 Alrighty, so I just open up your scene and usually I put things like that got perspective modes. I can see what's happening That's the camera view. Let's see. Yep And then anything in terms of keys and then the outline on the left. I do a lot of outliner work It's kind of a revenue from work From back in the day. All right. So interesting. So you have Okay, okay, so that's what you said you're switching over so generally I would take this and Put it on the route so that the route is doing all the work. Oh wait, and you also switched Okay, okay, okay, so There are a couple things there will be a couple Ways to change this potentially. So if you select this and I'm gonna have to bring this down a bit so I can see things here and I'm gonna do show motion trail and Then under visualize create edible motion trail You can see okay, okay, so that's a tricky thing because at that point It's not really the route moving. You only have one key here Okay, okay, it's a tricky thing. So I'm gonna show you a couple rough Ideas of how to fix this and then a more detailed what I would personally do So if you see this again the motion trail is not really gonna help so you have to kind of eyeball it, but you can see How things are a bit wonky in terms of spacing like here it would have to be like you're basically here and Then you're gonna go a bit lower a bit lower Then you can see how it will suddenly shoot up Now we're probably the lead that key here Okay, so we are here and What is that though? Oh, do you still have what is going on here? Not sure why the motion trail shows us this hiccupy thing. Is it a spline issue? It is not so it must be the combination of what you have with the other Controller is there. It's okay. Well, generally Let me just try something else. I'm destroying this just to kind of see What happens when I put this on top of that? Okay, it's a kind of smooth it out. Okay So basically it would be this where you with the tool whatever you want to have here You would have to map out that arc of how you want to jump. So this could be Create poly sphere now. It's not like you always have a perfect arc in terms of how things move so you can take this you know me like when I Mean you could potentially even do something like that Just to kind of match where you are at the beginning to the end. This is obviously not the best way But it's a way Where is your roots? Did I just turn this off? No selection highlighting is still there interesting Not sure what suddenly change in my my view, but you can technically then go not quite there So if you're jumping and that's your jumping off points and then you want to lend there I'm gonna match it to To these two frames How about this? Okay, and then you would jump and you would match That outline here and you're here Here, you know roughly here Here you can go back and then maybe set a key around here and as you drop your around here That's another key. You might land here And then you have that as compression which is nice And then you go up and then you might just be a bit more for the forward to here Going back not so much Then you kind of here Here I'm gonna take all this and I hit tendons spline which Basically, it's what I just did. I took this right-click, but it's underneath the the error there so This is like spacing wise not the best because you still have the 1 2 3 and then that popped there Was that's because of this controller that starts to move But the arc is better. I mean there's some wonky stuff there again because it is Not the best idea to track your stuff there, but you can see how like your up and down is is not You know like this technically Should be your up and down If you had an arc just on the root Your your why translate in the graphic. It's basically showing you this ish It's a more hang time. I mean it would be a bit more a bit more like that Now that doesn't work again because you have extra animation on this main controller there So that's gonna mess everything up Technically that is more of what that jumping arc Would look like we're gonna change this again. I mean like a dome like this So clearly that doesn't work. That would be the first step and If you hadn't animated anything on this now if you want to just fix what you have then it's what I just did with this fear If that is an arc that you want It's basically just a visual Helper guide in terms of how this character should follow that arc You can also do if I show CVs you can create Curve tool You can see the curve tool and you can say well I want to jump from here to here to here to here to here and land here and Now that is your your curve and Then if you do edit control vertex You can always kind of adjust this. This is my fall off. So if I go here and I Go down here. It's the Soft selection. That's the soft select. See how this is color and I take this off And it's absolute meaning like if I just move that point. It's only moving that point and if I add a Fall off you can see that it starts to influence outside Points you so the wherever that color falls off if it's blue then it's not going to be influenced That makes sense. So you can you know technically you can bring this down. You can see how it's somewhat changes sometimes nice for from modeling But you mean like that would be If you want to draw a curve like this And say I'm gonna jump up and I'm gonna jump this high and that's that's now my curve Okay, well that could be your help a curve So if I select this and I go back down and this is where it would start and this is where it would end That would be one way. You can see it's not perfect But again, it's just there as a as a guide and then you go and you select wherever keys You had again, I'm not super worried about the spacing just because it's off anyway because of that main controller But you can see now You know like this would be right and so on so now as you do this again This is just because of the multiple keys All of this will be will be fixed afterwards But technically this is another way to track things if you don't want to manually Use a dry erase marker and draw on your screen to then you know do your proper curving and so on and so on That would be that Now that this is here, I mean the leads Sometimes the motion trail can slow down things this is what Again, it's all wonky was what I added but the It's pretend you're keeping this and you have a mix between the roots and This and everything is beautifully spaced out. I Believe so your issue was with the feet. Where is the switch? Okay? Are we Okay, you are switching already here. Why not? I mean you can switch at that point So it seems like is this the controller of the feet, okay? Seem to be on the same control. Let me just pick one Okay Sure, right at this one So let me see you have the foot length technically on that land which would be nicely on the ground here All right, so that's kind of say a little bit of intersection. That's where it lands. Okay, so at that point Nothing else should be happy. So I'm gonna key everything here and Delete everything after that technically The foot should be moving. Okay, so you have The foot still moving. So this is not an IK issue That must be because your main controller here still has keys There you go. Okay. So the moment you land bam on that impact set a key on that frame Delete everything else There you go now You can see that nothing is moving in terms of this foot here, right? It lands And nothing else is moving. So that sliding was because you had animation on this That is the issue. Now technically This is gonna kill everything. I don't know how much damage I'm gonna Make here. It's gonna be brutal. But if I take this and I just take all of this out Okay, so you have Okay, so that's Actually, let me try something I'm gonna open the scene again and Do the same thing That I just did because it looked like it was not that bad As in you had a good up and down so you take this I'm gonna Take this out all of this I Want to do everything through the roots and IK legs. Okay. No, so it wasn't Okay, well, but that's okay So what we're gonna do again, you can do this just with the helper object the curve just with you know from Way of just using your eyeballs. So if it goes And then jumps up, let's say we jump over here, it's gonna be very rough But basically what I'm gonna do is it's gonna jump up and it's gonna run That's probably gonna be well. Hold on. We can do this here. You jump and you had this as your land Let's say we're landing around here And then you can see what those translators are doing. So I move this NZ all the way Move there and that's where we started. Okay, this is going to be absolutely insane Okay, but just bear with me and you're gonna go That's your highest point So let's say we take This key here, okay It's blind a bunch Just to get in there and then you're up and let's say that's your highest point there and then You'll land here. That is the wrong key, but that's okay. Actually keep this one. So they want some hang time Okay Guys, it's a bit harsh obviously on that drop there keep this make this a bit more Even in timing. How about a bit more hanger longer hang time? But it's this guy, right? So you shoot What if I delete this and go Okay, why not All right something like that Could be with sharp on the jump, but again, this is just I'm sort of make this fast so that I can show you what I mean so then the feet Do you have a football? What is the football knee lock for tilt? That's not for tilt That's the one interesting. Okay. So to me it would be here and then at that point Bring him back down. Oh, we have all kinds of stuff here Okay, I see and they already go up So then your feet interesting. Okay, so yeah, I will keep them here So as the feet will Go up here Character will land. All right, so you want them to be You know so much. Oh, hold on What did I do? Did I not switch all of them? I did I did Interesting interesting. Okay. Well, I'm gonna try it again So we are landing here. Oh Is it doing that thing? It does that sometimes does Hmm, okay Well, then I am going to move one doesn't really matter You can do one by one. So we're here and Then the other one is here and that we even have a slight offset and Then we want all the keys in the middle To be gone Right. So as we're starting to jump off from let's say from here Keep this one as well Delete this keep this on Actually like that Okay, it could be nice to have a bit of a Sly interesting. Okay, that's because of your heights. That's fine, too And before I actually do anything like that crazy town here. I am going to see These guys, okay So as you jump you can see that flipping. So you don't want this to be an animal You want these to be? Whoa? That was interesting to be out there. So as you jump they can be leading I think it's gonna make a huge difference. Actually, they're not even leading Far enough. Look at that. That's an interesting thing. So I'm just gonna drag this manually Doesn't really matter. Okay. So now as you jump knees are fine And then you will have to adjust these manually in terms of We're jumping. We're here And that's on the high point. It might be like this Take this out Again, I'm just concerned about journal posing so that You understand What is going on and what I'm doing. So we don't want there. Maybe I don't know. It's deleted here. At what point? Okay, so we don't want to land with Bent legs. Actually good that I'm seeing this here. You can go back and take two frames So you can see this definitely land like this and then you can decide if you want to land like that If you want to land with your toes down So you can have something where it's like this And then maybe we are here For Something this again for that And then land now. I don't really want a slide. So that's a linear Or a splina key. There you go a remnant there to lead all of this So as it jumped You have this now. So you have the jump and the legs are following Again, you can decide how long you want them to be overstretched like this. Obviously it shouldn't be overstretched But just generally I mean it could be like this looks like you still have Foot rolls on there. So like the moment you're off I take this right like all of these Bam and you get off the ground Then it would all be at zero. So you can see here. This is at zero This all makes more sense and then as you would continue And play with this you will start to add some more offsets And then as you are up here like one can start to lead To some degree and get there or maybe Have a slight like that Take the other one and the other one might Be slightly delayed even more And you can play in terms of silhouettes where we are at Bam and land like this for instance But again in your case you played it all symmetrically with Both legs doing the same But that is kind of to me the cleaner approach of doing the jump Instead of having that switch between ike fk or using your your main controller here To move stuff around I can see this if it's a long or thing or You're flying around and then you land and you have to transition into this I I get that that could be one way But given that it's only a couple frames of you traveling And to me it seems it would just make a bit more sense to do this In an ike way And just with the route again, you have to Find tune things so we're not going crazy with you know all the over stretching and so on Now the other thing I want to take a look at is that when you're jumping you're going Well, there were a couple things if that's your head one thing that I mentioned was that Wait layers. No, okay that the character would be looking up So you might start there and I wouldn't even go that low In terms of what the character is doing it's kind of like I want to look at where I'm going and then Splining this and then you might go And now You go up like this And even here I'll go a bit higher while I want to change the route So that's going to change as well But technically in what you have now, I would wait a bit and then as this happens you can do this but then Do you have keys here? You probably have keys on all of these some degree have a bit more of a C curve there And then you can always come up. It's a little bit much though Into that again. This is all rough. But as a general idea what I would do is I would probably not go That is keep it a bit more in terms of where it wants to go. So if you have an arc like this And let me change color If it lets me That tool is freaking out. There you go. Um, so that's your arc your body will be Going along that arc and not point it up this way while going out this way that might just be a bit wonky there So to me it seems like let's reduce this And I'm gonna set this as a key here delete just that Again, it's all rough. But as an idea. I think that's pretty cool That it compresses there and then now you're countering and going back. That's cool But then the thing is that as you lands It's not too bad though. You might even go a bit further back And delete this Spline all of this So that even when you do this, I would probably wait a little bit and even then You're gonna have a bit of a delayed compression As you go up and even then Feels just a bit strong and then we're talking about in the critique is that you were going up a bit too too quickly Go there and in there It still has a very harsh stoppage here so it's kind of like That I mean at that point I would probably go here And I mean you might even go backwards a bit and then forward but Straighten this out. Maybe it's a bit more like that Okay, now that you have this all Moved out and you can see how this like a nicer arc And it's not going too crazy in terms of How like where it's pointing you can feel how this section feels very soft Yeah So that's when you can go, you know what? I'm going to make this a bit stronger. So as it goes This could be much higher. So this is now where you can start experiment And just go a bit stronger and you might even have like a slight Break this like a slight break in the key so that there's a bit more of an impact of of like that explosion of Going up But even then it feels a bit better But it still feels Like it's just very even and it's this How this just goes very evenly up there. So let's pretend You're keeping this like that And then we're going a bit higher. It's going to be a flatter hang time And we can leave this. Let's see what this does And you look at this and go All right, that seems a bit better Now it seems a bit harsh And that's now your fine-tuning If it lets me Your fine-tuning type of thing Okay, so then you have a bit of a strong explosion there And then it's very flat and it's arc there. So you want to go then a bit higher That you can see that Maybe then I will keep this a bit higher and of course it starts to break Everything you do with the legs. So that is an actually good example there that will be the counter argument of what The an icky leg will do was the moment I start tweaking arcs like this and The timing of all that right Then you're going to have problems with feet it's the other one Being overextended, but you know what to me it's like you're going to do this Adjust this anyway for a little bit And then you can then go back And you're gonna have to readjust certain things Bam and do all of this and so on and so on And then you can start playing with some offset so it lands a bit differently And I don't want this to overextend So bring this back Copy key back That's where I want it to land and so on so That feels a bit better Then I want to go actually back in here And give this a bit of a Stronger kick. See how this is slightly Slightly to want to slightly curve this way versus Still more of a straighter curve. So what if I zero this out? And actually use the roots instead Alright, so you have the Keep it like this you're going Into this and even then I feel like we're going a bit too soon Into that curvature. What if I Do this more through the roots Okay, so you can see all the keys that I have here That are messing everything up. That's fine And I will probably go a bit more going a bit against of my arc A comment before but that's okay Then you can potentially play With a bit more compression Into this it's a bit wonky there the spacing you can see what's going on. It's a bit wonky there Again, I said I'm going to do this rough and of course now because I like animating Uh, it's you know I'm playing around a bit too much with things But It's a bit better. Where is that guy? I feel off balanced So now I still feel like this is a bit too Too soft so then you can again play around with How far you want to shoot this And how this feels and so as you can start tinkering a bit more With all of this the feeling of there you can hold This a bit longer and not have such a long travel. So when you go like this What if you already go like that and it's slightly offset? I mean off-balance, but that's okay because you're going to jump anyway So you can have a moment of shooting a bit forward it's kind of like And you can see you can start this sooner. So as you're here You have that so then I will go maybe ease into this a bit more. So it's more of a To that right And once you have this I mean this goes on and on I just can't let go of things but if you have That you want to make sure that your your body doesn't Shoot forward so quickly. So you would have a bit of a delay Then you go forward But then you don't want to have this post to post so when the root is kind of done Then is when your your spine Is finishing that move again spline this roughly here When you have that I don't want this to go back so soon Keep that off balance and then it shoots into this. I'm going to wait a bit into That type of shoot off there And then what's the head doing that? I'm not so happy with the head either. I can't stop animating Because I love it too much goes that And you can even potentially redrop and then go into this And then it does that so probably kind of wait a bit and then you go down And then you have that and even here on the drop potentially you can go back up and then That's when you have That compression there Into this and then we want to look up a bit sooner And that's fine. Whoops And I don't care about the details. It's just a bit of a Spline so you can see now you can see I can wear the head wobbles where I went too far Like that feels more like a yes So what if I keep this lower? And even that Feels a bit much so I'm going to wait a bit and actually not go that strongly something like that Still feels like a wobble there that To this feels a bit much. It's not that you just have too many keys, you know They're just going to get let me just delete that key and not not worry about all that stuff And as you go back you might not want to go so back. So you want the head to kind of counter that backwards move And go back up here Spline this I know my default is linear. I should just default everything to spline Something like that, of course, I can't let go because you don't want this to be pose to pose The root would stop and after that that's when the head Continue add some more keys for the spline bump And so on so you have a Like that, I like making sounds that kind of helps me again It's a bunch of stuff wrong still in terms of the fine-tuning of the legs and all that good stuff But it's it's to me a bit more successful than before Which one is this so right so you can say well, what if I shoot forward just a bit sooner? And I'm a bit. Whoa That hey friends Which one oh, see not this guy. Wow. All right, let's bring this guy up here delete spline So they have a bit of a a stronger Offset on the legs, which actually feels too strong now It feels like he really wants to go forward. It's a bit of an an over achiever also slightly Linear so actually You can see on that jump. I'm a bit too late in all this And then I'm a bit too fast And here probably just too strong Watch out for tangents You and that's a little bit of overlap and break and silhouette. I just can't like I was going to keep animating this All right, let's stop this is half an hour already. I hope this helps So this is my approach for something where the distance is short Again, if this would be flying around then I might consider the main controller wherever that one is here I might consider this And then switching to fk, but for a smaller jump I would do something a bit more like that And then follow the Let's keep the legs in ik land That's kind of that. I hope that makes sense I just want to keep fine-tuning this but I need to let go. I just love animating So one more thing even if you do something from the side, you can still have something like that where you start adding Side rotations into this so it's not so flat in default I know it seems silly from orthographic point of view, but it's just sometimes nice to not have them completely flat. Think about Offsets some delays there. It's probably shoots forward a bit too much into I'm just messing things up at that point Anyway, I gotta let go I just like animating what can I say I get in there and like Ah, that's everything. Let me do more. Let me do something with this. Where are the arms? Let me do more It just feels better than like the arc before And actually I'll go back to what I said before. Let's do this again here Visualize edible motion trail Motion trail Okay, so then you can see this and you can kind of see all right, you know what If I have this a bit more like this actually a bit more like that And see that sudden drop there so you can start editing a bit more like this And you can actually see what I missed there where the roots Supposed to have a bit more of a forward arc. It's going to be too much But you don't want this to just go flat in terms of landing That's strange though. What is this? So now I'm Yeah, why isn't that? What did I do here? It was a weird double bump Anything in here problematic? It is Actually delete this guy. Ah, keep this and go a bit more forward. So as a forward move No, it just seems a bit faster. All right, see I'm back in that trap Seems a bit better. See that that'll arc at the end But then of course you would have to finish it as well. So as you go back It just kind of rests Too far. I mean you can go boom. It goes up here. What if you set a key here? Then I go a bit down I hear my dog in the background snoring Now I forgot I was distracted by the dog. I don't know whether I set the key wise, but See here spline All right, a bit of wobble there as expected with that little Because then you get those extensions on the legs. I'm going to cheat this copy key and just do a bit of a bend stop but The arc feels better is pretty towards the end. All right, so it's always good to track Go back to motion trail that you can kind of see what's going on this field Ideally I wouldn't flatten here so quickly So you want to go and delete that and go into this I just can't stop Can't stop. So what if we are not going as strongly here Still might get a spline bump. Spline this though get into here And then we're just going to go a bit higher here It can be flat. There's always been the danger that you start going higher and higher and higher I understand that that's a problem, but I'm still going to keep it like this Take all of these spline. Oops. My dog is going crazy because my wife just came home There he is. My dog is going crazy Well, my dog says it's time to stop and that's what I'm going to do. So here's the end Obviously still stuff to do but hopefully helpful like I said before just let me know I'm going to save this I'll send you the Maya file and you can let me know If you have any questions. Okay dog I'm going to stop All right, there's an email you can sign up you can start whenever you want you can submit whatever you want You get 16 submissions either way a like and subscribe would be awesome. All right. Thank you