All language subtitles for 06-03-Walk Blocking 01

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These are the user uploaded subtitles that are being translated: 1 00:00:00,830 --> 00:00:04,230 - Let's start the blocking of our walk cycle. 2 00:00:04,230 --> 00:00:07,860 I will start where I've left in the last chapter 3 00:00:07,860 --> 00:00:10,220 and I will create a new action. 4 00:00:10,220 --> 00:00:12,750 So, I will go into Pose mode, 5 00:00:12,750 --> 00:00:14,200 select my character, 6 00:00:14,200 --> 00:00:18,610 and press this icon to duplicate the run cycle. 7 00:00:18,610 --> 00:00:22,090 From there, I can rename it and click the shield icon 8 00:00:22,090 --> 00:00:24,960 to make sure I won't lose this data 9 00:00:24,960 --> 00:00:26,880 whenever I restart Blender. 10 00:00:26,880 --> 00:00:29,270 Now I will select all the key frames 11 00:00:29,270 --> 00:00:31,050 but the one on frame zero 12 00:00:31,050 --> 00:00:33,440 and I will press X to delete them. 13 00:00:33,440 --> 00:00:36,660 Now we need to make sure that we have clean channels. 14 00:00:36,660 --> 00:00:39,910 Since we have worked in the graph editor on many curves, 15 00:00:39,910 --> 00:00:43,290 I need to make sure that I reset those curves. 16 00:00:43,290 --> 00:00:44,810 In my action editor, 17 00:00:44,810 --> 00:00:48,760 I will press Control+Tab to switch to the graph editor, 18 00:00:48,760 --> 00:00:51,380 and enable "show hidden." 19 00:00:51,380 --> 00:00:54,090 I will then press Alt+H to make sure 20 00:00:54,090 --> 00:00:56,744 that I reveal all the curves. 21 00:00:56,744 --> 00:00:59,520 And from there, I will press A to select them all, 22 00:00:59,520 --> 00:01:03,240 press the T key and switch everything to Bezier. 23 00:01:03,240 --> 00:01:05,010 Then I will press the V key 24 00:01:05,010 --> 00:01:07,410 and switch everything to Autoclamp. 25 00:01:07,410 --> 00:01:09,660 Now, everything is reset. 26 00:01:09,660 --> 00:01:11,950 If you have a look to the key frames, 27 00:01:11,950 --> 00:01:14,570 we can see that they have a round shape, 28 00:01:14,570 --> 00:01:17,203 meaning that they are all set to Autoclamp. 29 00:01:18,430 --> 00:01:20,490 If I switched to Vector, for example, 30 00:01:20,490 --> 00:01:22,070 they become square. 31 00:01:22,070 --> 00:01:23,510 If I switch to Align, 32 00:01:23,510 --> 00:01:26,950 they will have this kind of diamond shape. 33 00:01:26,950 --> 00:01:30,290 Now, we need to reset the pose of our character 34 00:01:30,290 --> 00:01:32,150 before we start working. 35 00:01:32,150 --> 00:01:33,323 So, I will make sure 36 00:01:33,323 --> 00:01:36,960 that I have all my controllers available. 37 00:01:36,960 --> 00:01:40,050 And as you can see here, my UI didn't load, 38 00:01:40,050 --> 00:01:43,220 So what I will do is open the text editor 39 00:01:43,220 --> 00:01:45,950 and with trident rig script selected, 40 00:01:45,950 --> 00:01:47,760 I will press the play button. 41 00:01:47,760 --> 00:01:49,290 Now to make sure that 42 00:01:49,290 --> 00:01:52,620 it automatically play whenever I reload the file, 43 00:01:52,620 --> 00:01:56,160 I will go to Text, and enable Registered. 44 00:01:56,160 --> 00:01:57,730 From there, in the rig UI, 45 00:01:57,730 --> 00:02:02,730 I will enable all the layers and press A in the 3D view 46 00:02:03,120 --> 00:02:05,870 to select all my controllers. 47 00:02:05,870 --> 00:02:10,690 And I will press Alt+R, Alt+G and Alt+S 48 00:02:10,690 --> 00:02:14,180 to reset the rotation scale and location 49 00:02:14,180 --> 00:02:16,110 of all the controllers. 50 00:02:16,110 --> 00:02:17,480 Once I'm done with that, 51 00:02:17,480 --> 00:02:20,070 I can hide the controller we won't be using. 52 00:02:20,070 --> 00:02:21,760 So we can hide the root, 53 00:02:21,760 --> 00:02:23,960 the torso tweak from the time being, 54 00:02:23,960 --> 00:02:25,620 all the face controller, 55 00:02:25,620 --> 00:02:29,170 keep the leg I-case, keep the arm eighth-case. 56 00:02:29,170 --> 00:02:32,250 While we will be using them, we can hide the hands. 57 00:02:32,250 --> 00:02:36,000 And we will hide every weapons controllers. 58 00:02:36,000 --> 00:02:37,330 I will just rotate a bit 59 00:02:37,330 --> 00:02:39,330 the arm of the characters so that he looks 60 00:02:39,330 --> 00:02:42,150 a bit more relaxed and we can get started. 61 00:02:42,150 --> 00:02:45,700 The first pose we are going to build is the contact pose. 62 00:02:45,700 --> 00:02:47,900 Let's have a quick look to the references 63 00:02:47,900 --> 00:02:51,220 to spot the key features of this pose. 64 00:02:51,220 --> 00:02:54,590 This is the moment where both feet are contacting the ground 65 00:02:54,590 --> 00:02:58,160 and are further away, one from the other. 66 00:02:58,160 --> 00:03:00,050 Both are on the extreme. 67 00:03:00,050 --> 00:03:02,580 One on the heel, one on the toes. 68 00:03:02,580 --> 00:03:05,520 The hips are slightly tilted up 69 00:03:05,520 --> 00:03:08,020 from the back leg that is pushing. 70 00:03:08,020 --> 00:03:11,040 The chest is slightly tilting the same way 71 00:03:11,040 --> 00:03:13,660 as it is transitioning into the next pose 72 00:03:13,660 --> 00:03:15,920 where we will have the contrapposto. 73 00:03:15,920 --> 00:03:17,940 But it's twisted the opposite way 74 00:03:17,940 --> 00:03:20,560 compared to the hips toward the front arm. 75 00:03:20,560 --> 00:03:22,520 Toward the front arm, 76 00:03:22,520 --> 00:03:25,740 the center of gravity is almost centered, 77 00:03:25,740 --> 00:03:29,620 but it's a bit favorizing the back foot. 78 00:03:29,620 --> 00:03:33,170 Note that the reference on the right is showing someone 79 00:03:33,170 --> 00:03:34,860 with an athletic walk, 80 00:03:34,860 --> 00:03:38,510 so the arm swing motion is a bit extreme. 81 00:03:38,510 --> 00:03:42,270 We will keep our walk cycle a little more relaxed, 82 00:03:42,270 --> 00:03:43,970 with less amplitude. 83 00:03:43,970 --> 00:03:47,670 We will start our first pose by posing the feet. 84 00:03:47,670 --> 00:03:49,100 You may choose to push 85 00:03:49,100 --> 00:03:51,480 whether the left or right foot forward 86 00:03:51,480 --> 00:03:53,240 and the other one backward. 87 00:03:53,240 --> 00:03:56,090 Then we can use the role controller 88 00:03:56,090 --> 00:03:59,020 to raise the toes for the front leg 89 00:03:59,020 --> 00:04:01,680 and raise the heel for the back leg. 90 00:04:01,680 --> 00:04:04,110 I will lower a bit the center of gravity 91 00:04:04,110 --> 00:04:07,000 to make sure that the legs are not stretching. 92 00:04:07,000 --> 00:04:10,440 Don't forget to pose the toes on the front foot 93 00:04:10,440 --> 00:04:13,680 as they are dragging a bit before they contact the ground. 94 00:04:13,680 --> 00:04:15,610 On this walk cycle animation, 95 00:04:15,610 --> 00:04:18,270 I will try not to rotate on the side 96 00:04:18,270 --> 00:04:21,160 or twist the torso root controller. 97 00:04:21,160 --> 00:04:23,260 I will slightly rotate it forward 98 00:04:23,260 --> 00:04:26,980 to give a more dynamic pose to our character. 99 00:04:26,980 --> 00:04:31,340 But we will mainly use this root torso controller 100 00:04:31,340 --> 00:04:34,840 for the up-and-down and side-to-side motion. 101 00:04:34,840 --> 00:04:38,540 I have twisted the hips toward the front foot 102 00:04:38,540 --> 00:04:42,260 and I'm twisting the chest toward the front arm. 103 00:04:42,260 --> 00:04:45,710 Remember to pose the arms the opposite way as the foot. 104 00:04:45,710 --> 00:04:49,620 When the left foot is forward, the right arm is forward. 105 00:04:49,620 --> 00:04:53,070 Also remember that your elbow is supposed to rotate 106 00:04:53,070 --> 00:04:55,410 only on its local Z axis. 107 00:04:55,410 --> 00:04:59,470 You can't rotate your elbow around multiple axes. 108 00:04:59,470 --> 00:05:01,790 So when it comes to posing the arm, 109 00:05:01,790 --> 00:05:06,330 I mainly use the arm controller to orientate the arm. 110 00:05:06,330 --> 00:05:08,440 Another thing to double check so that 111 00:05:08,440 --> 00:05:12,030 we don't get the same problem as during the run cycle 112 00:05:12,030 --> 00:05:15,230 is to make sure that both the neck and head 113 00:05:15,230 --> 00:05:17,670 have their rotation fully disabled. 114 00:05:17,670 --> 00:05:20,070 As usual, I'm showing the final pose 115 00:05:20,070 --> 00:05:22,300 we are supposed to reach. 116 00:05:22,300 --> 00:05:25,630 Don't forget to slightly shift the weight of the character 117 00:05:25,630 --> 00:05:30,070 on its back leg by selecting the torso root controller 118 00:05:30,070 --> 00:05:33,150 and slightly move it on the X axis. 119 00:05:33,150 --> 00:05:36,460 Left to right motion will be more pronounced 120 00:05:36,460 --> 00:05:39,490 on the walk cycle than on the run cycle. 121 00:05:39,490 --> 00:05:41,950 Here you can see me fighting a bit with the pose 122 00:05:41,950 --> 00:05:43,480 of the hips and the chest 123 00:05:43,480 --> 00:05:46,080 because I wasn't looking at the reference. 124 00:05:46,080 --> 00:05:49,230 So I was trying to set a contrapposto 125 00:05:49,230 --> 00:05:52,190 while the chest should be almost horizontal. 126 00:05:52,190 --> 00:05:54,710 The only contrapposto that occur 127 00:05:54,710 --> 00:05:56,160 is the twisting. 128 00:05:56,160 --> 00:05:57,260 I'm tweaking the pose 129 00:05:57,260 --> 00:06:00,240 to make sure that my character look balanced. 130 00:06:00,240 --> 00:06:02,670 Take the time to properly refine this pose, 131 00:06:02,670 --> 00:06:04,950 because this is the one we are going to use 132 00:06:04,950 --> 00:06:06,950 to build the other ones. 133 00:06:06,950 --> 00:06:10,680 And it will communicate a lot about your character. 134 00:06:10,680 --> 00:06:13,720 From there, I will re-enable the hand layer 135 00:06:13,720 --> 00:06:16,200 and I will slightly pose the hands. 136 00:06:16,200 --> 00:06:20,120 So I will build a default pose on one of the hand, 137 00:06:20,120 --> 00:06:24,680 by slightly curving the palm controller and each finger 138 00:06:24,680 --> 00:06:28,030 to make the hand pose a bit more relaxed. 139 00:06:28,030 --> 00:06:31,230 Then I will select all the left hand controllers. 140 00:06:31,230 --> 00:06:33,150 Press Control+C to copy the pose 141 00:06:33,150 --> 00:06:35,850 and Control+Shift+V to paste it, 142 00:06:35,850 --> 00:06:37,840 mirrored on the other side. 143 00:06:37,840 --> 00:06:41,030 So as I explained before, after watching my references 144 00:06:41,030 --> 00:06:45,320 I've decided to slightly realign the chest, 145 00:06:45,320 --> 00:06:47,680 to have my shoulders more into 146 00:06:47,680 --> 00:06:50,750 an horizontal line as on the reference. 147 00:06:50,750 --> 00:06:53,440 Don't forget to double check the arm position, 148 00:06:53,440 --> 00:06:56,140 the hands position, using the reference, 149 00:06:56,140 --> 00:06:59,610 as this is the extreme pose for both arms. 150 00:06:59,610 --> 00:07:03,790 Then you can push a little bit the feet toward the inside. 151 00:07:03,790 --> 00:07:07,340 It will look a little more natural and less robotic. 152 00:07:07,340 --> 00:07:10,230 The more you push the feet toward the inside 153 00:07:10,230 --> 00:07:13,230 on a central line, the more feminine. 154 00:07:13,230 --> 00:07:18,230 So if you were to animate a stereotyped sexy woman, 155 00:07:18,240 --> 00:07:22,210 you would push the feet toward a central line. 156 00:07:22,210 --> 00:07:26,170 This is the kind of pose you will see in a fashion show. 157 00:07:26,170 --> 00:07:28,360 But it doesn't really fit our character 158 00:07:28,360 --> 00:07:31,933 so let's cancel this and jump into the next video. 12438

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