All language subtitles for 06-02-Reference analysis

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These are the user uploaded subtitles that are being translated: 1 00:00:00,670 --> 00:00:03,490 - [Instructor] Before we jump into animating our character, 2 00:00:03,490 --> 00:00:06,630 we will go through a little reference analysis. 3 00:00:06,630 --> 00:00:09,370 Here are a couple of references you can use 4 00:00:09,370 --> 00:00:11,570 and that we are going to analyze. 5 00:00:11,570 --> 00:00:14,950 As usual, you will find a link in the documentation. 6 00:00:14,950 --> 00:00:19,600 As for the run cycle, we can identify specific key poses 7 00:00:19,600 --> 00:00:21,570 that we are going to block. 8 00:00:21,570 --> 00:00:23,530 The first one is the contact pose, 9 00:00:23,530 --> 00:00:26,700 where the front foot heel is contacting the ground 10 00:00:26,700 --> 00:00:29,450 and the body starts to get lower. 11 00:00:29,450 --> 00:00:33,250 Then, a few frames later, we have the down pose. 12 00:00:33,250 --> 00:00:35,210 This is the time where the back foot 13 00:00:35,210 --> 00:00:37,170 is about to leave the ground, 14 00:00:37,170 --> 00:00:41,670 and where the center of gravity is at its lowest point. 15 00:00:41,670 --> 00:00:45,120 This is also the moment where the weight is totally shifted 16 00:00:45,120 --> 00:00:48,390 onto the side of the foot touching the ground. 17 00:00:48,390 --> 00:00:50,420 Next is the passing pose. 18 00:00:50,420 --> 00:00:54,240 Generally, the arms are almost aligned with the body 19 00:00:54,240 --> 00:00:57,160 and the center of gravity is aligned 20 00:00:57,160 --> 00:00:58,950 with the supporting foot. 21 00:00:58,950 --> 00:01:00,780 The back foot is catching up 22 00:01:00,780 --> 00:01:04,803 just before the up pose, or pushing pose. 23 00:01:04,803 --> 00:01:09,240 This is the time where the COG is at its highest point. 24 00:01:09,240 --> 00:01:12,560 The contacting foot heel is starting to raise, 25 00:01:12,560 --> 00:01:16,270 while the opposite foot is swinging forward pretty fast. 26 00:01:16,270 --> 00:01:18,070 And the center of gravity 27 00:01:18,070 --> 00:01:22,230 is starting to move toward the next contact pose. 28 00:01:22,230 --> 00:01:25,630 And so the cycle repeat on the other side. 29 00:01:25,630 --> 00:01:28,160 So as for our run cycle, 30 00:01:28,160 --> 00:01:31,020 a classic walk cycle can be mirrored. 31 00:01:31,020 --> 00:01:33,290 As for the run cycle, we will have 32 00:01:33,290 --> 00:01:37,250 to nail the center of gravity up-and-down motion, 33 00:01:37,250 --> 00:01:39,983 and also left-to-right motion. 34 00:01:39,983 --> 00:01:43,010 Let's have a look to the shoulder and hips 35 00:01:43,010 --> 00:01:45,530 of those walking characters. 36 00:01:45,530 --> 00:01:47,470 Let's start with the twisting motion 37 00:01:47,470 --> 00:01:50,470 on the rotation around the vertical axis. 38 00:01:50,470 --> 00:01:53,460 As for the run cycle, it's pretty straightforward. 39 00:01:53,460 --> 00:01:57,450 The hips will twist toward the leading foot. 40 00:01:57,450 --> 00:01:59,560 So on this contact pose, 41 00:01:59,560 --> 00:02:03,210 the hips are twisting toward the left foot 42 00:02:03,210 --> 00:02:07,290 and the shoulders are twisting the opposite way. 43 00:02:07,290 --> 00:02:11,160 So we will find here a lot of common mechanism 44 00:02:11,160 --> 00:02:14,050 that we add during the run cycle, 45 00:02:14,050 --> 00:02:16,500 and those mechanism will also apply 46 00:02:16,500 --> 00:02:19,880 whenever we are animating other body mechanic. 47 00:02:19,880 --> 00:02:23,412 The other classic motion is the leaning of the shoulder 48 00:02:23,412 --> 00:02:25,940 versus the leaning of the hips. 49 00:02:25,940 --> 00:02:27,830 If we have a look to the down pose, 50 00:02:27,830 --> 00:02:30,430 which is one of the most contrasted pose, 51 00:02:30,430 --> 00:02:34,250 the hips are raising toward the contacting foot 52 00:02:34,250 --> 00:02:37,550 because the leg is pushing to support the weight. 53 00:02:37,550 --> 00:02:39,520 And as seen during the run cycle, 54 00:02:39,520 --> 00:02:42,490 we have a contrapose here also, 55 00:02:42,490 --> 00:02:45,500 where the shoulder are leaning the opposite way. 56 00:02:45,500 --> 00:02:48,310 When we were walking on the run cycle animation, 57 00:02:48,310 --> 00:02:50,350 we have seen that the shoulder 58 00:02:50,350 --> 00:02:52,840 were kind of leading the animation, 59 00:02:52,840 --> 00:02:56,040 pulling the body forward and upward. 60 00:02:56,040 --> 00:03:00,650 Think of the walk cycle as a controlled falling forward. 61 00:03:00,650 --> 00:03:05,650 We push our body forward, and as we fall, our foot catch up. 62 00:03:05,830 --> 00:03:08,580 The arms are swinging in reaction; 63 00:03:08,580 --> 00:03:11,430 they are not leading the animation. 64 00:03:11,430 --> 00:03:14,358 And so we get a pendulum, or swinging motion, 65 00:03:14,358 --> 00:03:19,358 back and forth, with an easing on both extreme 66 00:03:19,600 --> 00:03:22,540 and a subtle drag of the hands. 67 00:03:22,540 --> 00:03:26,930 We will also have a bit of a swinging motion in the feet, 68 00:03:26,930 --> 00:03:29,150 and as the feet contact the ground, 69 00:03:29,150 --> 00:03:31,990 it then move at constant speed. 70 00:03:31,990 --> 00:03:36,060 There is also a bit of left-to-right motion on the feet 71 00:03:36,060 --> 00:03:38,260 where, during the passing pose, 72 00:03:38,260 --> 00:03:42,540 they get on the outside, and during the contacting pose, 73 00:03:42,540 --> 00:03:47,130 they are a bit on the centered line beneath the character. 74 00:03:47,130 --> 00:03:51,340 These are some of the basics that we do need to nail 75 00:03:51,340 --> 00:03:54,770 when we are going to (indistinct) our walk cycle. 76 00:03:54,770 --> 00:03:59,070 We could analyze those references for a long time, 77 00:03:59,070 --> 00:04:02,910 but let's get into blocking our walk cycle 78 00:04:02,910 --> 00:04:04,780 and we'll get into detail 79 00:04:04,780 --> 00:04:08,163 whenever we are polishing each part of the character. 6406

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