All right Blendr heads let's continue here.
That's going to be my new nickname for you guys.
All right.
So what we want to do now is go ahead and start hammering in the flag.
So let's go to the last frame that we have for a year for our character and then move ahead 10 frames
to frame to 22.
I'm pretty sure that is good luck right there.
So we're going to have good luck during the rest of this because during the last tutorial my mouth stopped
working so I had to redo this one.
All right so let's continue.
I'm going to select the base and I want I want to have the base from right here worry's back on the
floor.
I want to copy that to frame two twenty two.
So selecting the base is this one.
And also on to slide this one right here which is the mushroom MID's Mushroomhead and base hit on this
one though Mushroomhead and base and hit shift D and copy that over.
If you can hear a me yelling don't mind it.
I'm going to increase the frame and then.
So now you can see what we got there.
He's putting it in and then jumping back down I'm going to hit Alt-A just to see what that looks like.
Cool.
See a gun.
All right.
Now of course I want his hand to go back because his hand is kind of making it look a little strange.
So grabbing this I'm just going to move it.
I'm actually going to hit alt's am I going to hit up anything I'm going to grab at the elbow.
And also we don't have RMI keyframe insertion so make sure that that is on.
Otherwise everything will be for not just not good odds are with the elbow.
So to bring this back I actually want to rotate the elbow down a little bit and then going to grab this
one and hit Allt are on this so that he's not looking like he's about to Limbo out of here.
All right cool.
So.
And also with the hammer hand.
I'm going to bring this down a little bit.
Like so and again on the on another pass we're going to go in and tweak some more.
But let's check one thing you can see right here.
His fingers are going through the signpost.
Now I know it's a mushroom but pretty sure that shouldn't happen.
Whatever character we have so let's go ahead and fix that.
First thing we want to do is go to the keyframe where he puts in the flag select the two thumb armatures
the bottom finger armatures and that's it.
And then hit I location rotation scale and then on this frame right here where are you going to hit.
Or actually we're just going to go ahead and do that second frame right there where his fingers are
going through them through the Meshal hit all are unclear those rotations right now.
His hand is letting go of the flag the signpost and not actually going through it.
And then for this hand right here I'm also going to hit.
All are clear that rotation and give it a little bit of different pose because that's a little funky
right there.
We hit our NZ twice go on and give him kind of a more relaxed position over here.
Might even I might even rotate his fingers a little bit but they're not so straight.
So they are more of a route relaxed pose like that.
All right.
Wall to wall will obviously tweak this a little bit more later but for now let's go ahead and hammer
away.
It's how much time.
So let's go do this.
We're going to hammer out the sign post over here.
Now do that.
I want to do
is make him turn around so that he's actually facing the sign of selecting the base measure a year and
jump ahead 10 frames 10 scenes.
We are lucky number three 22.
I'm going to make him our Zeeuw you know make a Marzieh rotate to right there.
And when we increase these thing I put it on the wrong frame 3:22 is not what I meant.
I meant to 30 to completely the wrong frame.
All right.
2:32 as I was saying 10 was a really key number I put a 100 in there or something.
Let me see what that looks like in camera view as well.
All right cool cool cool.
And that I just want to make sure that the arm can actually reach the post which it cannot right now.
But we might make him jump.
So what we're actually going to do is grabbing the bass of it right there.
I'm actually going to make him go back down and then I want him to stay in a down position for just
a second.
So I'm actually going to select these right here.
Move them out a bit.
One two three four five six five five.
Yes like all of these right here on I last keyframe and hit shift d move it up five frames one two three
four or five.
Tedious process.
All right.
Now on this one I want him to turn but I want him to kind of maybe jump at the same time so let's try
that.
Hit GZ one point five actually.
GZ two because we want him high above the sign and also we're going to stretch his bottoms down.
So selecting the squashing handle making sure we go back to this frame over here to insert a key for
him for that inning I and location rotation scale because if we don't it will basically basically squash
from this one all the way to this one over here.
So always remembering that whenever you want a movement to put in the location rotation or scaling of
where you want it before before you make any changes to it.
Now if you did want it to change from here to here then you would do that.
I'm just going to add G and Z bring this down like that.
And that grabbing the hand and bring this out.
Out rotate it
making sure his hand is not inside his face which it is right now trying to rotate this one even more
are Z and then grab his hand once again hand in face is not good.
So let's not do that.
And then before I do that any further I'm also going to rotate this forwards are x twice.
That will help us get some and then this one as well are x twice now I got more freeflow with the hand.
And the mushroom top.
I'm going to bring this up because right now it's inside the hand hammer.
So going back to the first frame Hey I location rotation scale insert key from there.
Let's hit eyes are now there too.
And we're actually rotated up
and his hand looks that looks like a weak weak.
Hammer hit so let's adjust this a bit.
I want to
actually see how that looks.
All right so what I actually wanna do is make him jump.
I actually get to do this a little bit differently I'm going to hit our x twice to make him jump like
this.
I'm going to bring this up.
I'm going to hit all the R and all g actually and just bring it up like this and I'm going to make him
swing down afterwards because otherwise that we go that's a lot better.
Now that's looks awesome.
So he's jumping out and I want to exaggerate it like crazy some make him like go backwards.
I might even exaggerate more after but for now I'm just going leave it like this will do more fine tweaking
after that.
Going ahead 10 frames to 46 making sure I don't jump over 100 frames.
Otherwise it's going to be a very slow motion.
And they are an x twice.
Let's bring it down.
Justice has come to lead.
So bring it down.
And before we rotate the hammer anymore let's rotate this down bring this over
and we're going to rotate this back so that I could stretch the hand some more
I actually want him to be stretched out like this.
I actually want it like that.
So what I'm going to do is go back to this frame and maybe if we had an ax to bring this back let me
just test this quickly.
You can be kind of jumping backwards so I kind of like that like he jumps back and then here he.
Now we could go back here and hedgy and X and bring this back a bit as well so that we could have his
hand outstretched for justice.
All right kind of like that.
I actually want it very stretched out.
It looks like a mighty blow.
And now let's see how that looks.
So he jumps back and hits it.
Obviously we're going to have to go to work a little bit on that right there.
John's back and right here.
I want this to Jeezy.
Bring him up and our acts to bring him down a little bit and maybe bring in the head
not too much.
Look I'm going for us.
I'm going to our x twice.
Like that.
Maybe if we
saturated a lot I'm just testing something you're upset put on the wrong frame.
Let me grab the ones I just put it in here.
And let's see what we got now.
Yeah there we go.
I kind of want to exaggerated so he jumps up and of course we're going to have some more.
We're going to exaggerate it maybe a little bit less because right now.
All right so let's see how that looks.
So plants of full jumps up and then down.
So we're going to work a little bit on the jump.
All right ladies and gentlemen ending on that rather sharp note.
I didn't want to leave you without a poem at least.
So here we go.
If you know who you are chances are you'll go far for when you know there's no telling how far you can
go.
So ask a question that many try and that question is Who am I.
So ladies and gentlemen ask the question Who am I.
You might get some rather interesting answers and maybe part of that is being a three artist who knows.
All right.
See you on the next video.