Right, so let's continue making the breakdowns for this part.
We've already made all the way through here.
Even though we can use maybe one between these two, that's going to come with the in-between process
right now.
I just want to finish these breakdowns, so I'm just going to need a few more.
You really have the movement, the general movement done and then go on with the embittering process,
which is going to be much faster and easier since the vast majority of the work has been done with the
breakdowns.
So we are here on this at this point.
Now we need what's important here is how we change the position of the hand from grabbing the the box
like this post to this post.
So these these two boxes of the hand are quite extreme, more so than the rest of the.
Of the body.
So I need to give it enough space for the hand to to turn.
I need to give it enough time, maybe it's not that complicated, so I'm just going to.
Take a few.
KeyFrames here makes six snuffle.
Something like this, and let's just turn the hand around, let's work first with our animation curve's.
See if we can come up with something that that works for us.
Want to start first?
OK, so now here am going to have a bit of a problem with the Gimbel's, which is basically this guy
rotating in an axis.
I don't want it to rotate.
Something like this just going to.
It.
Something like this works.
OK, making.
Just to make this.
OK, it's soon.
As long as it doesn't break when was planet?
I don't think it's going to be such a big deal, though, seen.
OK, doesn't look so bad.
Now.
The displacement here.
And I want the fingers to get a bit more strained and maybe get to have a big back here so it's not
more noticeable.
OK, so I'm going to take two fingers.
Seor.
And.
Also, these controllers here.
These ones here are going to make sure that.
They remain opposed to that, have won Seongnam Keyframe in the end and the beginning, which is here
now, I can just turn to zero my fingers.
OK.
Right now, I like how that looks.
Maybe lower a bit more, something like this, something like this, maybe.
Also going to rotate the box a bit and just let it slide a bit down.
Because he doesn't have that much control here of the bus, he's mainly pinned down to the wall by using
the other hand, and he's just he he's making pressure with just.
So something like this, I need to make sure and which is here the beginning of getting.
Is keyframes.
Someone just reported it a bit.
And lowering it will be just a bit.
Looks good.
Well, I'm going to also lord shoulder here this part.
Just because.
I want I wanted to make this movement of rearranging his head with the entire arm, nothing is going
to be just a hand rotating, just going to look weird.
So I'm going to give it a bit of support with the shoulder here.
Came
and I'm gonna make this one closer to the.
And the movement.
Dean.
Now, the risk by.
When it started to break them with the.
With the help, now that I have the hand in the position that I like, you can start working on the
rest of the
translation, which is the same Onex and Moleskine see to it changes a lot.
And why
I mean, translation rotation here, it's going to change a bit more.
Not an easy way.
I mean, now or see ITR.
Not from the hip, from the core.
Kim.
The kind of stays in place for the most part.
Can you really state in that same spot the whole time so it's going to add a key from here so it doesn't
mess with my prior invasion?
And now, with no help right now with the spying, also a key agreement and I think for the most part,
yeah, you don't in the world it's an ex.
So I'm going I just grab them all and have them all selected and rotate them at the same time.
So therefore, we see a bit of time and, you know, any money you can save some time doing this, it's
going.
Now the next.
Person neck the neck.
Yeah, it only changes on X two, so it's all right.
And the head the head does change more on.
Yeah, my oldest axis.
So we're like this.
Being.
Fuller of the head, so we have this movement here.
OK.
Maybe just lowering more to the shoulder and wanting to really be noticeable.
And just writing it a bit more here, rising it and moving it forward, so let's just just a bit here.
OK.
Just minutes from now, right now, the foot swell.
Translation, it does slide a bit forward.
Well, it doesn't rotate, just need to worry about the particular the mostly known as the but in this
case bit more just look broken.
And the other foot, it just moves just a little bit here on the heel, ball doesn't move, doesn't
translate.
Now what I'm going to make more noticeable these parts, something to lower, more the hand.
Therefore, can rotate and drop a bit more.
Dean, this box king.
So he needs to stay here for a moment.
Before he starts doing this motion, so I'm going to add a bit more time here.
Just so.
Just so I can I can make this these posts, this post more notable.
Got to that, I think I'm done with my.
Breakdowns.
Just just a couple frames, I don't want it to do that, I don't want him to freeze in this position
here, just.
Couple of frames now and initial breakdown.
One breakdown between these two.
I want him to start with the translation of the body and the box is going to drag a bit.
So.
Think.
This part here needs to be a bit more from here.
We have 10 frames, which I think it's a lot more than we can do this part of.
It's faster and slower.
This last part.
And therefore giving it more time to this police here.
So what I'm going to do so I'm going to grab all the controllers and the box.
Here and just.
Reduced by four.
So this policy here takes a bit more time.
He starts first to to rise to the box and then slow down a bit.
OK, so here now, we have just six.
Six.
Six frames with shavings enough.
OK.
It's just up my keys that this modern breakdancer, I think they're going to be just playing in vitrines
because we don't have much room here.
So I want him to start quite quick to rise and.
Starts to decelerate when he reaches the top part of the break, don't you think, here?
Maybe it was a bit too much.
Yeah, I think it was so.
And conduce just a couple more frames.
You know this part here.
OK, and maybe one more.
What I want to keep everything just past that I need.
Came the works.
Now, I really care about the box here.
So I know how it frames here, because I'm going to start slow, can I want the box to drag a bit?
Same here a bit more than last time, but still not one the big movement to come here.
Not going to use my kerbs.
We'll have much change here and X, but we do have it in Y.
So we have two kinds of movement here, we have a declaration from the core, it starts fast and then
a slow deceleration.
It starts fast and then slows and the box is going to have an inverse movement.
And the hands are just going to follow.
Again, the real change is going to be between these two crimes to keyframes here.
So spinn is going to follow.
It doesn't have much rotation and anything but
but X, which works for us.
It's slow here, then, big woman, big movement between these two,
which I'm going to look in the links to.
The moment they just need to finish with the spine.
OK.
Small rotation here and rotation on this port.
Now, everything that I'm doing here, you can do it with the controls, set up the curves, any of
them will work just fine.
But I personally think that I have way more control using just the animation curves.
And then then using the air, the controllers, because I can see exactly how much I am moving each
each channel from my controllers.
And I just think it's a chaotic using the.
Controls for breakdowns.
Which is why I'm teaching you this medicine.
I think it looks like it's more work than it actually is and maybe maybe it is.
But the results here are worth it.
Because you get to see a more exact,
more exact animation.
By working with controls with the curves.
Well.
Again, only has some rotation of ex.
Just a bit more just a bit here, large movement here at.
No gain.
And now the head
of.
And here is part.
So it's orientation here, which we do have more information on, then why it's going you going to use?
This now do or small rotation in our rotation here and here, and we're going to do the same for all
the other channels.
Sure.
So I played.
OK, so right, it's starting to look better.