[0.000 --> 7.440] I am slow. Like really really slow at drawing, but I have to draw a lot of figures if I want to improve. [7.440 --> 10.880] So I had to do the unthinkable and summon... [16.160 --> 22.080] Okay, well maybe not this stickman, but really let's see how to turn this into something usable. [22.080 --> 27.520] That's gonna make just your drawing easy, fast and useful to your growth. Let's go. [28.480 --> 35.200] So we start with the concept of a stickman, but we really need proportions here and we also need [35.200 --> 40.320] landmarks. We want to keep track of the hips as well as the tips of the shoulders, and we need to be [40.320 --> 46.320] aware of where the joints bend. Then we can use some sticks or triangles for hands and feet. [46.320 --> 52.400] So how about this? Yeah, that's a pretty good start, but it's still kind of stiff, and it doesn't [52.400 --> 57.600] cover the two staples of gesture drawing, which are at weight and action. Also, I would add [57.600 --> 63.360] it's fundamental to include another one, space. So we want to give this figure a sense of weight, [63.360 --> 71.040] dynamism and space. And to do that, we're gonna power up the stickman with CSI. [74.800 --> 79.760] No, no, no, no, we're not gonna magically enlarge the picture and add details that do not exist, [79.760 --> 86.240] but we're gonna use C curves, Ascurs and Straits to turn the average Joe Stickman into [86.560 --> 93.200] Stickman Tumple No. Or Stickman Pro. Or Stickman 360 if you like, although I think that's being [93.200 --> 101.200] taken already. So how about this? Better. The Stickman is now balanced, but dynamically. It has a [101.200 --> 107.760] sense of weight and exists in 3D space. I made the floor plain obvious by adding a cross. Also, [107.760 --> 112.880] notice how I use the Cs and made basically other Ascurs out of them? This is actually how [112.880 --> 122.080] muscles flow in the body rather than by making a, you know, in a way, artists call Contraposto. [123.520 --> 127.920] My very Italian mom will yell at me if she hears me pronounce it like that, but anyway, [127.920 --> 132.640] enough cheat chatting. Let's put this into practice so you can understand how it works on actual [132.640 --> 136.960] reference. Okay, so I'm gonna start with the head, and I'm gonna use a diamond shape in this case [136.960 --> 139.920] because she's looking at that direction and hopefully it's fine like whatever slots you're [139.920 --> 147.440] about. Then I'm gonna do a slightly curved C or the neck. I'm gonna find the shoulders. And then [147.440 --> 155.040] for the body, I'm gonna try to guess or get this, basically, an Ascurve because I want the body to [155.040 --> 159.760] look like it's twisting. I'm going to accentuate ever so slightly because I don't want it to be too [159.760 --> 166.800] stiff. And I'm gonna find the tip of the shoulders. I'm gonna draw my arms again trying to keep [166.800 --> 172.320] everything as dynamic as possible. And as you can see, I'm not really using any straight here. [172.320 --> 181.200] I'm just going with very dynamic lines. I'm gonna find the hips. And I probably want to push them [181.200 --> 186.960] a little further because of the curve that I made. Then the weight bearing leg is [186.960 --> 193.280] our left, which is right below the head. So I want to keep that. And I'm gonna just leave a little [193.280 --> 197.600] landmark there. I'm not really concerned about measurements here, but if you want to do that, [197.600 --> 204.400] it's about halfway from the bottom of the hips. So it's somewhere about there. And then I'm gonna go [204.400 --> 211.920] ahead and use another Ascurve here. And maybe she's keep going. So something like that. I'm [211.920 --> 215.920] gonna mark the knee. And then the other leg doesn't really have any weight. So I'm gonna use, [216.880 --> 222.640] I'm gonna invent a little bit here. I'm gonna use an Ascurve for the femur or for the thigh. And then [222.640 --> 230.160] go back here and a straight for the foot. And that's pretty much it. I want to exaggerate the pose [230.160 --> 238.720] and make sure that I also get that floor plane with a cross. So now I have the figure planted [238.720 --> 243.440] on the ground firmly. Again, don't be overly concerned with proportions of this point. This is a [243.440 --> 249.280] little off. Actually, it's quite a bit off. The head is too small, but it's fine. As long as it reads [249.360 --> 255.200] like that pose, it's okay. And to prove this works, I actually got pose maniacs here. And I'm [255.200 --> 267.840] gonna attempt a 10 seconds pose. Please don't judge me. Oh God, I'm scared. [268.400 --> 280.800] Of course, you're gonna find that this is really not enough for longer times. Like if you go up to [280.800 --> 286.320] one minute, this is gonna start showing its limits. So I recommend building on top of it. For [286.320 --> 291.920] example, you can start adding some volumes, like say loops around shoulders or hips to strengthen [292.000 --> 298.400] the orientation, more loops around the limbs as well. Maybe you're a cage. And yeah, it's probably [298.400 --> 304.160] not the best method to tackle for a shortened poses. But you could also argue that because you can see [304.160 --> 310.160] through the pose. You actually have a better idea of how it behaves in pretty space. But this is [310.160 --> 315.440] absolutely gonna be a game changer if you wanna tackle those very difficult poses that are like 10 [315.440 --> 320.560] seconds or 20 or 30. At least it was for me. And trust me, it is gonna help because you will need to [320.560 --> 326.240] draw a lot of poses to improve. Speaking of, if you do want to improve, I recommend checking out [326.240 --> 331.760] this other video I made where I go way more in depth on the fastest way to improve your art. [331.760 --> 336.480] That's all I have for you today. Good luck and take care.