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These are the user uploaded subtitles that are being translated: 1 00:00:00,130 --> 00:00:02,450 - [Instructor] We will start polishing the torso 2 00:00:02,450 --> 00:00:04,570 with the hips controller. 3 00:00:04,570 --> 00:00:06,560 As mentioned in the previous video, 4 00:00:06,560 --> 00:00:09,420 you should always start polishing the controllers 5 00:00:09,420 --> 00:00:13,660 that have the most influence or that move the most. 6 00:00:13,660 --> 00:00:15,730 In the case of the hips controller, 7 00:00:15,730 --> 00:00:20,020 it's gonna be the tilting motion and twisting motion. 8 00:00:20,020 --> 00:00:22,320 And those are driven by the rotation, 9 00:00:22,320 --> 00:00:24,510 I've hidden all the other key. 10 00:00:24,510 --> 00:00:26,310 Now I'm testing each curve 11 00:00:26,310 --> 00:00:29,050 to check what channel does what. 12 00:00:29,050 --> 00:00:32,220 The Z curve twist, the Y curve tilt. 13 00:00:32,220 --> 00:00:34,830 So I will start with the Y curve. 14 00:00:34,830 --> 00:00:38,100 I can now hide all the other curves. 15 00:00:38,100 --> 00:00:41,780 The hips motion is pretty critical on the walk cycle. 16 00:00:41,780 --> 00:00:44,290 If it's off, it won't be convincing. 17 00:00:44,290 --> 00:00:47,800 If you add too much motion, it will look too feminine. 18 00:00:47,800 --> 00:00:50,330 If you don't add enough motion, 19 00:00:50,330 --> 00:00:53,380 it won't look realistic or convincing. 20 00:00:53,380 --> 00:00:55,110 But there are some common rules 21 00:00:55,110 --> 00:00:56,440 whatever the weight 22 00:00:56,440 --> 00:01:00,030 or whether your character is a male or a female. 23 00:01:00,030 --> 00:01:02,010 The hips will rapidly tilt 24 00:01:02,010 --> 00:01:04,690 as soon as the leg is supporting the weight. 25 00:01:04,690 --> 00:01:08,130 So basically, one frame after the contact pose, 26 00:01:08,130 --> 00:01:11,850 you will have a drastic change in your curve shape. 27 00:01:11,850 --> 00:01:15,460 And as soon as you get over the passing pose, 28 00:01:15,460 --> 00:01:18,630 it will slightly rotate the other way. 29 00:01:18,630 --> 00:01:21,839 A bit like the side to side motion we add 30 00:01:21,839 --> 00:01:24,120 with the center of gravity. 31 00:01:24,120 --> 00:01:28,330 So this is what I'm working on, onto the curve right now. 32 00:01:28,330 --> 00:01:30,840 I'm getting a fast change in the motion 33 00:01:30,840 --> 00:01:32,550 over a couple of frame 34 00:01:32,550 --> 00:01:36,080 before transitioning into a slight plateau. 35 00:01:36,080 --> 00:01:38,870 So I'm done with the first half of the cycle. 36 00:01:38,870 --> 00:01:42,127 I will remove all the keys after frame 16. 37 00:01:42,127 --> 00:01:44,160 I will then select all the keys 38 00:01:44,160 --> 00:01:47,430 from frame 0 to 16 and duplicate them 39 00:01:47,430 --> 00:01:51,140 and offset them between frame 16 and 32. 40 00:01:51,140 --> 00:01:55,620 My 2D cursor is already aligned with the zero value. 41 00:01:55,620 --> 00:01:59,330 I can switch the pivot point to 2D cursor 42 00:01:59,330 --> 00:02:03,390 and then scale the keys from 16 to 32 43 00:02:03,390 --> 00:02:07,410 by minus 1 onto the Y axis. 44 00:02:07,410 --> 00:02:11,830 Then I will duplicate frame 0 onto frame 32, 45 00:02:11,830 --> 00:02:13,790 and I will clean my curve. 46 00:02:13,790 --> 00:02:17,370 This way I have a perfectly mirror motion of the hips. 47 00:02:17,370 --> 00:02:20,380 Then you can scale this curve on the Y axis 48 00:02:20,380 --> 00:02:24,410 to whether increase or decrease the tilting motion. 49 00:02:24,410 --> 00:02:25,790 Don't forget this is something 50 00:02:25,790 --> 00:02:28,330 we will be able to edit later on 51 00:02:28,330 --> 00:02:31,500 as we also work on the twisting of the hips. 52 00:02:31,500 --> 00:02:36,490 So I'm considering this as a decent polish of the Y curve 53 00:02:36,490 --> 00:02:38,393 and I will jump on the Z curve. 54 00:02:39,940 --> 00:02:43,430 As a switch to the Z quaternion rotation curve 55 00:02:43,430 --> 00:02:44,580 of my hips, 56 00:02:44,580 --> 00:02:47,590 we must admit that this is quite a surprise 57 00:02:47,590 --> 00:02:50,250 that the curve already looks pretty cool. 58 00:02:50,250 --> 00:02:53,350 I think I've nailed the twisting motion of the hips 59 00:02:53,350 --> 00:02:55,380 during the blocking stage. 60 00:02:55,380 --> 00:02:57,460 Since I don't really know what to do, 61 00:02:57,460 --> 00:02:59,410 I've doubled check the reference. 62 00:02:59,410 --> 00:03:00,690 If we have a closer look, 63 00:03:00,690 --> 00:03:05,260 we can see that the hips twist has a slight delay 64 00:03:05,260 --> 00:03:07,530 compared to the foot contact. 65 00:03:07,530 --> 00:03:11,690 As the character on the left reach its contact pose, 66 00:03:11,690 --> 00:03:14,310 we can see the hips twisting forward 67 00:03:14,310 --> 00:03:16,560 for a couple of frames. 68 00:03:16,560 --> 00:03:20,460 So what I will do is simply offset the whole curve 69 00:03:20,460 --> 00:03:22,270 for a couple of frame 70 00:03:22,270 --> 00:03:26,040 and insert a keyframe on frame 32 71 00:03:26,040 --> 00:03:27,780 and then set it to 3 72 00:03:27,780 --> 00:03:30,370 and duplicate it on frame 0. 73 00:03:30,370 --> 00:03:34,060 I will then get rid of the keyframe on frame 34, 74 00:03:34,060 --> 00:03:38,200 and I will call the Z quaternion rotation polishing done. 75 00:03:38,200 --> 00:03:41,150 The X rotation is super subtle. 76 00:03:41,150 --> 00:03:45,910 I will just push the key on frame 8 a little downward, 77 00:03:45,910 --> 00:03:47,500 back foot is pushing, 78 00:03:47,500 --> 00:03:50,650 it pushes a bit the hips forward 79 00:03:50,650 --> 00:03:52,600 and then it goes the other way. 80 00:03:52,600 --> 00:03:55,640 The X rotation motion is super subtle. 81 00:03:55,640 --> 00:03:58,510 Just duplicate this revised frame 8, 82 00:03:58,510 --> 00:04:01,450 16 frame later on frame 24 83 00:04:01,450 --> 00:04:04,083 and I will call the X rotation curve done. 84 00:04:05,030 --> 00:04:07,640 We can now jump onto the chest controller 85 00:04:07,640 --> 00:04:10,180 and work on its rotation. 86 00:04:10,180 --> 00:04:14,460 I will start by working on both Y and Z quaternion rotation 87 00:04:14,460 --> 00:04:16,320 at the same time. 88 00:04:16,320 --> 00:04:19,160 The Y rotation will drive the tilt 89 00:04:19,160 --> 00:04:21,320 while the Z will drive the twist. 90 00:04:21,320 --> 00:04:25,350 My goal is to build a bit of contrast on the motion 91 00:04:25,350 --> 00:04:29,090 and slightly delay the motion of the chest 92 00:04:29,090 --> 00:04:32,430 compared to what we have done during the blocking. 93 00:04:32,430 --> 00:04:35,470 It's about one frame or half the frame. 94 00:04:35,470 --> 00:04:38,360 Meaning that will push up a bit the key 95 00:04:38,360 --> 00:04:40,660 where the curve is starting to get down 96 00:04:40,660 --> 00:04:42,380 like on frame 8. 97 00:04:42,380 --> 00:04:45,190 And I will push a bit down the keys 98 00:04:45,190 --> 00:04:47,560 where the curve is starting to raise 99 00:04:47,560 --> 00:04:49,550 like on frame 24. 100 00:04:49,550 --> 00:04:51,450 Have a look to both polished curve, 101 00:04:51,450 --> 00:04:53,810 we can see that they are pretty smooth, 102 00:04:53,810 --> 00:04:57,980 meaning that they are going from one extreme to the other 103 00:04:57,980 --> 00:04:59,520 in a smooth fashion, 104 00:04:59,520 --> 00:05:02,710 without big changes in their shape. 105 00:05:02,710 --> 00:05:06,540 But we still recognize our usual pattern 106 00:05:06,540 --> 00:05:11,350 when we try to bring contrast between two extremes, 107 00:05:11,350 --> 00:05:14,720 with a slight plateau between those two extreme, 108 00:05:14,720 --> 00:05:19,720 and then the value of the curve changing a little faster 109 00:05:19,890 --> 00:05:23,100 during the passing or during the transitions. 110 00:05:23,100 --> 00:05:25,020 The fact that we get this plateau 111 00:05:25,020 --> 00:05:28,980 make the shoulder easing into the extreme 112 00:05:28,980 --> 00:05:31,530 as if there was some kind of momentum 113 00:05:31,530 --> 00:05:34,023 during the swinging of the shoulders. 114 00:05:34,940 --> 00:05:38,110 And the result is pretty close to what we have blocked. 115 00:05:38,110 --> 00:05:40,300 Just trying to get linear curve 116 00:05:40,300 --> 00:05:42,350 with a bit more contrast. 117 00:05:42,350 --> 00:05:43,930 Swing a bit with the timing, 118 00:05:43,930 --> 00:05:47,620 whenever the shoulder should raise or twist forward. 119 00:05:47,620 --> 00:05:51,230 Just double check the reference frame by frame, 120 00:05:51,230 --> 00:05:54,260 and you should find the right timing. 121 00:05:54,260 --> 00:05:57,200 Then regarding the shape of the curve, 122 00:05:57,200 --> 00:05:59,840 been following all the lessons so far, 123 00:05:59,840 --> 00:06:02,170 you should be a little more comfortable 124 00:06:02,170 --> 00:06:04,440 with editing those curve 125 00:06:04,440 --> 00:06:08,140 and those S shape with a slight plateau 126 00:06:08,140 --> 00:06:12,070 will be read as for the Z quaternion rotation 127 00:06:12,070 --> 00:06:14,960 and hold forward and backward 128 00:06:14,960 --> 00:06:16,630 during the twisting, 129 00:06:16,630 --> 00:06:19,270 and for the Y quaternion rotation 130 00:06:19,270 --> 00:06:23,750 and hold upward or downward during those extremes. 131 00:06:23,750 --> 00:06:27,220 Once I was done with the Z and Y quaternion rotation, 132 00:06:27,220 --> 00:06:30,510 I switched to the X quaternion rotation 133 00:06:30,510 --> 00:06:31,990 to be super subtle, 134 00:06:31,990 --> 00:06:34,490 because if you go extreme on this, 135 00:06:34,490 --> 00:06:37,660 your character will look drunk or unbalanced. 136 00:06:37,660 --> 00:06:39,830 And we will input more up and down 137 00:06:39,830 --> 00:06:43,070 using the Z location of this controller. 138 00:06:43,070 --> 00:06:46,030 In the end, I'm just taking the whole curve 139 00:06:46,030 --> 00:06:48,300 and offsetting it by two frame. 140 00:06:48,300 --> 00:06:53,290 But the character bend a bit forward just after the impact. 141 00:06:53,290 --> 00:06:55,570 And as it's pushing, 142 00:06:55,570 --> 00:07:00,300 then it will start bending backward after the up pose. 143 00:07:00,300 --> 00:07:04,460 And the bend backward will be pushed as it fall down 144 00:07:04,460 --> 00:07:07,500 as his body is getting lower and lower. 145 00:07:07,500 --> 00:07:10,290 So, there is not that much editing on that curve 146 00:07:10,290 --> 00:07:14,220 but just offsetting it in time on the X axis 147 00:07:14,220 --> 00:07:16,560 by two or three frame. 148 00:07:16,560 --> 00:07:20,850 Then I will duplicate frame 32, set it to 3, 149 00:07:20,850 --> 00:07:22,560 move it on frame 0 150 00:07:22,560 --> 00:07:25,100 and then get rid of any keys 151 00:07:25,100 --> 00:07:28,133 that goes beyond the frame 0 and the frame 32. 152 00:07:29,340 --> 00:07:33,060 Explain before, one extra detail I'd like to add 153 00:07:33,060 --> 00:07:36,770 is the up and down motion of the chest controller. 154 00:07:36,770 --> 00:07:40,150 It is currently driven by the Z location curve 155 00:07:40,150 --> 00:07:41,780 of the chest controller. 156 00:07:41,780 --> 00:07:43,840 The curve is currently flat 157 00:07:43,840 --> 00:07:46,650 because I haven't posed any location 158 00:07:46,650 --> 00:07:48,320 during the blocking stage. 159 00:07:48,320 --> 00:07:52,260 The idea is to animate the Z location curve 160 00:07:52,260 --> 00:07:55,220 based on the motion of the torso root. 161 00:07:55,220 --> 00:07:58,290 So I'm tracking the motion path of the torso root 162 00:07:58,290 --> 00:08:02,200 to double check whenever it's accelerating down, 163 00:08:02,200 --> 00:08:04,680 but you don't really need to do it. 164 00:08:04,680 --> 00:08:07,080 By simply going frame by frame, 165 00:08:07,080 --> 00:08:10,520 you will feel the moment the body's accelerating down, 166 00:08:10,520 --> 00:08:13,310 and the moment the body is accelerating up. 167 00:08:13,310 --> 00:08:17,420 The idea is to create an overlapping motion of the chest 168 00:08:17,420 --> 00:08:20,840 whenever the body hits its lower pose, 169 00:08:20,840 --> 00:08:23,080 we will then, one frame later, 170 00:08:23,080 --> 00:08:27,310 or two frame later, push the chest down. 171 00:08:27,310 --> 00:08:30,100 We will hold a bit this pose for a couple of frame 172 00:08:30,100 --> 00:08:32,140 as the body is raising. 173 00:08:32,140 --> 00:08:34,890 And then just after the up pose, 174 00:08:34,890 --> 00:08:37,720 when the body is falling down, 175 00:08:37,720 --> 00:08:39,630 we will raise the chest. 176 00:08:39,630 --> 00:08:41,470 As the chest is dragging, 177 00:08:41,470 --> 00:08:44,180 it's falling, but with a bit of delay. 178 00:08:44,180 --> 00:08:49,180 I've mainly work the curve between frame 14 and frame 22, 179 00:08:49,260 --> 00:08:52,220 because this is the time where we have a big change 180 00:08:52,220 --> 00:08:54,150 in the cock position. 181 00:08:54,150 --> 00:08:57,170 And this is your to work on this segment 182 00:08:57,170 --> 00:09:01,800 and then duplicate the keys around frame 0 and 32 183 00:09:01,800 --> 00:09:05,920 then working the transition from frame 32 to 0. 184 00:09:05,920 --> 00:09:10,260 In the end, this bouncing motion will occur twice 185 00:09:10,260 --> 00:09:12,410 during our walk cycle. 186 00:09:12,410 --> 00:09:17,410 So once I've polished the one between frame 14 and frame 22, 187 00:09:18,340 --> 00:09:23,340 I can duplicate my keys so that it repeats 16 frame later. 188 00:09:23,480 --> 00:09:24,810 It's a very subtle bounce 189 00:09:24,810 --> 00:09:28,020 but it brings a bit of texture to our motion. 190 00:09:28,020 --> 00:09:30,370 While we need to bring a bit of motion 191 00:09:30,370 --> 00:09:31,920 in the neck and head, 192 00:09:31,920 --> 00:09:34,800 we will keep it as subtle as possible 193 00:09:34,800 --> 00:09:38,290 unless you want to build a goofy walk cycle 194 00:09:38,290 --> 00:09:41,840 that could fit a drunk guy or even the babies 195 00:09:41,840 --> 00:09:46,460 that has a lot of trouble to hold his head in position. 196 00:09:46,460 --> 00:09:49,750 You don't want to move the head and the neck too much 197 00:09:49,750 --> 00:09:51,070 during your walk cycle 198 00:09:51,070 --> 00:09:53,720 or your character will look like a chicken. 199 00:09:53,720 --> 00:09:54,760 So for the neck, 200 00:09:54,760 --> 00:09:58,660 I will only work on the X quaternion rotation. 201 00:09:58,660 --> 00:10:01,550 When the character is moving up, 202 00:10:01,550 --> 00:10:05,300 clean a bit forward to make the head dragging. 203 00:10:05,300 --> 00:10:08,460 And when the body will be falling forward, 204 00:10:08,460 --> 00:10:10,760 the neck will move backward. 205 00:10:10,760 --> 00:10:13,830 And I will apply the same principle for the head. 206 00:10:13,830 --> 00:10:15,670 Right now I'm just making sure 207 00:10:15,670 --> 00:10:19,720 that my cycle is repeating over my whole curve. 208 00:10:19,720 --> 00:10:21,910 Though each time I find a spot 209 00:10:21,910 --> 00:10:24,270 where I feel like my animation is right, 210 00:10:24,270 --> 00:10:29,270 I can duplicate the keys and move them by 16 frame. 211 00:10:29,410 --> 00:10:32,300 This way I'm sure I get a consistent cycle 212 00:10:32,300 --> 00:10:33,590 that look right. 213 00:10:33,590 --> 00:10:36,190 Then I will do exactly the same thing, 214 00:10:36,190 --> 00:10:38,660 but this time with the head controller. 215 00:10:38,660 --> 00:10:40,720 Just track the tip of the nose 216 00:10:40,720 --> 00:10:42,780 or the chin of your character 217 00:10:42,780 --> 00:10:44,570 as a point of reference. 218 00:10:44,570 --> 00:10:48,620 And again, keep this motion as subtle as possible. 219 00:10:48,620 --> 00:10:51,090 You may not see it, just feel it, 220 00:10:51,090 --> 00:10:55,360 like the head is a bit wobbling but very subtly 221 00:10:55,360 --> 00:10:58,520 so that we feel like the character is in control. 222 00:10:58,520 --> 00:11:00,340 If you feel comfortable enough, 223 00:11:00,340 --> 00:11:03,497 you can add a bit of Z quaternion rotation 224 00:11:03,497 --> 00:11:06,340 to create a bit of side to side delay 225 00:11:06,340 --> 00:11:08,070 in the rotation of the head 226 00:11:08,070 --> 00:11:10,400 but it has to be super subtle. 227 00:11:10,400 --> 00:11:14,160 Even more subtle than this X rotation curve. 228 00:11:14,160 --> 00:11:15,090 So in the end, 229 00:11:15,090 --> 00:11:16,950 if you don't animate the other channel, 230 00:11:16,950 --> 00:11:19,000 that's perfectly fine. 231 00:11:19,000 --> 00:11:20,650 The torso polishing done. 232 00:11:20,650 --> 00:11:24,140 I'd like to add extra bit of details 233 00:11:24,140 --> 00:11:25,410 and to add a bit of bouncing 234 00:11:25,410 --> 00:11:27,820 on the pectoral muscle of the character. 235 00:11:27,820 --> 00:11:31,760 If you display the torso tweak layer of bones, 236 00:11:31,760 --> 00:11:35,450 you will find a controller for pectoral muscle. 237 00:11:35,450 --> 00:11:38,450 The idea is that we will be only animating one of them 238 00:11:38,450 --> 00:11:40,360 on its Z location, 239 00:11:40,360 --> 00:11:43,030 and then we will copy and paste its curve 240 00:11:43,030 --> 00:11:44,590 onto the other one. 241 00:11:44,590 --> 00:11:48,220 I will only animate direction of the pectoral muscle 242 00:11:48,220 --> 00:11:49,310 on the impact. 243 00:11:49,310 --> 00:11:51,810 If it was a female character, 244 00:11:51,810 --> 00:11:53,600 there will be a lot of motion, 245 00:11:53,600 --> 00:11:55,590 whether up and down, side to side, 246 00:11:55,590 --> 00:11:58,860 because women breast is mainly made of fat. 247 00:11:58,860 --> 00:12:00,320 In the case of our character, 248 00:12:00,320 --> 00:12:02,340 I only want to create motion 249 00:12:02,340 --> 00:12:04,730 whenever we are reaching the impact frame. 250 00:12:04,730 --> 00:12:07,830 So as the torso travels fast down 251 00:12:07,830 --> 00:12:09,720 before the contact frame, 252 00:12:09,720 --> 00:12:12,720 I will slightly raise the Z curve 253 00:12:12,720 --> 00:12:15,680 to push the pectoral muscle up, 254 00:12:15,680 --> 00:12:16,970 hold for a couple of frame, 255 00:12:16,970 --> 00:12:19,970 and then I will push it down super fast. 256 00:12:19,970 --> 00:12:23,453 We create a slight S curves that goes up and down 257 00:12:23,453 --> 00:12:25,890 with a smaller and smaller amplitude 258 00:12:25,890 --> 00:12:29,520 will create a slight bouncing effect 259 00:12:29,520 --> 00:12:32,530 that is losing strength over time. 260 00:12:32,530 --> 00:12:34,950 I was happy with this first bounce, 261 00:12:34,950 --> 00:12:38,200 as usual, I've duplicated all the keys 262 00:12:38,200 --> 00:12:41,340 and moved them back by 16 frame. 263 00:12:41,340 --> 00:12:43,440 From there, I can copy the curve, 264 00:12:43,440 --> 00:12:45,600 select the other controller, 265 00:12:45,600 --> 00:12:48,720 then double-click its Z location channel, 266 00:12:48,720 --> 00:12:50,590 get rid of all the key 267 00:12:50,590 --> 00:12:52,650 but the first and the last, 268 00:12:52,650 --> 00:12:56,210 and just press Control + V to paste the motion. 269 00:12:56,210 --> 00:13:00,730 Now both pectoral muscle move with the same bounce. 270 00:13:00,730 --> 00:13:03,740 If you want to push a bit your walk cycle, 271 00:13:03,740 --> 00:13:05,620 you can apply the same effect 272 00:13:05,620 --> 00:13:07,570 on the butt of the character. 273 00:13:07,570 --> 00:13:10,040 But I will call the torso polishing done, 274 00:13:10,040 --> 00:13:13,137 and now we need to polish the shoulders and the arms. 21237

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