The center of mass is a point that depends on the mass and position of the body parts of the character.
For example, when a character tilts, his center of mass shifts towards the tilt. The projection of the center of mass is displayed on the ground.
It is convenient to monitor the balance of the character with its help. In stable poses, the center of mass should be between the fulcrum points.
When a character is in the air during the jump or fall, his center of mass always moves strictly along a ballistic curve, regardless of what movements the character makes in flight. Using the ballistic trajectory for the center of mass is already enough to make jumps and falls more realistic.
However, to maximize compliance with the laws of physics, it is important to control the character’s rotation in flight as well. The character’s rotation is affected by his pose. For example, the more the character is grouped, the faster he will rotate.
The Ballistic Trajectory tool also helps you calculate how long it will take to jump at a given height at a given gravity.
So now the ballistics ends in frame 41. This is the key in which the character has already landed. But the ballistics should always end with the frame of the first contact with the ground.
When a character is in the air, his poses do not affect the trajectory of the center of mass - it always moves according to ballistics. But poses affect the rotation of the character.
For example, the tighter is the character’s pose, the faster he will rotate.
You can quickly adjust the rotation of the character using the ballistic ghost tool.
Physically correct positions of the character are shown in red silhouettes.
When you snap it to physical ghosts, the character turns in each frame so that his position coincides with the silhouettes. At the same time, the tool does not change the poses set by the animator, but rotates the character entirely around the center of mass!
Sometimes it happens that the rotation suggested by the program does not quite correspond to the animator's idea. In this case, it is necessary to mark the frames in which the character should take the position as close as possible to the one set by the animator.