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These are the user uploaded subtitles that are being translated: 1 00:00:00,540 --> 00:00:02,970 - [Instructor] The first pose we've been working on 2 00:00:02,970 --> 00:00:06,510 was a static pose or a balanced pose. 3 00:00:06,510 --> 00:00:10,520 In this new video I like to tackle motion poses 4 00:00:10,520 --> 00:00:14,780 and we will try to push it to an extreme using smears 5 00:00:14,780 --> 00:00:16,510 and rebel limbs. 6 00:00:16,510 --> 00:00:20,390 So the first thing you need to do and I truly advise you 7 00:00:20,390 --> 00:00:24,860 to do it whatever your animation level is to identify 8 00:00:24,860 --> 00:00:26,960 the line of action on the pose. 9 00:00:26,960 --> 00:00:29,800 Even if it seems very obvious on this picture, 10 00:00:29,800 --> 00:00:32,610 drawing this line will help you whenever you are going 11 00:00:32,610 --> 00:00:35,670 to build your pose because it will be written 12 00:00:35,670 --> 00:00:37,070 in your subconscious. 13 00:00:37,070 --> 00:00:41,120 I know it is I'm the first to rush into posing my character 14 00:00:41,120 --> 00:00:44,830 whenever I'm starting a new animation and this is not 15 00:00:44,830 --> 00:00:46,670 the right way to do it. 16 00:00:46,670 --> 00:00:51,110 But what I'm sure is that whenever I do this work prior 17 00:00:51,110 --> 00:00:54,990 to start posing my character, I generally get a better 18 00:00:54,990 --> 00:00:55,823 result. 19 00:00:55,823 --> 00:00:59,590 Second thing I do is to define the lines of interests. 20 00:00:59,590 --> 00:01:03,420 In this case, we have a nice angle with the right leg, 21 00:01:03,420 --> 00:01:07,840 the left arm, and the overall shape made by the connection 22 00:01:07,840 --> 00:01:10,740 between the two arms and the baseball bat. 23 00:01:10,740 --> 00:01:15,160 Then as in the previous video, I will define the orientation 24 00:01:15,160 --> 00:01:18,270 of the face, the torso, and the hips of the character 25 00:01:18,270 --> 00:01:21,730 by drawing lines on top of the character. 26 00:01:21,730 --> 00:01:26,310 Again, this will really improve my posing process 27 00:01:26,310 --> 00:01:29,700 helping me reading the current pose and the orientation 28 00:01:29,700 --> 00:01:32,300 of the different features of the body. 29 00:01:32,300 --> 00:01:34,830 So I will open my previous file, 30 00:01:34,830 --> 00:01:38,520 I will duplicate the current action and I will rename 31 00:01:38,520 --> 00:01:40,230 it, pose number two, 32 00:01:40,230 --> 00:01:44,240 I will get rid of all the key frame on frame number two, 33 00:01:44,240 --> 00:01:47,580 and then I will go on frame zero, enter pose mode, 34 00:01:47,580 --> 00:01:52,120 select all my controllers and press Alt+R, Alt+G, 35 00:01:52,120 --> 00:01:56,750 Alt+S to reset the rotation scale and location 36 00:01:56,750 --> 00:01:58,410 of all the controllers. 37 00:01:58,410 --> 00:02:02,370 From there in the 2D editor, I will open the new reference 38 00:02:02,370 --> 00:02:03,230 picture. 39 00:02:03,230 --> 00:02:07,320 Since this new picture is not framed as the other, 40 00:02:07,320 --> 00:02:09,310 we need to rework our camera, 41 00:02:09,310 --> 00:02:14,030 the current camera as an horizontal format while the new one 42 00:02:14,030 --> 00:02:17,160 needs to be into a vertical format. 43 00:02:17,160 --> 00:02:20,000 To change the format ratio of the camera 44 00:02:20,000 --> 00:02:23,530 we need to go into our output properties, 45 00:02:23,530 --> 00:02:26,530 scroll up till you reach the dimension tab 46 00:02:26,530 --> 00:02:31,530 and replace the resolution X by 1080 and Y by 1920. 47 00:02:32,660 --> 00:02:35,950 From there, I will make sure that I'm in object mode 48 00:02:35,950 --> 00:02:40,520 and I will click on the outer edge of the camera frame, 49 00:02:40,520 --> 00:02:44,320 this will select the camera and I can roughly reposition 50 00:02:44,320 --> 00:02:47,200 it using our two rotating G to move. 51 00:02:47,200 --> 00:02:50,750 Since the reference picture has probably been taken 52 00:02:50,750 --> 00:02:55,310 from afar, I will increase the focal length to 60, 53 00:02:55,310 --> 00:02:59,050 I guess a focal length of 80 or 90 would be better, 54 00:02:59,050 --> 00:03:02,040 but for the time being we will stick to these. 55 00:03:02,040 --> 00:03:04,830 While our character has no baseball bat, 56 00:03:04,830 --> 00:03:07,170 he's equipped with some weapons. 57 00:03:07,170 --> 00:03:11,520 We can go towards the visibility properties and enable 58 00:03:11,520 --> 00:03:14,170 the two ended sword or long sword. 59 00:03:14,170 --> 00:03:16,990 We can continue these as these are some bad-ass baseball 60 00:03:16,990 --> 00:03:21,270 bat and we now need to enable it's rig layer. 61 00:03:21,270 --> 00:03:25,140 By default these two ended sword is parented to the right 62 00:03:25,140 --> 00:03:29,160 hand, meaning that it will follow any motion or movement 63 00:03:29,160 --> 00:03:30,370 of the right hand. 64 00:03:30,370 --> 00:03:33,370 If we head over the weapons properties tab, 65 00:03:33,370 --> 00:03:37,470 we can change the parenting of the sword or of any 66 00:03:37,470 --> 00:03:39,400 of the weapons of the character. 67 00:03:39,400 --> 00:03:42,910 Changing the parent will whether parent it to the right 68 00:03:42,910 --> 00:03:46,800 hand, left hand, or give it no parent so that we can move it 69 00:03:46,800 --> 00:03:50,320 freely inward space where we can definitely pose 70 00:03:50,320 --> 00:03:54,010 our character using forward kinematics for the arms. 71 00:03:54,010 --> 00:03:56,180 Whenever we are manipulating an object, 72 00:03:56,180 --> 00:03:58,860 we've both and in contact with it, 73 00:03:58,860 --> 00:04:03,780 it's easier to have at least one or both end set to inverse 74 00:04:03,780 --> 00:04:04,850 kinematic. 75 00:04:04,850 --> 00:04:08,490 So in the arm properties panel, I will set the arm 76 00:04:08,490 --> 00:04:13,490 fkik.l and .r to one so that we switch to arm 77 00:04:13,830 --> 00:04:16,140 inverse kinematic controllers. 78 00:04:16,140 --> 00:04:19,790 From there, we can enable the arm inverse kinematic 79 00:04:19,790 --> 00:04:24,790 controllers layer and hide the arm forward kinematically. 80 00:04:24,900 --> 00:04:28,970 From there we can pose the arm of our character by simply 81 00:04:28,970 --> 00:04:32,090 selecting the end controller and moving it 82 00:04:32,090 --> 00:04:36,710 and adjust the elbow orientation using the pole target 83 00:04:36,710 --> 00:04:39,160 exactly as we did with the feet. 84 00:04:39,160 --> 00:04:42,850 There are a lot of animators that prefer to use inverse 85 00:04:42,850 --> 00:04:45,370 kinematic all the way from their arms. 86 00:04:45,370 --> 00:04:49,970 I personally prefer forward kinematic to build nice arcs, 87 00:04:49,970 --> 00:04:53,510 but whenever I have contacting pose with the hands 88 00:04:54,834 --> 00:04:58,640 on the wall, on the ground, or on an object like that, 89 00:04:58,640 --> 00:05:01,400 I generally switch to inverse kinematic. 90 00:05:01,400 --> 00:05:05,450 The first thing I will do is press control tab to jump back 91 00:05:05,450 --> 00:05:09,870 into object mode and I will select the camera and hide it, 92 00:05:09,870 --> 00:05:13,620 this way I can start working in front orthographical view 93 00:05:13,620 --> 00:05:16,480 without having the camera object in the middle 94 00:05:16,480 --> 00:05:17,430 of the screen. 95 00:05:17,430 --> 00:05:21,090 As usual, I can always start posing my character 96 00:05:21,090 --> 00:05:25,170 with the center of gravity or torso root controller. 97 00:05:25,170 --> 00:05:27,730 As we have looped to the reference picture, 98 00:05:27,730 --> 00:05:32,720 our goal is to figure out where the torso is pointing at. 99 00:05:32,720 --> 00:05:37,000 Once I get a very basic ID of my torso pose 100 00:05:37,000 --> 00:05:39,920 we can pose the feet, they are very important 101 00:05:39,920 --> 00:05:43,530 since they are supporting the weight of our character, 102 00:05:43,530 --> 00:05:47,820 they will define its balance and the orientation 103 00:05:47,820 --> 00:05:48,830 of the hips. 104 00:05:48,830 --> 00:05:51,910 When posing the feet, if you have to rotate them forward 105 00:05:51,910 --> 00:05:55,740 or backward, I advise you to favorize the foot roll 106 00:05:55,740 --> 00:05:59,360 controller, it has a pretty natural behavior regarding 107 00:05:59,360 --> 00:06:02,530 the posing of the character and when animating it 108 00:06:02,530 --> 00:06:05,710 it's easier than rotating the feet and compensating 109 00:06:05,710 --> 00:06:06,630 any contact. 110 00:06:06,630 --> 00:06:10,180 Don't forget to pose the toes of the character. 111 00:06:10,180 --> 00:06:13,120 And before you focus on the whole leg, 112 00:06:13,120 --> 00:06:17,770 just focus on the feet orientation of the reference. 113 00:06:17,770 --> 00:06:22,070 For the time being I'm just roughly posing each controller 114 00:06:22,070 --> 00:06:25,760 as seen in the previous video you can hardly get 115 00:06:25,760 --> 00:06:30,310 to the right pose or the right position of each controller 116 00:06:30,310 --> 00:06:35,170 in one shot, you need to refine the pose of each controller 117 00:06:35,170 --> 00:06:38,850 by going back and forth on each of them one by one. 118 00:06:38,850 --> 00:06:42,470 With the feet controllers and the leg I can pose, 119 00:06:42,470 --> 00:06:46,410 roughly post, I can go ahead and work a bit more 120 00:06:46,410 --> 00:06:48,730 onto the torso of the character. 121 00:06:48,730 --> 00:06:52,820 I need to twist the torso even more, twist a bit the chest 122 00:06:52,820 --> 00:06:56,130 controller, make it lean to the side, 123 00:06:56,130 --> 00:06:58,920 basically push the pose a little more. 124 00:06:58,920 --> 00:07:02,420 Then I'm watching the head orientation of the reference 125 00:07:02,420 --> 00:07:06,020 picture and I'm trying too match, rotating the neck 126 00:07:06,020 --> 00:07:08,890 controller will offset the head and then I can change 127 00:07:08,890 --> 00:07:11,900 the orientation on the head using the head controller. 128 00:07:11,900 --> 00:07:15,270 As usual the shoulder are very important because they will 129 00:07:15,270 --> 00:07:19,690 shape the chest and the overall silhouette of the character, 130 00:07:19,690 --> 00:07:23,314 but they will also change the behavior of the arms 131 00:07:23,314 --> 00:07:26,500 especially when using inverse kinematic. 132 00:07:26,500 --> 00:07:29,710 But before I even try to refine the shoulders 133 00:07:29,710 --> 00:07:32,650 I will position the hands of the character. 134 00:07:32,650 --> 00:07:36,280 You watch carefully the reference, the right hand palm 135 00:07:36,280 --> 00:07:41,280 is pointing up while the left hand home is pointing down. 136 00:07:41,530 --> 00:07:45,430 So I need to rotate the right hand accordingly, 137 00:07:45,430 --> 00:07:48,800 then I will position it in front of the character 138 00:07:48,800 --> 00:07:51,440 and roughly both in space. 139 00:07:51,440 --> 00:07:55,010 Once I have a rough pose for the right hand, 140 00:07:55,010 --> 00:07:59,170 I will pose the left hand and position it on the handle 141 00:07:59,170 --> 00:08:00,060 of the sword. 142 00:08:00,060 --> 00:08:04,460 Here you can see we have a lot of tension into our arm, 143 00:08:04,460 --> 00:08:08,350 and this is because we haven't posed the shoulder yet. 144 00:08:08,350 --> 00:08:13,070 We need to rotate the shoulder inward to loosen the arm 145 00:08:13,070 --> 00:08:16,260 and get a nice angle with the elbow. 146 00:08:16,260 --> 00:08:20,380 Watch out for this nice and smooth C-shape boat 147 00:08:20,380 --> 00:08:22,060 by the shoulder line. 148 00:08:22,060 --> 00:08:24,340 Whenever you are posing the elbow, 149 00:08:24,340 --> 00:08:27,100 double check their position in space, 150 00:08:27,100 --> 00:08:30,100 be aware whenever you are posing, 151 00:08:30,100 --> 00:08:33,600 don't try to guess, just watch the reference. 152 00:08:33,600 --> 00:08:37,860 The left elbow is pointing to the sky making a nice angle 153 00:08:37,860 --> 00:08:42,190 with the shoulder while the right elbow is pushed toward 154 00:08:42,190 --> 00:08:43,670 the chest of the character. 155 00:08:43,670 --> 00:08:47,430 A common mistake you need to absolutely avoid is trying 156 00:08:47,430 --> 00:08:52,150 to reach any weapon pose using only the hand controller, 157 00:08:52,150 --> 00:08:57,070 your hand have a pretty limited range of rotation. 158 00:08:57,070 --> 00:09:00,810 So you can't break the wrist to orientate the plate, 159 00:09:00,810 --> 00:09:04,570 but whenever you are manipulating and object in your hand, 160 00:09:04,570 --> 00:09:08,570 the way you move your finger you open your palm or not 161 00:09:08,570 --> 00:09:11,010 will change the orientation of the object. 162 00:09:11,010 --> 00:09:15,930 So please move the object using the object controller. 163 00:09:15,930 --> 00:09:19,360 Getting back on to our pose we can see that both 164 00:09:19,360 --> 00:09:21,730 end are very close one to the other, 165 00:09:21,730 --> 00:09:25,870 so I fix that and now I'm rotating the shoulder so that 166 00:09:25,870 --> 00:09:30,400 I can reach the same range of motion or range of pose 167 00:09:30,400 --> 00:09:31,790 as on the reference. 168 00:09:31,790 --> 00:09:35,810 When I pose the hand, again I try not to break the wrist 169 00:09:35,810 --> 00:09:39,360 too much and if I need to compensate the rotation 170 00:09:39,360 --> 00:09:43,210 of the sword I will do it using the sword controller. 171 00:09:43,210 --> 00:09:47,690 Now that I have a roughly posed both hand and I want 172 00:09:47,690 --> 00:09:51,600 to move both of them or change the orientation of the sword 173 00:09:51,600 --> 00:09:56,500 at hands, I'm using the active controller as the rotation 174 00:09:56,500 --> 00:09:58,930 point or pivot points. 175 00:09:58,930 --> 00:10:01,890 This way I can select both hand controller, 176 00:10:01,890 --> 00:10:05,770 make sure that I select last or make active the right hand 177 00:10:05,770 --> 00:10:10,770 controller, this way both end rotating around the right hand 178 00:10:10,840 --> 00:10:11,930 pivot point. 179 00:10:11,930 --> 00:10:15,410 And since we are using inverse kinematic, both end get 180 00:10:15,410 --> 00:10:17,380 posed pretty natural, 181 00:10:17,380 --> 00:10:21,940 and I can do the same process by selecting both hands 182 00:10:21,940 --> 00:10:25,430 and then selecting the torso controller for example. 183 00:10:25,430 --> 00:10:28,450 As I'm turning around my pose to make sure it works 184 00:10:28,450 --> 00:10:31,770 from every angle, I will first select both end 185 00:10:31,770 --> 00:10:34,420 and finally the torso controller. 186 00:10:34,420 --> 00:10:38,180 And now whenever I move or rotate the torso controller, 187 00:10:38,180 --> 00:10:41,550 the ends follow, good practice is to test the different 188 00:10:41,550 --> 00:10:42,490 pivot points 189 00:10:43,820 --> 00:10:47,190 so that you get familiar with them and can switch 190 00:10:47,190 --> 00:10:51,100 whenever you think it's more relevant to pose faster 191 00:10:51,100 --> 00:10:52,260 or with ease. 192 00:10:52,260 --> 00:10:55,330 So as seen for the previous pose, don't forget to turn 193 00:10:55,330 --> 00:10:58,320 around your character and make sure that the pose 194 00:10:58,320 --> 00:11:00,230 works from any angle. 195 00:11:00,230 --> 00:11:05,000 Now that I have a better pose or at least a base pose, 196 00:11:05,000 --> 00:11:08,650 I will go back to object mode and they will unhide 197 00:11:08,650 --> 00:11:10,880 the camera by pressing Alt+H. 198 00:11:10,880 --> 00:11:14,400 With the camera selected, I will go back onto the camera 199 00:11:14,400 --> 00:11:19,120 properties and I will set the focal length to 90 200 00:11:19,120 --> 00:11:24,120 and now we have a way better focal length that better match 201 00:11:24,300 --> 00:11:26,320 the current reference picture. 202 00:11:26,320 --> 00:11:29,350 With the focal length corrected I will jump back 203 00:11:29,350 --> 00:11:33,500 into pose mode, select both end and finally select 204 00:11:33,500 --> 00:11:36,780 the torso root controller and I will tweak the pose 205 00:11:36,780 --> 00:11:40,980 of my character to better match or try to better match 206 00:11:40,980 --> 00:11:42,140 the reference pose. 207 00:11:42,140 --> 00:11:45,240 When you're watching your reference, take one feature 208 00:11:45,240 --> 00:11:49,800 like the elbow and try to clearly identify its orientation. 209 00:11:49,800 --> 00:11:52,580 My left elbow is currently pointing up 210 00:11:52,580 --> 00:11:54,760 while on the reference it's pointing down, 211 00:11:54,760 --> 00:11:58,070 so I will simply fix that by rotating a bit the shoulder 212 00:11:58,070 --> 00:12:00,720 controller and lowering the pole targets, 213 00:12:00,720 --> 00:12:03,920 then I will control the other elbow and make sure that 214 00:12:03,920 --> 00:12:07,180 it doesn't clip too much inside my character. 215 00:12:07,180 --> 00:12:09,457 Another good practice whenever you are watching 216 00:12:09,457 --> 00:12:13,000 the reference is to draw straight lines, 217 00:12:13,000 --> 00:12:16,610 to see the position for example, of the head compared 218 00:12:16,610 --> 00:12:20,540 to the foot or the left elbow compared to the left foot, 219 00:12:20,540 --> 00:12:24,280 I can see that I need to push my left foot a little 220 00:12:24,280 --> 00:12:25,660 on the outside. 221 00:12:25,660 --> 00:12:28,660 So there are a lot of moment where you won't be able 222 00:12:28,660 --> 00:12:33,040 to perfectly match the reference because the range of posing 223 00:12:33,040 --> 00:12:37,130 of your character depend on his proportions. 224 00:12:37,130 --> 00:12:40,880 Our current character is more elongated than the female 225 00:12:40,880 --> 00:12:43,080 character on the reference for example, 226 00:12:43,080 --> 00:12:47,950 so his arms are a little longer and I have a lot of time 227 00:12:47,950 --> 00:12:51,890 trying to perfectly match the position of his harm compared 228 00:12:51,890 --> 00:12:53,460 to the female character. 229 00:12:53,460 --> 00:12:58,230 So your goal is trying to match but not trying to match 230 00:12:58,230 --> 00:13:02,890 at all costs, at some point you need to figure out whether 231 00:13:02,890 --> 00:13:06,240 the pose you have, but please you are not. 232 00:13:06,240 --> 00:13:11,140 Again, animation is enough form, so I can't teach you 233 00:13:11,140 --> 00:13:14,590 the perfect way to pose your character or tell you 234 00:13:14,590 --> 00:13:17,780 this is or this kind of pose must be bad. 235 00:13:17,780 --> 00:13:22,020 You are here to learn all to bad a good pose, 236 00:13:22,020 --> 00:13:24,220 not this specific pose. 237 00:13:24,220 --> 00:13:26,980 And then you need to bring your style to the pose, 238 00:13:26,980 --> 00:13:31,200 again I'm comparing the reference pose with my character 239 00:13:31,200 --> 00:13:34,690 trying to find the right balance or at least the right 240 00:13:34,690 --> 00:13:35,523 momentum. 241 00:13:35,523 --> 00:13:39,260 Here we don't need to get our character perfectly balanced 242 00:13:39,260 --> 00:13:43,460 since he's in motion, so its center of gravity is moving 243 00:13:43,460 --> 00:13:44,420 in space. 244 00:13:44,420 --> 00:13:47,690 I could tweak this pose forever, but for the time being 245 00:13:47,690 --> 00:13:51,480 we are going to rapidly pose the finger around the handle 246 00:13:51,480 --> 00:13:52,500 of the weapon. 247 00:13:52,500 --> 00:13:57,360 So I will pose each finger one by one trying to match 248 00:13:57,360 --> 00:14:01,270 a convincing pose, but this is not the main focus 249 00:14:01,270 --> 00:14:05,870 of this video, so I will just let you with a time-lapse 250 00:14:05,870 --> 00:14:08,020 where I'm posing those fingers. 251 00:14:08,020 --> 00:14:11,670 Don't forget that you can also find tweaking the position 252 00:14:11,670 --> 00:14:14,640 of the feet and the position of the toes, 253 00:14:14,640 --> 00:14:18,800 but we will work on and posing in a dedicating the video, 254 00:14:18,800 --> 00:14:21,980 for the time being I'll see you in the next one 255 00:14:21,980 --> 00:14:23,840 where we will push the current pose. 256 00:14:31,930 --> 00:14:34,597 (upbeat music) 21930

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