick.

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I think that's cool, that's working.

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I so want.

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This to rotate up.

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Go higher and to fix this knee thing.

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Same thing with this one trying to fix their.

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Yeah.

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Yeah.

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I think I want to keep this rotate it up and get here so I'm not being super particular about where

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my keyframes are coming from, right.

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Just yet.

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So, like, for example, I'm.

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I'm kind of going rogue on this now,

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meaning I'm just putting keyframes wherever the hell I want.

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Sorry for the cussing, wherever I would like them to be.

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That's where I'm putting keyframes.

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See how that goes straight across like this needs to go come from down and it needs to Lupa.

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I need to come in more.

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Like, that house has like an antique.

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See, I'm like, I'm like, are you doing Polish stuff in this phase, which is probably not good.

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Um.

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It's kind of a bad habit to show me showing people like how I'm working, but this is kind of what it

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is.

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Boom, boom.

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I feel like we need to give that snappiest to this leg, too, because it's kind of want wall right

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now.

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If I was to spend more time with this, what I would do is make the hand be a little more snappy, too,

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because they're kind of slow compared to the like, offset them because they're kind of going at the

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same time.

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Like here, how they both are there at the same time, I'd probably offset that a little bit, but just

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keep moving on because we can do this all day.

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That's the thing with animation is you can never really be done with it.

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Right.

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Like, you could just go for forever.

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Why is there a keyframe all the way down here?

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Oh, from, I think, taking the.

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Back in the animation layers.

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OK, let's see how off balance is maybe a little bit, because he's favoring the side that he's already

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in front of.

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So distance to come over a little bit, all this stuff.

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I'll make sure these.

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The baking did some wacky stuff, added some keys and some weird places, we're just going to go with

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it.

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There we go.

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I'm looking at are these feet positions?

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I think this one needs to come forward more.

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And this one goes back.

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Because of how I'm setting up the intake here, Ms.

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OK, let's get this figured out.

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A leading old keys after I made that new pose that are stopping this from.

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He's come forward that are stopping him from.

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And between incorrectly.

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I want that foot to hit, you know, like a bouncing ball, it should get I should get down pretty quick.

38:21.360 --> 38:24.270
Still, it does actually just copy this frame here.

38:27.480 --> 38:33.940
Little mouse drag, of course, brings that down so that I can see how far off that is, I'm going to

38:33.940 --> 38:36.460
delete that and I can see it should be out here.

38:38.590 --> 38:40.720
Now, that's kind of nice because we can all set the.

38:43.910 --> 38:49.220
The FT hitting now.

39:12.070 --> 39:19.930
You we can't really see his feet, but I just want to make sure in case we change the camera, I'm kind

39:19.930 --> 39:20.950
of glad we added that kick.

39:20.950 --> 39:23.170
It adds like a little something.

39:23.170 --> 39:23.620
Something.

39:29.260 --> 39:31.300
OK, now.

39:38.530 --> 39:44.410
Let's move him over here, rotate, rotate, rotate, rotate, rotate, rotate.

39:59.310 --> 40:00.760
I think it touched the ground.

40:01.120 --> 40:04.560
No, we're not that well, maybe if we do this.

40:11.180 --> 40:14.650
Pretty close, I think that's okay.

40:14.670 --> 40:14.930
The.

40:18.630 --> 40:21.780
Just kind of suggest he's throwing it out there for balance.

40:26.010 --> 40:28.290
Yeah, let's get that and all the way across.

40:30.040 --> 40:31.660
To really twist it here.

40:47.910 --> 40:51.830
Has come down more, so he might actually feel the touch now, because I do want to bring him down more

40:53.390 --> 40:54.740
salvoes walky.

41:04.480 --> 41:11.060
I like to look at things from another from other angles and then look at the graph editor translate

41:11.060 --> 41:13.720
not to have someone to see the translator here.

41:13.800 --> 41:14.510
Well, it's kind of.

41:16.640 --> 41:24.260
Well, make sure it's all making sense from a physics standpoint that.

41:29.760 --> 41:30.360
And Al.

41:35.740 --> 41:38.620
I said sometimes it messes up

41:43.660 --> 41:45.940
Skidoos Skardu.

41:58.080 --> 42:04.820
I think all this had stuff like some Hanbali stuff happening here, I think we can see it here.

42:05.260 --> 42:07.860
What's up here?

42:08.310 --> 42:09.840
And let's get this.

42:12.190 --> 42:17.110
Baby, yeah, it's all this all of this happening here, all these.

42:19.740 --> 42:21.210
On these tangents are weird.

42:27.820 --> 42:35.450
There's something happening here, see how he stops going to the left of the screen here in midair and

42:35.490 --> 42:36.160
not like that.

42:40.390 --> 42:41.310
Why is that?

42:43.380 --> 42:44.790
Oh, yes.

42:53.190 --> 42:53.610
Yeah.

42:55.630 --> 42:56.020
So.

42:58.080 --> 43:05.400
Yeah, OK, I got rid of that problem, yeah, so, you know, you can tell, like I do, you know,

43:05.430 --> 43:12.870
do the best you can and then you can see where issues are coming up and you just go through and fix

43:12.870 --> 43:13.080
them.

43:14.850 --> 43:21.690
And I think it should still be coming down at the speed.

43:29.130 --> 43:30.810
Maybe take some frames away here.

43:44.400 --> 43:44.680
What?

44:14.750 --> 44:20.810
Josh, so annoying when maybe it's my tablet, I'm working on a tablet that the.

44:31.170 --> 44:34.020
Not it's not picking up the right click or whatever.

44:40.640 --> 44:45.950
Jane, out of adjusted everything now, the hand isn't working anymore, of course, it's going to go

44:45.950 --> 44:47.240
through here because the.

45:37.180 --> 45:44.000
So I'm looking at is, you know, the silhouette here also, I kind of want this to go down and up.

45:45.970 --> 45:47.170
This one's bugging me.

45:51.120 --> 45:51.560
OK.

46:00.590 --> 46:04.700
Now, I'm going to kind of do oppose the pose kind of a thing where I'm just going to get the final

46:04.700 --> 46:07.040
pose and I'm going to deal with everything else later.

46:08.190 --> 46:12.320
I'll just pick, you know, a couple of frames out here.

46:12.810 --> 46:14.630
Let's get this guy into his final pose.

46:15.230 --> 46:17.780
And that way we can kind of wrap this up here.

46:24.100 --> 46:28.900
It's going to be a lot of kind of getting everything back to the default to kind of see how far I can

46:28.900 --> 46:29.560
push it.

46:32.740 --> 46:33.910
And.

46:38.230 --> 46:44.290
It's going to make it doing this positive stuff is going to make it really obvious where to spend your

46:44.290 --> 46:45.850
time fixing stuff.

46:51.860 --> 46:57.850
Let's see, I'm trying to think in my head what I want to do is down and I want this hand to have to

46:57.860 --> 46:58.670
come back.

46:59.740 --> 47:06.230
So I think he's going to need to twist more, like keep everything keyframe, everything.

47:06.230 --> 47:07.730
I think he needs to twist more here.

47:07.730 --> 47:10.730
So he has more room in this next one.

47:19.160 --> 47:21.350
Maybe delay that turn.

47:42.400 --> 47:47.050
Yeah, OK, so I want I don't want to, like, miss his whole face here.

47:59.220 --> 48:05.310
And I want this to maybe go in this direction first.

48:12.990 --> 48:18.120
So what's happening is everything's moving at the same time here, so I'm going to copy this.

48:20.220 --> 48:31.680
What, 30, I copy this with this one back, grab the one before this one, copy it there and then I'm

48:31.680 --> 48:35.730
going to really have this.

48:37.670 --> 48:43.020
Yeah, and let's do that here.

48:56.870 --> 49:02.240
And OK, I think we'll fix everything else that's happening, kind of weird and in between.

49:02.930 --> 49:04.190
Let's get this final pose in.

49:05.970 --> 49:08.200
Probably need some more for him here.

49:11.100 --> 49:14.210
Let's get the fingers to zero.

49:16.780 --> 49:23.530
Let's get us forward on this twister and let's just zero everything out.

49:27.330 --> 49:33.630
I wanted to be the opposite of whatever it's doing before seems to come up here.

49:40.440 --> 49:40.860
Hmm.

49:43.480 --> 49:44.380
Well, whatever.

50:13.760 --> 50:19.440
I'm not you know, I'm a little concerned about where this is going, so I don't have a great idea.

50:19.450 --> 50:21.310
I'm kind of trying to find it in this post.

50:25.640 --> 50:30.680
So bear with me because I'm not entirely sure what I'm doing yet.

51:01.850 --> 51:06.620
I think maybe this one should be low and those should be high, maybe.

51:12.240 --> 51:12.930
Something like.

51:15.980 --> 51:17.140
So there are a lot of different.

51:19.220 --> 51:20.600
Let's get him straight up.

51:21.740 --> 51:27.590
Let's get this, but more not right under him, spin it out here.

51:28.080 --> 51:32.590
This over a bit over something like that.

51:39.700 --> 51:40.820
Routings, hopes.

51:42.250 --> 51:42.960
A little bit.

51:56.780 --> 52:01.480
OK, I think that's kind of we're getting somewhere.

52:03.550 --> 52:04.060
You know.

52:07.160 --> 52:16.010
I think and, you know, again, this character is not the easiest thing to pose, which makes it like

52:16.010 --> 52:26.900
really good practice with when you do get something that's maybe more appealing or has your silhouette

52:26.900 --> 52:28.200
to pose out.

52:29.210 --> 52:35.540
So something like this looking at the silhouette and the left of you here.

52:37.940 --> 52:38.600
And.

52:41.960 --> 52:43.520
Yeah, something like that.

52:50.270 --> 52:57.040
I was a Shalders kind of happy, like one like, you know, what would you expect?

52:57.050 --> 52:58.100
I'm a skeleton, dude.

53:00.950 --> 53:07.700
Of course, I'm going to be harder to pose because I don't have no muscle sorry, being, like, kind

53:07.700 --> 53:08.210
of silly.

53:10.250 --> 53:13.430
So this is kind of a cliche pose like the pose.

53:14.000 --> 53:16.360
So you just want to try to find a way to break it up.

53:16.370 --> 53:20.390
And it's referring to, like the letter W because you have like the Y thing.

53:20.390 --> 53:27.830
But if you have it offset and like one elbow is more obtuse and one's more acute, meaning the angle

53:27.830 --> 53:30.320
from the elbow, you kind of just break it up.

53:30.330 --> 53:35.300
So it's not super generic of a pose like that.

53:36.590 --> 53:37.430
Super helpful.

53:40.990 --> 53:46.030
And twist, twist, as always, your friend.

53:47.750 --> 53:50.740
Uh, yeah, too much.

54:04.680 --> 54:05.520
And.

54:09.230 --> 54:11.660
Oh, I think I put one and I do, I put it on.

54:15.600 --> 54:16.860
For this character.

54:22.190 --> 54:23.450
I don't I put his.

54:32.190 --> 54:35.220
Can't I put his Blende Shape's?

54:38.810 --> 54:39.860
You know what, I think a.

54:43.430 --> 54:47.000
This might be another big issue that I'm discovering right now.

54:54.960 --> 54:55.890
I don't know that I.

54:56.160 --> 54:56.950
Oh, here we go.

54:57.960 --> 55:04.550
I'm not home, so yeah, um.

55:05.070 --> 55:06.440
Um, my my.

55:07.260 --> 55:08.400
Oh, that was the extra one.

55:19.360 --> 55:20.840
I not mess with these for this one.

55:20.870 --> 55:22.540
Just leave the face stuff out of this.

55:22.550 --> 55:28.210
But yeah, anyway, so it's heading down here and if you follow the rigging part, you know, you could

55:28.210 --> 55:31.990
have done a sedative and key like add attributes and do a sedative and key right here.

55:32.000 --> 55:35.740
So all the face stuff is on that controller

55:39.340 --> 55:41.920
and it may take another pass of this rig.

55:44.850 --> 55:57.230
And have it be available on my website that has it like a little more polished, but no guarantees.

55:57.270 --> 56:05.940
I just, you know, I try to maximize the time I'm spending on where I'm spending the time on these.

56:07.590 --> 56:12.300
Like, what's going to get the most you what's me the most useful for the time I'm putting in?

56:13.320 --> 56:15.120
Because I do have a limited amount of time.

56:15.750 --> 56:22.350
So when I am using it, I want to make sure it's going I'm going to have the biggest return on investment

56:22.350 --> 56:27.020
in my time for you guys, not for myself, of course for you.

56:27.780 --> 56:30.450
So I may or may not update the rig.

56:33.400 --> 56:36.730
But I mean, I think this poses kind of working, I think.

56:40.670 --> 56:47.960
I'm looking at, you know, just getting that that neck to be a little more straight into the head here.

56:48.860 --> 56:49.610
Let's take a look.

56:50.510 --> 56:52.560
Oh, yeah, let's work on.
