 Alrighty, that is the file. I was able to open it. This is all good But looking at this it looks like you just want to do a cycle So the first thing if it's just a cycle, I think you're okay with a free-floating camera If not, and you want to do something that's a bit more specific You would definitely want to create a camera and then look look through that And see where we are here and you know depending what you want to do with 3 quarter Whatever it is and then leave that camera as it is and If it's not animated you might as well lock that camera and then you do everything else through the perspective Mode and I have all this off. I usually just go polys. You have a nerve surface as a ground plane That's fine. That would be that and then I would I would go I Don't like this again. I don't sure if that's your plan if not and you are just doing a side view again We can do Side this way and I would still do the same thing again. That's just my Workflow there you I don't want the joints so there's a resets. Those are not the terms again never mind so You have I'm looking at your question here creating the wrong spine shapes. It really all depends on what the action is again I'm I'm just gonna assume that that's what you want to do. You want to do a cycle of this so Posing wise you have to also look at what the energy is and what the character is doing Is it just going up and down and it's the characters kind of reacting to it or is it care to actively trying to job? Like you do where you have it here with with that almost like a push off into this in In terms of your spine, I think what at this point already what I would tweak is that when the character falls I Mean it might just be like this is in a way your impact But I would still have something. Let me just see if that's the roots. It is the roots To me this would be higher because the character is falling and it looks like you got some curves there, so And if the character is just kind of coming along for the ride, then it would be something like this and if you go On then that impact then it would be like this and then the head would drag and Boom then it can go down here. You can have more of a compression there And then you go back up and maybe it's just through the body like this and the head is dragging or You have a longer hold here and then the head stays But then goes up and then the whole body is leading The action so you're just a bit more like this and goes up and So on so That is all Depending on what you want to do with the shop and in terms of splining. I mean, you have to what did you do? I don't know what your setup is if this is you have layers. No layers. This is constraints Do something does this have curves. I'm not quite sure what your setup is That has stuff on it up and down Yes So is this driving this is driving the whole thing so Again, this all depends on the what the workflow is like for me I would take this and then spline it and then you have to look at okay What are the actions at the top? Especially if it's a cycle, so is it going to be when it's not gonna ease in it's going to accelerate and Hit this But then it can't continue Through the ground so you would have to break this and flatten that But it's it's also still going to shoot up. So then the question then is And you want it to be a little more like this? So is it gonna land and then you have that compression now and that compression comes Through what did you have is it this guy? So there's another one is that that's a compression. Okay, so then same thing Spline flat. I don't know like whatever your your process is. I would look at okay when it lands here It's not gonna ease into the next move. It's going to be a linear key And it's gonna go Again, I will probably break this Go like that And this will immediately continue and you can look at the spacing goes from here to here to here and Continues to go down for That's going to be more of a an ease and then you can have something where maybe it eases in more like this Yeah, all right, and then that could be Again, this would be broken And it would shoot up to go pee Maybe you can hold that a bit longer, so we're gonna set a key here So it just takes a bit longer to shoot up. So maybe it's more like this And then shoot goes up Then you have that Now if I just look at our guy here Let's just do nerves Let's just pretend this is gonna work And then you can always have Flat tangents here and right-click tangents flat here. What is this giving us here? There we go, so we have it's already not too shabby And I mean you can then play with the timing of This guy Which was this here, huh? Shooting up faster, so you have a Like this could be already higher and then it holds just a bit longer And even here on the drop it might go Bit longer here there we go and then So let's look at this here It's a bit of a harsh stop to me So I will probably A bit longer and give this a bit of a softer thing. So my workflow will be To me like the stick is driving everything. So I would animate the stick first And again you can have this Potentially go down faster and hold longer so your stick You know this might happen faster and then we have That maybe like this More like that Comes to a stop this would be fully flat to here That was a bit better, right And then go from there And then it's just gonna be a matter of is like I say it's the character Leading so maybe at this point it's almost More like that and I kind of was like that double bounce as it does here And then it's also a matter of looking at the spacing where I see the chin this here here here and then Kind of hits a wall. So you probably want to go maybe in this one could already be a Bit lower. Okay. I see what if we go even a bit more Spline this and then we have to look at this so maybe This is here and then it goes low And then maybe it's more like that and then it shoots up Spline this That could be something and then what is the spider? Is that the root? Yeah, so what if On the drop it's definitely gonna be Raising up here You bring the shoulders down and then So you look at the spacing right it starts to drop Drop bam, that's not enough because you have that gravity it will That conspite a spicing that spacing is going to continue or go even lower And then it's going to start to ease in and then you have bit of a whole dissipation and Then it will go up a bit faster and then And you can even go like that and then do a foot roll maybe But you have to look at in terms of the physics if this drops and it suddenly ends Because of the ground while the rest of the weight of the body is going to continue a bit faster So maybe That's just not enough and go for when you're gonna shoot up here. Yeah, I don't that feels better to me if again if this is your Your intentions of just a cycle so is it going to be something like that or is it totally out of control? And it's not this is it is it the opposite where what if the body is always like this? It's gonna mess the whole thing up here, but just to show You know the body is just always like that and then It's more of the the stick is driving everything and the body is just kind of reacting to it It's almost like it's just the secondary movement or the drag overlap Follow-through is on the human But it's actually the stick that does it I mean that that could that could be also a valid thing You can see that a bit of a Pause actually more so in a cycle you would just do cut one frame off So I could be that I don't know I hope that helps so to me I would take this and Use the stick and animate the stick first Because the characters parented to that and then you have to look at them what the characters doing and what the intention is Is it just kind of going along for the ride or is it character the driving motion and Leading the action with the head or however body part whatever body part you want to use and all that good stuff And on that compression you would have to use is that the foot thing? Yeah, so on that to me the foot would be up like this, right? We'll go far and then it would still be here and Then shoot up and then on this, you know, I mean it could be something where what if it's like that And it could be fun to maybe go for and then at the apex It's already I Don't know it's not gonna work, but I'm just gonna push it some giggles, right take this This could be something where now your character's feet are Are dragging and then they go all the way back down to this maybe at this point more like that for And then that would be lower compression Go really low here You know something like that, and then you could potentially have do we see the other foot? Is that him? Where is the other foot? There you go, so you could have one, but then you know, then it would be Somewhat offset and that could be fun to where it's just it's a bit more cartoony and the characters trying to figure things out Going up here. I don't know. I'm just guessing here into something else kind of whoa And then you would have something where what if It's just having more fun Let's go like this And then it's still here and then we of course want to fix the knee Question is what is the knee this guy? Okay? so at this point The knee would be here And then here and then back down That's a really big pop there, so of course I don't like that So we would have something maybe more like this And so on again, this is Very rough you would have to here go maybe into something more like this And we can even go out There are many many ways to do something like that and of course you got to take one frame off But that's that's to me. That's how would approach it Decide what is the driver? Is it the stick or is it the human and then go from there and see how the the human response to it and then You know for fun stuff I would copy that so that when when the the thing actually lands it would land somewhere else and Then I don't know if you want to Right, so we're here. We have your it's all in Z. So it would still be here And that's the kickoff here here. Okay, so we're still here Middle mouse track still here take these out What if it's like this So we'll go up Up, you know, and then you would have to have something where it's maybe out here back over there and Then it lands there for a Fring but I will copy it so that you have one landing here And when it goes forward and then drops back down on this on the second copy It would be here and then it goes up and then it would land back in the original place or you or you can just go slightly more Subtle where it's you know, it could be Where are we here? We're going here. So it goes a bit back And I had that in the previous demo where it was more like this It had some rotation in there and then maybe on this That's where you have a bit of a thing and then it goes up That's my dog in the background trying to Get in and then you could spline all this flatten all this and it gets See now you can see how if you just do it like that you can tell it's a cycle because he doesn't have the full The arc going back Get my tool here. Is it okay? So I go back here and I mean you can again you can do something that's a bit more subtle That does maybe something like this to me will be interesting to go back land here go up land back here and But so that you would have to you would have to copy your cycle and just extend it over over one cycle not just do that right and If you again, if you don't want to then it would have to be something It's a bit more subtle And if that character goes back here then Have a bit more variation where it doesn't do The thing of following back so to me it could be something like this and we're still maybe here And it will be landing But then it will be Here It gets a bit better But again, it's all very cycling you have to kind of look at if you want this to always land in the same position Then it would just have to be a bit more Doing it's getting a bit out of hand but again, you can just play with it and have fun with that I'm just kind of you just have to pick something and again. This is from a cycle perspective and if you are doing this for a different type of Animation where it might go from left to right Then it would be something more on an actual camera And this is why I created the other cameras because then you would have to pick an actual angle And I have this camera locked but the character might start from back here and go forward or you know with some more left and right Variation so again through to the side is this just a cycle thing and then that's fine And if it's an actual shot with an actual camera view then create a camera Decide on the angle but because then you can really look at silhouette and all that good stuff Alrighty, thanks Alright, 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