Video Games Course - Animating An In Game TakeHit | Opi Chaggar | Skillshare
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Video Games Course - Animating An In Game TakeHit

teacher avatar Opi Chaggar, Senior Animator + YouTuber

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:12

    • 2.

      First Pass Blocking Take Hit Part 1

      8:40

    • 3.

      Second Pass Blocking Take Hit Part 2

      9:12

    • 4.

      First Pass Splining Take Hit Part 1

      11:30

    • 5.

      Second Pass Splining Take Hit Part 2

      11:42

    • 6.

      First Pass Polishing Take Hit Part 1

      13:31

    • 7.

      Second Pass Polishing Take Hit Part 2

      18:22

    • 8.

      Conclusion

      1:48

    • 9.

      Maya Animation Mastery

      2:33

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About This Class

In this class we will cover how to animate an in game Takehit back to idle. The course will cover the following areas:

  1. Class Introduction
  2. First pass blocking the Takehit 
  3. Second pass Splining
  4. Polishing the Takehit 
  5. Conclusion

 

Meet Your Teacher

Teacher Profile Image

Opi Chaggar

Senior Animator + YouTuber

Teacher

Hello, my name is Opi.

I'm a Professional Senior Animator working in the video games industry.

I have over 20 years experience in the Video Games Development and The Animation Industry and I've created these courses to give back what I have learnt and hope to inspire the next generation of animators.

Companies I have worked for:


- Ninja Theory (UK)
- EA (UK)
- High Moon Studios (San Diego, California)
- Trion Worlds (San Diego, California)
- Sony Computer Entertainment Europe (UK)
- Warner Bros (Tt Games) (UK)
- Genjoy (A Scopely Studio) Seville, Spain/Culvar City, California)
- LavaLabs (UK)
- NaturalMotion (Zynga, Take2)

My Mentors:

- Jason Schiefer - Weta Digital/PDI Dreamworks
- Steve ... See full profile

Level: All Levels

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Transcripts

1. Introduction: In any art for mastering the fundamentals are key to growing as an artist wants, this is locked down. The canvas is yours to deliver your message. Imovie, I'm a Senior Animator in the video game industry, would have 18 years experience. I've worked on AAA titles such as heavily soiled noticed from Apocalypse, Harry Potter, the board conspiracy, and a series of lego games. And in this class we're going to talk about take it. Now we will go through everything right, from the reference to the blocking, to display name, to the policy rallying. And it will conclude on the class. Whether you're a beginner or seasoned professional, I believe we can all pick up something from each other and learn something new. We'll be covering all of it and we're using Maya. You can use any software you want. It doesn't matter. The concept is the same. Dynamesh and principles are the same. If you want to use Blender, 3D Studio Max, use any one you want. Stop motion. You can use the traditional. It all applies the same. So without further ado, let's dive straight in. Start animating. Come with you every step of the way. So there's no rush to scale your own pace, really trying to soak everything and I tried to make this as simple as possible. So you guys can dive straight in and have fun animating. Guys. I see at the end of the video. 2. First Pass Blocking Take Hit Part 1: Okay guys, so we're always looking at our reference. So let's start blocking. So here's my reference. I've got it ready. Let's go through this first pose. Probably going to be this one. Yeah, okay, so we just grab everything here. Let's put this at zero. Everything is keyed. Then we go to frame for I'm just thinking about the hips. So he's getting hip forward and the energy is hitting his stomach. So you want to make sure that he's down and his head is like taking the force, but then his shoulders. Shoulders or you can translate them higher because it taken the force. And then his arm is kind of taking it as also want to get those nice curves in this arm. We could change it by bringing it. In. Contrast, remember, don't worry about the fingers will do that the end. Coming in. Raise this up a bit. I think as we don't want to make it look like this twinning. So we're kind of how we apply this. Bring this in. Okay. In this following arc. Right? Because coming in like that, that wouldn't be bachelors and there's more of a flow them. Yeah, overflow then what we'll do, we'll just make this constant as opposed to pose. Next pose. Next pose is backlight. This is taken it, It's like a parsing position. So what we'll do is we'll just look at the hips first. The hips are completely that way, right? So we know the hips are back that way and facing towards this leg because the weight will be on this leg and then it will be high. And this way, because this leg will be in the air, they're not this. Straighten that up a bit. Bring that out. Make sure it's following the toe like that. And there's kind of like this is rotated enough. Yeah, Here, it's kinda leaning back a bit. And then we want the other controllers have them lean back. And then the next one is leaning back and then the top one. But we'll try that. We're trying to get that all mapped out here to balance. This one is coming back there. Now what we can do, I think this is too much rotation. This one too much. But then the top will do is rotate this. We want to create that arc. Note that on the back, who's taken a hit. Seamless patterns. It's taken a hit key that I'll just save this, save your work. Save your work. Okay. We'll do, we'll just again, constant interpolation. Sometimes doesn't work. You have to select everything, go to flat or Control F, What I press, and then constant and now it should. I don't know why it's not doing that. It's very strange. Q and everything. Yeah. I didn't key on everything. Naughty, naughty scapula. Okay. Well, yes, this strange, strange when I press constant. Anyway. Oh, weird stuff is happening here. Maybe some minor bug anyway. Got that pose. Then it's going back. And now there's a step, a step. So there's a step back, right? He's looking down at the step back. So let's add that too. Is looking down step back. And then I just zero these out. Bring it back. Let's have it as a step here. Still like that. That I can balance ballerina there. Okay. And then their hips, I can see that it's going forward. Like this. What we'll do, we'll just rotate this leg a bit as well because this is all broken, but we'll fix that. We're going to do this character looking down the leg, this arm comes down, trying to balance. That's completely off palette as you can see. So what we do move this food groups, we move this fluid, moving rather small Becker. And then there's a long day. Leg is slightly bend. This arm is down. 3. Second Pass Blocking Take Hit Part 2: So with this trailer, pose, this poses a bit broken hair, so we try and fix this. I think it's more to do with the torso. Do love that. Looking down. He learns. Down. Then halfway through, he comes back. So Dan and then there's a policy position where he's trying to recover. So then you go back again. Now that is on that foot. The weight will come on this side, but this foot will go forward. Then what we'll do with this too, so it is coming back. But now he's looking a loose food's going to plot this. As I see in the reference, is starting to come forward. Get balanced. This one's starting to come back. Now. Here you go. So we got that balanced there. Boiling point. So it's like weight shift, weight shift. Let's just put down constant interpolation that we will always do. Messing it up, isn't it? Now what we'll do to save this, okay, Let's do the old trick. I do. Grab the flesh, going to outline our duplicate it. Duplicate. It creates another mess inside there. What you wanna do is press Shift. P, brings it out of the hierarchy. And as you can see, you can't translate. You press Control G. Now you can translate. Now I'm going to use this guide. So as I'm coming back here, this front foot here, which is here, which is tactful here. I'm just going to match the front foot with that because I know that's how it's going to end. All have to do now is if I go to my controls, select everything, literally. Middle click zero, bring it to 20, let go of the middle mouse. Middle, middle click on zero-zero, drag it to where you want 20, and then let go plus s, a copy of that pose. So as you can see, it goes back it up because all I'm doing here, I'm just selecting the fee, controls and the hips. I'm just bringing that back. So it kind of matches there. Okay, and now I can just delete this group, which I made. This one. I can delete it because that was just a guide. Now. And now if I just play this, I'll just do a constant again. So everything's still even it's going to mess up. Why is messing up? Okay. Okay. And then he learns let's save that. Okay, I just restarted Maya and the blocking seems to work. So this is just a very basic block we're getting the blockings in. Okay? So basic block in there. Now what I can do is this pose here. If we select everything with, select everything. And I'll just go in here and just go into my graph editor. And I'll just flatten these two keys or Control F, or you can use this flat button here. Now. It's going back quite quickly. So I just want to add, let's see this here. To this oppose here. Let's key-frame this, move this out so that it's spaced out as four. So I'm just pulling out a breakdown in and I'm just having a look at the curves just to see how it's going. So let's check this out. So here we can see it's pretty smooth. Now what we're gonna do here, you can see because he's completely messed up, right? So you got from here. And then look what's happening. So what you wanna do, basically, delete that motion. First. Select. So we'll just select these feet. Just copied this fee on frame 16 to 20. So it's all still. And that's messed up as volume. That's happening. Select that, sorry, 16.20 key that maybe I've got a translation somewhere else. I don't know about. Yes. Sea level. To delete all that. Sometimes you get it on the other controls and you don't want that. Okay, So he comes there. Basically this is just like a lover comes in, like another breakdown. So as he comes up with just trying to smooth the way it comes back, obviously, you can straighten this. Move it to us in balance. Okay? Don't know what happened there. Plus key the first frame and last, and bring this back. Okay, so kind of like day, right? Let's take that 24 frame, copy it at 20 is planted. Yeah. Okay, so we've got a bit more smoother transition coming back and then we can start playing around with the breakdowns more in the next section. So that's all it is you've got. So if I select everything here, again, just make sure it's blocked. Now, just make sure our key everything could each frame. Yeah, So the first 24, right? Let's put it at 24. So that is basically, we're gonna be working with this as a base, but that's what we're doing. And then we can play with the timing where instantly gets hit, then it goes back, then you conduct. But as you can see, we've got the main things and it comes back, there's a weight shift, which is what we want, right? Want to make sure everything is going the mechanics of the right way. Then he lands, takes the weight. That way. That might be a bit extreme. You can always bring that back. And then going back. And then obviously here is still going that way. And then we learned and then we can add all the cushions. So that's the blocking done. And then we'll move on to the splenic breakdowns in this planning. Okay, I'll see you next video. 4. First Pass Splining Take Hit Part 1: Okay, We've got blocking here. I just noticed there's a bit of a quick change here. So let's try to sort this out quite a bit there. What we'll do in these type of situations. What I do is I just kept the graph editor here. And I'll just look at the poses. Are alright, this pose, there's a massive change right? Between this seems all good there. And then there's a big change there, right? Then it goes back. So the first thing I'll do is I'll get the hips and I'll just check out the motion trail here. Just to see how far the hips are going, which we did in the last right. So then what I'll do is around this area here, from here to here, I'll just flatten that spline wherever you want to do. I just want to see why even be the next one. I just want to see the load. Actually what I'll do, I'll select everything. In fact, limit is let me just delete delete that motion clear. Let me go up in here and delete that. Let me select everything. I'm going to explain everything in-between the four keys here just to see how that works. Yeah, even the spline that alright. It because there's a big change there from disposed to dispose as big. So we want to find the in-between in air. So then we'll go to the in-between. I think that's fine. Because it's still a nice curve. What we'll do. Yeah, I don't seem to be checkout the checkout, the foot comes there. Then we can kind of create. Yeah, that seems a bit. Cleaver, move this back a bit. So there's a bit more of a curve. We're going to do this in polishing, been just kind of doing a bit of polish. Well, just tiny, get the curves. The curves a bit better. Okay? Alright, so we're just, we're just fine tuning a little bit there. So we've got a nice curve coming like that. But I'm thinking the hips. We could move this back a bit. Yeah. Yeah. Okay, That's fine. Now what we'll do, we'll just delete these motion trails. Okay, now, in this video, we're just going to supply and everything. It's going to look weird, but don't worry, man, we're going to fix it. I'm going to select everything and go to alt F, which is basically flat, flat and everything. And then I'm gonna go in-between, leave the n frames, leave the n keys up, and then it's going to display for all tests as my shortcut. Alright, and now you're going to see some flow, you don't worry. Flowchart at now, we're just going to go in and start cleaning up. Let me put this frame t. Let's put a few friends to play with. Mood. The end frame back to Dewey. So there's a bit of frames we can play with. Okay, so let's go ahead and we're going to check out the curves. As you can see, we've already done the curves. On the top side. We've got the center of gravity working how we want it go all the way, shifts in the right area and I just normally go for each axes and just have a look. Okay, how is this? These curves look cool. They look alright to straighten these a bit, have to worry too much. You might even want to delete some of these as well. No, you can just play with the spacing like this. But we can do that later too. Alright, so this one right, is where the character is going back. Okay? So now what we can do it and we can delete these. You can delete some of these in-betweens. Let's see. Yeah. That seems a bit better, isn't it? We're getting the center working first. And then I'll just start. We're just playing at the moment. That's all we're doing. So let's check out his foot. Okay. You see how this happens when the supply and you see all that sliding that's happening because of this. You see this overshoot here. This bit that normally happens when your spine. So all you do is you flatten that. Right? And it's still moving, which is fine. There's some other overshoots. And then there's rotation to check the other control just to make sure we haven't accidentally rotated. Because sometimes you can select those there. You can see flat, Let's just go along and flatten these. There's a rotation there which we can see. What we can do here now is this rotation. Is this representing this. So we can do is number seven, copy that to number 11 and flatten that. And you see it still see it's not moving. We've gotta be careful because we don't want we don't want it to break right? Then. You're going to be, alright, that's rotating. We need this. As it's moving back, we need to rotate this. So we'll come back here. We know like as it comes up, the foot rotate. So we'll just bring these down to here. What is this? The best way to do this is 14.5 there. Just select everything and make that 50 list. Everything's working out. Working out 15. So it's all the same. Okay. Okay. That doesn't work because look, that's not, that's not logical. So what we'll do 78, we just put this up 78.8, so it's fixed. We're just kinda have to as it's coming down. As it comes down there, then we'll rotate left, rotate this, or don't want it there. We go to rotate here and move it forward. And then we have mean you have to sort out all of this. So basically here we need to rotate me to zero, this all out. Zero and inflaton flattened these. This is where if you look here, it's all a mess. So what we'll do, let's check out our translation first on this. Let's get the motion trail on this, because this is all over the place. So we'll go ahead. Let's say the trajectories out for this. There's rotations, know, there's translations on this. This should be zero. We come back here, this is zero. What we'll do, we'll get rid of all the animation on this controlled and how that can, that can affect it too. Okay. So there you see it comes in, then it goes out. So we need this in the air. The trajectory seems alright. But the rotations are not right. If we look at the rotation there in why we need to move this down here, 13.8. So let's just copy that floating 0.8. Okay? Okay. Okay, so what we'll do, we're just going to sort this out. Then we can just play with the timing of it there. Or we can do here is have the character more. Yeah, we need the character more. That's fine. To have it more the other way. We need it. 5. Second Pass Splining Take Hit Part 2: More this way, because of the weight distribution. Didn't look balanced there. This coming up, wait there. Which is fine. The knee is following there. Put the new foreword, their hair right here. This is fine. This in the air. I think they can come out a bit because you've got Danny can have more space in the leg. You can see, which is important. Then you see that going in. So we can so we need to have that Florida did have that back a bit. Abby out a bit as well because we want we want that bit of a gap. And balance. It comes back following that path and this path, then this landing, then lands is falling apart. We kind of getting that puff. Save that. And of course at the end you can see all this moving. So the rotation, That's all rotations, if we look here from here to here, rotation, rotation is why to go to, why Look, all of that. All we need to do is I'm going to get here. So when it lands, we basically need to copy this pose and pose to this pose comes this snap. And then maybe we could even use it a bit with this, have this come up. And then there's movement there, right? That's in the translation. So if you look here when we flatten this, yeah, then when he calls his movement coming up and down, so that's gonna be that. So just to go over and check all of these is going to flatten these all out. Even though rotations, just to make sure here, see, now that will be solid, see the plant solid. And there's a bit of a that is this. If you look here, you can lift this up a bit. We can even make it closer so that there's not much anyone. Yeah. And then the rest, we can swap two if you look at the torso and now that the code is working fine, we've got the rotations. So here's the rotations. They're all messed up here. But look at this, this is all messed up. So what will do? You can just delete these in-betweens. Like this. We're just trying to get rid of any redundant keys to get some clean rotation. Let's check the other rotations out here. You see, look at all this. That's what the jerkiness is coming from. So we'll come then. He gets hit. Yeah, we can delete this. And as he comes down, we can delete this key. Comes up. We can smooth this out. We can even delete these keys. Now if we look starting to smooth out a bit. But then we have also have this. If you look at this down here, we can smooth this out a bit. Smoother transition. Then we go, we can start playing around with the torso. Start cleaning this up. Can we just start breaking these tangents, playing around? Bring this down. Okay, the hips are still a bit wobbly. So we can just play around with these keys, delete this middle key. Rotations here as well. We can get rid of these. This middle one. Yes, So the hips are starting to work a bit better now. We can start adding the cushioning and all that. Like he's coming back here. Let's go back. Let's go, let's go straight ahead. Let's go back. Let's follow this sort of the hips. That's fine. Yeah, this hip is up in the air. That's fine. Makes sense. Okay. You can just move these out, spline this benign that, that should be fine. Yeah, you're getting more of a smooth. What we'll do now, we'll work up the torso. So we've got that working. I'll just save this, save your work, your work guys. Alright, so now you can see, okay, that's the initial reactions, so we need that. And then here, this can all, we can get rid of all this because this is what's jerking it. We can get rid of this and this. So we've got a smooth one there. Same thing with this. Bring this up, then this down. We'll bring this down. We'll bring this up because we get some clean rotations in there. To essentially delete these will leave the start because that's the yeah, that's fine. That works fine. Then we go up the second one, check out this torso, bring this up. Some cleaner rotations in there. That middle one. Just go through the axes. Clean these up. These rotations that this jerking things around a bit, just to clean these up there. And now you're starting to feel a bit more cleaner. Everything stopping at the same time, we can sort that out. Okay, So we've got that controller. Is that one? Yeah. Then there's this one. Yeah. This is the main chest. Again, we'll leave the start how it is. These notations, right? Work your way down the axis, things like this. You see, this is what's causing the not making the animations as transitions into these bits here is cleaning up the rotations. Then you've got the head. Again, initial, delete that initial pop in your head to declare that rotations we were doing cleaning up the rotation right? Now, the reason why you see at the end is going, is going back. Because of the hips. If you look at the Y and the hips, the overshoot there. Over here you see this overshoot. Overshoot here is what's making it go out to what you can do. You can ease in to the last pose like that. Instead of the overshoot goes in like that, the whole body kind of gets the arms. What we're going to do with the arms is we will delete them. We want to supplant them, will delete them. I will work straight ahead in them. But overall, you're, you're you're getting that you're getting that clean this happening, why? And the weight shifts. So it's feeling good, feeling there. And then we'll start at the head and everything in the next video one by one. But overall you're getting that nice smooth hips is in back into the auto position. And then we'll lay the arms a day. We'll just go, you know, so he's a bit off balance and then he comes back, then his arms settled. Alright, that's, that will be in the next video. So stay tuned to that as COX video guys. 6. First Pass Polishing Take Hit Part 1: A quick video to stop. The full video is later, but I'll be recorded this first half of the tutorial and there was music in the background. So I'm sorry for that. But basically what I'm doing here with the arms is there's a full version of this after this, which works on the right arm. And it's the same principle. Just adding a drag and coming back using the fingers to kind of add a kind of a wave effect. So it looks all organic. What I mean by that is, I'll show you I'll show you what I mean. If I can find a clip, you can see how the hand kind of comes back. That's what I'm doing. And I'm doing that by creating these, I'm trying to create this nice flow. And especially the drug principle that I'm using, which we'll see in the next video. But basically if I just this is one that's working on it at the moment, we've got to get your proper example from the top. So I'm just creating these curves basically. So I'm going like that, alright, to the finger because I'm seeing that it's all connected. Thing, that everything. Then I've got this pose, which I'm going right from the finger, the line of action going all the way down, right? And I'm trying to create a nice flow is low like that. Then the next pose is more where the arm is both. But that does this. And then obviously the last pose, I can put more of an angle. Last pose, you got that line of action going down. Then at the end is going down and then up. So that's what I'm trying to get, the overall gist, but you will see on the right arm of this clip, but the audio was in the backgrounds are really messed up. The animation then I apologize for that. But check out the rest of the video and just apply the same principle to the left arm. You'll be granted. Guys, check out the next clip. Alma, coming back. Okay, so when it comes back again, okay, let's do all these frames in-between. Oops, wrong one, this one. Okay, so we delete. And then what we'll do, we will drag. So we'll drag this arm back so we can break this as well. See, we're breaking this. Comes okay. Let's have it still showing there. Yeah, that's fine. And then it drags. Will move this a couple of friends or one frame drugs, still dragging, still dragging back. Even here, you can have it. Then it kinda goes forward. A bit of a cushion. Cushion there. So we can see here from these cushion coming up and then it comes back down. Maybe A-frame earlier. Okay. Let's check out the two upper arm. The upper arm look like, I think what we can do if we delete head and the head, Let's go free friends before the ad. Middle click that bring it back to 23. Okay, maybe we can have an overshoot. Let's see. Let's move this up slightly. Maybe slightly is break these. Okay, Now let's check it out. The risk now. Alright. So the risk comes back. Comes back. We're still breaking this wrist, so it's still dragging as it's coming back. But let's have a look at the silhouette here. We can see the fingers still coming back. Okay. Do have it coming back. Now. This we can delete this. Okay, so it comes back. We could do is go to Los few frames. Middle click, bring it back to 26. So it's hitting that pose quicker. Let's delete this. Okay, so we've got this cloud going on. Let's continue to drag back. Maybe have it come up a bit. Back. Whipping, right? So it's easing and we've got some reversals happening there, right? As you can see in the arms. We're trying to connect them both. So they're like flowing. That's what we're trying to get. It's easing and what we can do is easing in. If you look at the upper book, Let's go. If you look at the upper leg, upper arm, sorry. I can get my words out that the upper arm is coming back and it's still there. So what we can do is maybe bring it back, bring it like this. And then it creates that little cushion you see. So it's kinda more organic overshoot. And then let's settle. Quite a common way of bringing the and then you get that little bit of a width, kinda width. And then when you land, you can see the plant and really that is hips comes back right? Then what we'll do, we've got the arms all work in populous, checkout, the checkout, the head. Right? So let's take the controllable. Okay, So the head, we look at the side of you coming into lists. We can really exaggerate this and bring it down because he's, he's been hit. So he's taken that force. That contrasts from there today. That change from day to day will be noticeable because it's a popular kind of yeah. So you can feel the you can feel the impact. So little things like that will make a huge difference. So it hits, right? He's all over the place. There is a little bit out of control, but off-balance. But then as it comes back, we could even rotate him backward like this. Three hits. And even here, he could still be looking back trying to find placement, is looking back, looking down on the floor, trying to see if this foot can land. And then even here we can just click this to 15, delete this frame, then bring this, go to 13, middle, click that to 12. So it's kind of just holding that post. If you have a look now, okay. And here you can do just rotate the head a bit more this way. And then we'll delete this one, delete this one to need those inside of it. Successfully this. Okay, so maybe that might die works better because it's still going back. But as is looking, as he's looking, he's coming back and we could it's coming back to this. This is a bit off balance, but we'll do that in a bit. Now he can kind of start looking up because it's kind of regaining a bit of the balance, right? As he comes up. Then you can have their head kind of drag. So it's kind of like arise with gaining is balanced. Here. We can just delay this a bit more. Then it comes down a little bit more. Land, and then the head comes down, which is fine. Or we could move this actually will move that back. Move this one. Snap this to the nearest. Okay, and maybe the head down is a bit too much, so we'll just have it up a little. So you can see in here, can bring that down a little bit. You know what, we drag. We can even rotate the head up a bit. So you can create that kind of stretch, but not too much. Again, you feel it will just brush up some of the banks issues, but we want him to be a bit of balance here in there. Okay, so we've got that working. Alright guys, so we've got the main mechanics, everything working with. We'll do another Polish paths. We will work on the hands, fingers here, sorry, the fingers in here, and on the bit on the balance. But apart from that, it's getting there. And that's basically the polishing phase. But I'm going to work on the feet a little bit more on the knees, the new controls, that will be the next pass. Second parcel policy. Right guys. I'll see you next video. 7. Second Pass Polishing Take Hit Part 2: Guys, so this is part two. This would be just little cleanups we're gonna do. So let's go in straight here. First thing I noticed was you look at this foot, moves, their moods, but then look at overshoots, right? So let's check that out. That's basically the overshoot is this. This is flattened. And now it should just stay still. There's a bit of movement there in the white yeah, another overshoot. So just flatten that, you know, what does this overshoot here? So let's flatten that. Is one into y as well. Yeah. Yeah. And so we want that foot to be solid. So we're just kinda, this all happens when he's blind. You just want to flatten this out. More solid desi we'll look now. It's solid. But I recommend you just put this up, break it up and it makes it more natural. I have this coming up as well. And then we learned maybe quicker. Then what we'll do, we'll do another pass checkout. The knee, how the knees? Just going frame by frame. We just told you align the knee with the toe to double-check because otherwise it looks broken. The following following the knee. Yeah. Okay. And then we'll get the other other one tip that out. That's cool. There. Then it comes forward following the knee, just polishing it. And then what What else we'll do is we'll go straight ahead. So this is the here what is this? This is the front part of the head, the back. And that's what we'll do. A quick way. We can just do this all straight ahead. So we slept border controls, delete everything in-between. Keep the first and last one. Now. We're going to do is rotate. So we'll have it go back first. And then it goes back. And then it goes in fluid down down. And then we'll have it go back. And what we're doing with ecologists, maintain the shape. We want to make sure that the hair follows the flow as well. That's what we're trying to do, is part of the body, right? So and then as it comes back, head comes forward, down, rotate. I'm going to delete this back, and then back up. And then it's going to settle. Let's check this out. Now another thing we can do here is select all those controls we had. If we select the second control. And then we just cycle that. We'll do. Set empty In-between one to make it go up by two. The next one, make that go for one. Whoops, 1234. So it's offset, a bit more of an offset. So what we can do now, we can go individually. We can go one-by-one and go right straight ahead. I want this to still go back. Then I wanted to sell. I don't mind that. Then comes down. You can go the other way. The weighting on this here is a bit off, but that's kind of the doubt what we'll do with the end. This feels better. Bit more movement on it. Okay, So this brings a bit more life to the character. Now the last thing we'll do is fingers. And what we'll do with fingers is we will this. We'll do the fingers is I normally get all the controls. Right. And then let's see, can we rotate? Yes, we can. Okay. What we'll do now, I'll leave the tuns out by just delete everything between and I just go straight ahead again. So I'll go here. I'll be like, alright, this hit how the thing is going to react that they're gonna be waving this way, right? And then as it comes back, naturally, it's going to wave this way. Then it's carrying on, carrying on its carillon back that way. Even up. As it comes here, we want to lock an overshoot. We want it to go this way, and then it settles. So if we look at this, see how this plays out. So you're getting that kind of drag you see with the fingers as well. Then what you do is then I just get the second set of controllers. And I would be like Offset one. And then the next set of controllers offset the in-between keys 12. Okay, now let's see how that looks. Because that will just break up. See that breaks up the fingers so they come at different times. Then you can just turn that down, whatever however you want. And then what I'll do, I'll just go back to the DC-3 and I'll be like, alright, delete everything in between. Same thing again, straight ahead so you come in back. What's happening with the thumb? Let's drag the firm. What's happening with a farm here? We want it to drag back, then come out and then settle. Even have that. Same thing with this. What you do is grab that key. Again, move the in-between keys by one. And the next control or below moved up by 212. Okay, let's have a look. There. You see a little bit there. What I would do, I would change this pose too. Like actually I would change this second pose. And then have this open parallel and then just copy that last frame to the start. So it's both the same flow in a bit better. And then you can scale that as much as you want. And it's exactly the same thing for the other side. So again, I'll get older controls, middle three, everything in between. And then look at the top view. And we want that drag, drag effect. Here. We see it right? And then as it comes back, overshoot. You can overshoot and then settle back. So let's have a look at that. Then we can start with the eye field. Yeah, you see you could see that happening. We have the quicker we can move that back. That is a whip DAY C. Then if you want, you can also, if you think that looks good, You can keep it or we can offshoot. So we can offset so real. So if we go to the second row of fingers, same thing again, you're going to graph that I just move it by one. Then we're going to get a final finding road. Again, move it by 212 and that will create an offset. So all the fingers don't come at once. Which I think works really well and it will just save that. And then the lastly, we're just checking out controller, the controller delete everything. And then same thing here. We're looking at this controller. We want it to drag right? Because it's dragging the drug principle that as this keeps dragon as it comes here, is catching up the other way. So it's going back. And then we could even grab it off. And then it's going to settle. There's something here. Didn't really flow, did something I think is this. So let's go back. Let's check these keys are enough to go back and delete keys as well because then I might even be the wrist or something. Yeah. That's cool. And then when you get the thumb, just offset the thumb like we did. The same thing. One. Offset that one too. And then that should. And that's how you do a take it. Polished. If you want. You can go to your motion trail here, viewport, this hardware and rendering and go down to add some motion blur enabled that. Check it out. See how it looks. Could even do a bit more. Doesn't seem to be working. The ambient inclusion on. Anyway. That's how you do it. Take care, See how it looks in all angles. Main things is the weight shifts. Shifts of violence against or I guess I'll see you in the next video. 8. Conclusion: Okay, my friends, so that is the class. In conclusion, what would I like to say? Well, there's a few points. Always remember your reference when you're doing something. A little bit reference, even if you have to get up and act. Field await. Do that because it's always good to have something to go from. Relatives. Do it from your head if you don't it for years and years is different because it built up that library in your head, right? Same with artists to draw this study everything. They've got a whole library in their head us, when you get a bit more experience, when you, But even the most experienced animators, they all use reference in some stage or another. So use reference, break it down. Study the poses, study the key policies. What are the key poses? Then you put the breakdown poses and make the key poses, make the animation from going from one pose to another. Then you can start polishing, which is blind it. Then we polished it. Then we added the finger animation, the hair animation, all these little animations that add that little bit extra when it comes to polishing stage, guys. So I hope you enjoyed that. I'll be in the discussions below. Go over it again, again, just practice, go through the whole animation series and just practice, practice. And remember those tangents, match them up. Yeah, I know I can remind number is very important because you will. So a classic mistake where we do, When I first started, when you do a cycle, it just glitches. Glitches task because the tangents are matching with the poses aren't same on both sides. Guys, I'll see you in the next few classes that we put in. I'm going to go back to foundations, breaking that down. And I'll print a whole series of classes and animation fundamentals and very small bite-sized chunks so we can soak stuff in important stuff in straight away. Or I'll go to the meantime, happy animating, have fun and stay healthy. 9. Maya Animation Mastery: Hi, everyone. Congratulations. This is just something after the conclusion that I just wanted to put into all my courses. If you're really serious about leveling up your animations, I have a brand new course that you can enroll in. It's called Maya Animation Master. This course, I've redone it with four K Good Audio, came out in January 2024. And this course is designed in a way how I would have liked to be taught animation when I started. So It basically gets rid of all the pain pain pressure points that I had when I started animation. So I want to get rid of those frustrations and give you a direct line to what that aha moment was for me when my mentor Steve Gagnon Kati taught me about animation. Something just clicked, and I teach that in the course. So if you're interested in enrolling, you can go to the about me page where I'll have a link there called My Animation Mastery, and you can go through the webinar. Then the course breakdown. You can check that out. And then if you decide, you can enroll, if not, that's fine. There's a private Facebook group. There's a link in there about me for that as well. You can join that where we get feedback, and there's a nice community there. And also, when you enroll, there's a private Myers Mya animation Mastery inner circle group where it's just exclusive for students where we give feedback. So, have a look at that webinar and let me know your thoughts as well. If not, you can join the Facebook group to the private group. Obviously, the inner Coco group is for people who have enrolled, students who have enrolled, but check it out, and it's just for leveling up, and really, it's got all the theory and practical, heavy on the practical stuff, video game stuff. If you want to learn about how to get a shot from reference to blocking to splinding, to polished, show real level. It goes through all of that. And also, I talk a lot about networking and how to get jobs and context that I have within the industry that I can ph your work out there so at least it's in the right hands and people can see and at least consider you for applications. F of my students who have already got jobs in the industry going through the course, so have a look at it. And yeah, let me know your thoughts. So enjoy your animation journey, stay healthy, and I'll see you around. I'll be around on the Internet on YouTube and a giving tutorials as usual. I'll see you later.