WEBVTT

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So, to start off, it's very important that we know

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what kind of character we are going to create.

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The first thing we already kind of know, that is

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inferred by the title of this course, is the style.

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But what exactly do I mean when I refer to stylized instead of cartoony?

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It's really important to know that the art style and

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detail level will also inform the animation style.

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So, cartoony and overly simplified characters

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can be more forgiving and easier to create,

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since they can behave and animate in strange and absurd ways, without seeming odd.

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The style and animation can be snappy and absurd, and it still totally works,

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since it's so far detached from reality that

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it's easier to get away with not being realistic.

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Overly realistic characters on the other side need

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high attention to detail and anatomical accuracy.

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And I know the footage in the background is also live

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action, but all CG elements still need to fit in.

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And if you have CG characters that are supposed to be realistic,

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then it's even more important that these mesh well with everything else.

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If it's not fully faithfully realistic, there will be a sense of uncanny valley.

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Uncanny valley is basically when something appears to be real,

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but small differences in the details or in the motion make it seem creepy and alien.

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Think of androids that look and talk like they seem real,

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but once they really start moving their faces,

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you immediately notice that something is off,

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and it comes off as really unsettling.

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If you're interested in more of this topic, I can

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recommend to watch the talk by Hjalte Chalmersson

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called The Illusion of Animation that he gave at the Blender conference.

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He gives a more detailed explanation on the overall thought experiment.

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and how to manage the different styles from really

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cartoony to stylized to abstract or realistic.

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I added the link in the description, so check that out if you're interested.

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But my goal for this character is to show you how to strike a middle ground,

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to create a stylized but believable and grounded character.

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Apart from the general style, we also need to

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figure out what the character itself should be.

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So simple questions like ethnicity, gender, age, time period, occupation, attitude.

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You can basically go wild with this, but to give an example,

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this is basically what I came up with for the character Rain.

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So she's obviously a black woman, young adult, roughly present time,

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but I intentionally left the occupation and attitude ambiguous.

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This basically allows her to be placed into many different scenarios.

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This was pretty important in this case since

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the character Rain will be made available

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and heavily used for the upcoming animation course.

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But for your character, I'd suggest you make them much more clear cut,

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which will make them also more interesting if you

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already have a kind of predefined emotional state

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and just in general what the character is supposed to be.

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But even though I say go wild, try to create something that can actually move.

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For that, we should set some healthy limitations.

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So for example, with my character, I made sure that

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the character will be easier to rig and animate

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by choosing relatively tight clothing that won't

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need simulation or just additional rigging to happen.

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I also decided to go for mesh hair.

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So all the hair is completely modeled instead of using hair particles.

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And this is overall just easier to handle in terms of animation and also rendering

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because I wanted to make the character very optimized for viewport display

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so that what you see is basically what you get,

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what will be rendered in the viewport, either

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in the viewport shading or even in Eevee

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is going to closely represent the finished result in cycles.

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I also early on decided to go with a ponytail,

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which is a good example of creating simple follow

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through animation for the animation course.

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But again, you can go for totally different hairstyle and add a lot more detail to it,

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especially when you don't plan to animate the character.

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If it's just supposed to be for a single pose,

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it's going to make your job much more easier on deciding what are your limitations.

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I also decided to keep all the materials and textures rather simple and stylized

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to fit with the character model and viewport shading

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so that there's not a stark difference between them.

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These things were all planned early on to keep the overall scope focused.

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But it's not just about limitations on animation and rigging.

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If you're planning on adding burning armor plating,

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sounds great, but if the limbs can't even move a little

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because the plating is just covering all of the joints in a weird way,

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or if you can't render the fire,

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or if there's some other limitations on how to make the

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fire look good and it's too complicated or expensive,

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then maybe add some more compromises.

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Maybe go for something a bit more simple.

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But once you have a plan in mind,

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it's time to go to the next task, which is doing a bit of research.
