All language subtitles for 05-11-Polishing forearms and Hands

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These are the user uploaded subtitles that are being translated: 1 00:00:00,400 --> 00:00:03,780 - So this is the final stage of this animation, 2 00:00:03,780 --> 00:00:07,350 where we will polish the forearms and the hands. 3 00:00:07,350 --> 00:00:09,070 As we did before with the arm, 4 00:00:09,070 --> 00:00:13,000 I advise you to use the wrist tweaker controller 5 00:00:13,000 --> 00:00:14,420 to track the arcs. 6 00:00:14,420 --> 00:00:17,780 If we have a look to the final version of this run cycle, 7 00:00:17,780 --> 00:00:21,710 we can see that the forearm eats it's extreme 8 00:00:21,710 --> 00:00:23,850 at frame three when moving back. 9 00:00:23,850 --> 00:00:27,250 This is the moment where the elbow is the most open. 10 00:00:27,250 --> 00:00:29,390 Then when we're studying the reference, 11 00:00:29,390 --> 00:00:33,600 we have seen that as the elbow is reaching its extreme 12 00:00:33,600 --> 00:00:35,470 on frame eight, 13 00:00:35,470 --> 00:00:39,370 the four arm is bending inward to compensate. 14 00:00:39,370 --> 00:00:44,370 After frame eight, the elbow or arm start to rotate forward 15 00:00:44,830 --> 00:00:49,400 and the forearm is still closing until frame 11 16 00:00:49,400 --> 00:00:52,540 and from frame 12 to frame 15, 17 00:00:52,540 --> 00:00:56,660 the forearm is slightly open before closing again, 18 00:00:56,660 --> 00:01:00,000 while it reaches its highest point. 19 00:01:00,000 --> 00:01:01,980 So as we watch the references, 20 00:01:01,980 --> 00:01:05,430 we understand that it's a little more complex 21 00:01:05,430 --> 00:01:08,090 than a simple follow-through animation. 22 00:01:08,090 --> 00:01:11,730 Forearm polished, we can now jump to the hands. 23 00:01:11,730 --> 00:01:14,820 Only play with the rotation channels of the hands. 24 00:01:14,820 --> 00:01:18,330 There is not that much to track regarding the hands. 25 00:01:18,330 --> 00:01:22,500 We could track one of the knuckle joints, 26 00:01:22,500 --> 00:01:26,890 if we do want to track the arcs of the tip of the hands. 27 00:01:26,890 --> 00:01:30,460 In my case, I jumped back to the reference 28 00:01:30,460 --> 00:01:33,810 and I'm really focusing on using both hands. 29 00:01:33,810 --> 00:01:38,110 You can see how it dives inward as if he was swimming. 30 00:01:38,110 --> 00:01:42,480 So my goal is not to have this level of exaggeration, 31 00:01:42,480 --> 00:01:44,560 in this kind of swimming motion, 32 00:01:44,560 --> 00:01:47,830 where he's really trying to pull himself forward. 33 00:01:47,830 --> 00:01:50,620 Again, it does show us that the hand 34 00:01:50,620 --> 00:01:54,160 is not only dragging back during the motion. 35 00:01:54,160 --> 00:01:55,870 So instead of showing you all, 36 00:01:55,870 --> 00:01:59,290 I've pushed each controller in the rough editor. 37 00:01:59,290 --> 00:02:02,320 We'll have a look to the final results on the right. 38 00:02:02,320 --> 00:02:04,380 When the hand is moving forward, 39 00:02:04,380 --> 00:02:06,950 as it reaches the passing pose, 40 00:02:06,950 --> 00:02:10,040 it's relaxed as it is dragging a bit. 41 00:02:10,040 --> 00:02:14,040 This is the time where the Z value is at its maximum. 42 00:02:14,040 --> 00:02:18,020 Then as the arm reaches its extreme pose forward, 43 00:02:18,020 --> 00:02:20,710 the hand curves toward the head 44 00:02:20,710 --> 00:02:24,710 and as the arm comes down, the hand drags a bit. 45 00:02:24,710 --> 00:02:27,620 So on frame zero 24, 46 00:02:27,620 --> 00:02:30,420 the hand is reaching its opposite extreme 47 00:02:30,420 --> 00:02:34,430 where the thumb is getting closer to the forearm 48 00:02:34,430 --> 00:02:36,310 by rotating the wrist. 49 00:02:36,310 --> 00:02:40,500 Then the Z curve makes a quick bump on frame three. 50 00:02:40,500 --> 00:02:44,180 This is where the hand is trying to reach backward 51 00:02:44,180 --> 00:02:46,910 to get this kind of swimming pose, 52 00:02:46,910 --> 00:02:50,890 as if the character was trying to pull himself forward. 53 00:02:50,890 --> 00:02:54,740 The wrist and forearm are almost aligned. 54 00:02:54,740 --> 00:02:59,420 And then as the arm reaches its extreme on the back, 55 00:02:59,420 --> 00:03:00,810 the hand is curving forward 56 00:03:00,810 --> 00:03:03,340 as if it was compensating the movement 57 00:03:03,340 --> 00:03:06,920 of the elbow and get ready to dive forward. 58 00:03:06,920 --> 00:03:08,440 So from the side view, 59 00:03:08,440 --> 00:03:11,390 mostly working on the Z turn and rotation, 60 00:03:11,390 --> 00:03:13,920 we can see that it's a little more complex 61 00:03:13,920 --> 00:03:16,430 than a simple drag again. 62 00:03:16,430 --> 00:03:18,020 If we now have a close look 63 00:03:18,020 --> 00:03:21,120 to the Y and X rotation curves, 64 00:03:21,120 --> 00:03:25,010 we can see they have a sinusoidal shape 65 00:03:25,010 --> 00:03:28,150 because they will mainly influence the twisting 66 00:03:28,150 --> 00:03:31,720 of the wrist and its left to right motion. 67 00:03:31,720 --> 00:03:35,480 So they are mainly used to keep a nice shape of the wrist 68 00:03:35,480 --> 00:03:37,760 that doesn't look too broken. 69 00:03:37,760 --> 00:03:42,760 The hand is slightly more rotated inward around frame 14 70 00:03:42,860 --> 00:03:46,040 during the passing as if it was pointing 71 00:03:46,040 --> 00:03:48,660 toward the place it wants to be. 72 00:03:48,660 --> 00:03:52,120 So, that's not super complicated when it comes to work 73 00:03:52,120 --> 00:03:56,500 from the front view, just try not to have two broken wrists. 74 00:03:56,500 --> 00:04:00,440 And if you have something to remember about this polishing 75 00:04:00,440 --> 00:04:04,280 it's that the hand is not necessarily dragging 76 00:04:04,280 --> 00:04:08,343 during the run cycle animation, which is a common mistake. 77 00:04:09,240 --> 00:04:12,470 From there, we will be able to mirror the motion 78 00:04:12,470 --> 00:04:15,040 of the left arm onto the right arm. 79 00:04:15,040 --> 00:04:19,710 So I've pressed Alt + H to unhide all the curves. 80 00:04:19,710 --> 00:04:24,160 And then I will select all the controllers of the left arm, 81 00:04:24,160 --> 00:04:25,540 the shoulder, arm, forearm, 82 00:04:25,540 --> 00:04:29,400 and the hand controller we have polished. 83 00:04:29,400 --> 00:04:31,070 In the graph editor press eight, 84 00:04:31,070 --> 00:04:32,660 to select all the curves, 85 00:04:32,660 --> 00:04:35,730 press Control + C to copy the curves. 86 00:04:35,730 --> 00:04:38,540 And then I will jump onto the other arm, 87 00:04:38,540 --> 00:04:42,510 select the shoulder, arm, forearm, and hand controller. 88 00:04:42,510 --> 00:04:45,600 Select all the keys but the one on frame zero 89 00:04:45,600 --> 00:04:47,830 and delete them and then select 90 00:04:47,830 --> 00:04:49,790 all the keys on frame zero 91 00:04:49,790 --> 00:04:52,130 and press Control + Shift + V 92 00:04:52,130 --> 00:04:54,540 to paste the mirrored animation. 93 00:04:54,540 --> 00:04:57,160 Then, as we did for the previous cycles, 94 00:04:57,160 --> 00:05:00,960 I will duplicate over the curve by pressing Shift + D, 95 00:05:00,960 --> 00:05:02,720 X and 24 96 00:05:02,720 --> 00:05:06,220 to offset them by 24 frames on the x-axis. 97 00:05:06,220 --> 00:05:08,660 Then I will press eight to select everything, 98 00:05:08,660 --> 00:05:11,950 press G X minus 12, 99 00:05:11,950 --> 00:05:15,000 to offset them back by 12 frames. 100 00:05:15,000 --> 00:05:17,860 This way we have a 12 frames offset 101 00:05:17,860 --> 00:05:20,100 between the right arm and the left arm. 102 00:05:20,100 --> 00:05:23,010 Finally, I will move the play head on frame zero. 103 00:05:23,010 --> 00:05:26,600 Press I to insert the key frame on all controllers, 104 00:05:26,600 --> 00:05:29,910 then select all the keys I just returned on frame zero. 105 00:05:29,910 --> 00:05:32,690 Press V and set the angles to three. 106 00:05:32,690 --> 00:05:35,270 I will then select them again, 107 00:05:35,270 --> 00:05:37,960 press Shift + D and 24 108 00:05:37,960 --> 00:05:41,110 to duplicate them on frame 24. 109 00:05:41,110 --> 00:05:44,450 And now I can get rid of any key frames 110 00:05:44,450 --> 00:05:48,710 before and after frame zero and frame 24 111 00:05:48,710 --> 00:05:52,070 and our run cycle is finally done. 112 00:05:52,070 --> 00:05:55,290 In the next video I will just share with you a few tips 113 00:05:55,290 --> 00:05:59,190 on how you can change a bit your run cycle with ease. 114 00:05:59,190 --> 00:06:01,440 As always when it comes to art, 115 00:06:01,440 --> 00:06:04,870 you will have to make multiple run cycles 116 00:06:04,870 --> 00:06:06,983 until you get them right. 9306

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