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These are the user uploaded subtitles that are being translated: 1 00:00:00,210 --> 00:00:01,910 - [Pierrick] There is one art pose 2 00:00:01,910 --> 00:00:04,380 I'd like to talk about and work on 3 00:00:04,380 --> 00:00:08,900 before we go into more dynamic and spectacular poses. 4 00:00:08,900 --> 00:00:11,260 It's weight lifting poses. 5 00:00:11,260 --> 00:00:14,420 The weightlifting exercise is a classic Funimation 6 00:00:14,420 --> 00:00:17,090 because it's very hard and you learn a lot. 7 00:00:17,090 --> 00:00:18,390 We'll do the animation 8 00:00:18,390 --> 00:00:21,030 in the chapter I will publish later on. 9 00:00:21,030 --> 00:00:23,510 I've called this video of Fighting Weight 10 00:00:23,510 --> 00:00:26,260 because there is a lot of forces involved 11 00:00:26,260 --> 00:00:28,850 whenever you are trying to lift any weight 12 00:00:28,850 --> 00:00:33,060 or even your own body, and we are here to fight gravity. 13 00:00:33,060 --> 00:00:36,960 And in a good fight, you need to know your enemy, gravity. 14 00:00:36,960 --> 00:00:39,320 So the first thing I will do as usual 15 00:00:39,320 --> 00:00:41,570 is to find the line of action. 16 00:00:41,570 --> 00:00:43,570 It's not that hard to find, 17 00:00:43,570 --> 00:00:46,270 I just have to follow the spine of the character. 18 00:00:46,270 --> 00:00:49,890 One interesting detail here is the position of the head. 19 00:00:49,890 --> 00:00:53,690 It seems that he's trying to lift the weight with his head, 20 00:00:53,690 --> 00:00:56,940 so this is something we will have to translate in our pose. 21 00:00:56,940 --> 00:00:58,440 Beyond the line of action, 22 00:00:58,440 --> 00:01:01,890 there is a very important point to be identified here, 23 00:01:01,890 --> 00:01:04,200 and it's the center of gravity. 24 00:01:04,200 --> 00:01:06,740 And as soon as the weight are leaving the ground, 25 00:01:06,740 --> 00:01:08,270 we have to consider them 26 00:01:08,270 --> 00:01:12,020 as being a part of the center of gravity of the character. 27 00:01:12,020 --> 00:01:15,320 And they think we can place the center of gravity 28 00:01:15,320 --> 00:01:17,070 in the middle of the weight, 29 00:01:17,070 --> 00:01:20,440 as they are way heavier than the character. 30 00:01:20,440 --> 00:01:22,600 Now, our character purpose 31 00:01:22,600 --> 00:01:25,310 will be to pull the center of gravity 32 00:01:25,310 --> 00:01:27,430 in the straight line vertically. 33 00:01:27,430 --> 00:01:30,790 And everything in his pose is meant to do this. 34 00:01:30,790 --> 00:01:35,460 Look how the arms and the legs create a triangular shape 35 00:01:35,460 --> 00:01:37,770 that goes straight up. 36 00:01:37,770 --> 00:01:39,140 So we will have to make sure 37 00:01:39,140 --> 00:01:41,180 that we have this tension in the arms 38 00:01:41,180 --> 00:01:43,610 and the compression in the legs. 39 00:01:43,610 --> 00:01:47,440 As usual, I've drawn some guidelines on top of the character 40 00:01:47,440 --> 00:01:48,890 to get a better vision 41 00:01:48,890 --> 00:01:52,300 of the orientation of the different features of his body. 42 00:01:52,300 --> 00:01:55,510 In Blender, I will do as we did in the previous video, 43 00:01:55,510 --> 00:01:58,740 I will switch to object mode and hide the camera. 44 00:01:58,740 --> 00:02:02,490 Then I will select the weight accessories I have created 45 00:02:02,490 --> 00:02:04,570 and I will place it in space. 46 00:02:04,570 --> 00:02:06,680 You will find the initial file 47 00:02:06,680 --> 00:02:09,490 with the object already placed in space. 48 00:02:09,490 --> 00:02:12,700 Since we will be only posing the character, 49 00:02:12,700 --> 00:02:15,240 I won't be creating any interaction 50 00:02:15,240 --> 00:02:18,780 between our character rig and the current object. 51 00:02:18,780 --> 00:02:21,880 We will see those mechanism later in the course. 52 00:02:21,880 --> 00:02:23,520 In the meantime, as usual, 53 00:02:23,520 --> 00:02:27,210 I can replace one of the 3D view on the top right corner 54 00:02:27,210 --> 00:02:31,240 by the image editor and open the reference picture. 55 00:02:31,240 --> 00:02:33,840 Then I will prepare on the character rig. 56 00:02:33,840 --> 00:02:35,460 I will enter pose mode, 57 00:02:35,460 --> 00:02:39,000 and I will make sure that I add the sword. 58 00:02:39,000 --> 00:02:42,300 Then in the action editor, I will create a new action. 59 00:02:42,300 --> 00:02:45,500 You don't need to do so since I'm providing you the file 60 00:02:45,500 --> 00:02:47,870 with the already created action. 61 00:02:47,870 --> 00:02:50,510 And before we start posing the character, 62 00:02:50,510 --> 00:02:54,520 I will switch the end mechanism to inverse kinematics, 63 00:02:54,520 --> 00:02:58,100 since our character will be in contact with the object. 64 00:02:58,100 --> 00:03:02,370 Exactly as did when we were working on the baseball pose. 65 00:03:02,370 --> 00:03:03,203 This way, 66 00:03:03,203 --> 00:03:06,400 we will be able to position the hands on the weight 67 00:03:06,400 --> 00:03:10,530 and then work the pose around the hand position. 68 00:03:10,530 --> 00:03:13,470 So let's start posing our character. 69 00:03:13,470 --> 00:03:16,570 I will try to position the hands properly. 70 00:03:16,570 --> 00:03:17,403 But first, 71 00:03:17,403 --> 00:03:20,610 I will lower the center of gravity of the character, 72 00:03:20,610 --> 00:03:24,920 not of the whole pose, so that the arms don't get stretched. 73 00:03:24,920 --> 00:03:27,780 But one important detail on the hand pose here 74 00:03:27,780 --> 00:03:32,070 is that they are slightly bending toward the outside. 75 00:03:32,070 --> 00:03:35,480 So this is a little detail we will have to take into account 76 00:03:35,480 --> 00:03:38,700 whenever we are going to polish a bit our pose. 77 00:03:38,700 --> 00:03:41,440 And I will slightly rotate the hand controller 78 00:03:41,440 --> 00:03:43,300 toward the outside right away. 79 00:03:43,300 --> 00:03:45,370 From there, I can press Control + C 80 00:03:45,370 --> 00:03:46,960 and then Control + Shift + V 81 00:03:46,960 --> 00:03:49,560 to mirror the pose on the other hand. 82 00:03:49,560 --> 00:03:52,340 You may remember that in the previous videos, 83 00:03:52,340 --> 00:03:56,640 I've told you that we try to break symmetry into a pose 84 00:03:56,640 --> 00:03:58,170 to avoid twinning. 85 00:03:58,170 --> 00:04:00,780 But one thing we have seen regarding twinning 86 00:04:00,780 --> 00:04:05,780 is that it can communicate stability and strength to a pose. 87 00:04:05,890 --> 00:04:08,340 And this is exactly what we need here. 88 00:04:08,340 --> 00:04:11,950 So this is a pose where we will be able to use symmetry. 89 00:04:11,950 --> 00:04:13,750 As we did for the previous poses, 90 00:04:13,750 --> 00:04:17,250 I will first try to give the right orientation 91 00:04:17,250 --> 00:04:19,670 to the center of gravity of my character. 92 00:04:19,670 --> 00:04:22,290 One key component of this pose 93 00:04:22,290 --> 00:04:26,600 is to have the sternum align with the center of the weight. 94 00:04:26,600 --> 00:04:28,300 Then I will go back and forth 95 00:04:28,300 --> 00:04:30,950 with the bending of the chest controller, 96 00:04:30,950 --> 00:04:34,110 the hips controller, the head and the neck. 97 00:04:34,110 --> 00:04:36,830 Whenever you're pulling a heavy weight, 98 00:04:36,830 --> 00:04:39,920 your shoulders are pulled down, 99 00:04:39,920 --> 00:04:42,670 so you need to rotate them toward the ground. 100 00:04:42,670 --> 00:04:45,310 Don't make the mistake of raising the shoulders 101 00:04:45,310 --> 00:04:47,820 because the character is trying to raise the weight. 102 00:04:47,820 --> 00:04:51,280 Don't think about what your character is willing to do, 103 00:04:51,280 --> 00:04:55,990 think about what forces are involved against your character 104 00:04:55,990 --> 00:04:59,000 and it's fighting against those forces. 105 00:04:59,000 --> 00:05:01,770 The feet will be aligned with the metal bars 106 00:05:01,770 --> 00:05:03,450 that is holding the weights. 107 00:05:03,450 --> 00:05:05,030 Remember what we have seen 108 00:05:05,030 --> 00:05:07,160 when we have built our first pose, 109 00:05:07,160 --> 00:05:10,350 we try to get the center of gravity to be aligned 110 00:05:10,350 --> 00:05:13,870 within the shape made by the contacting point. 111 00:05:13,870 --> 00:05:16,899 So if you have only two contacting points, 112 00:05:16,899 --> 00:05:20,400 then the center of gravity must be aligned 113 00:05:20,400 --> 00:05:22,470 between the two feet. 114 00:05:22,470 --> 00:05:25,750 Based on the knee position on the reference picture, 115 00:05:25,750 --> 00:05:27,240 as I'm posing the character, 116 00:05:27,240 --> 00:05:29,570 I feel like the weights are too high. 117 00:05:29,570 --> 00:05:32,910 So, I will go back into object mode, 118 00:05:32,910 --> 00:05:37,430 I will select the weight object and moving along the Z-axis. 119 00:05:37,430 --> 00:05:40,740 From there, I can rework the hand position, 120 00:05:40,740 --> 00:05:43,400 the torso position and the shoulder position. 121 00:05:43,400 --> 00:05:47,540 As usual, I will progressively shape my pose 122 00:05:47,540 --> 00:05:51,010 by moving each controller one by one. 123 00:05:51,010 --> 00:05:54,650 But one of the most important skill you need to develop 124 00:05:54,650 --> 00:05:58,380 whenever you opposing your character is observation. 125 00:05:58,380 --> 00:06:00,690 Look at the position of the feet, 126 00:06:00,690 --> 00:06:02,950 they need to be under the bar. 127 00:06:02,950 --> 00:06:07,550 Look at the hips, the butt is slightly bending backward. 128 00:06:07,550 --> 00:06:10,850 The sternum has to be aligned with the center of gravity 129 00:06:10,850 --> 00:06:13,010 or the middle of the metal bar. 130 00:06:13,010 --> 00:06:15,260 The head is pulling the weight up 131 00:06:15,260 --> 00:06:17,390 as if it was leading the whole body. 132 00:06:17,390 --> 00:06:21,960 So whenever you are building your pose, sometime just stop, 133 00:06:21,960 --> 00:06:23,790 watch the feet, watch the hand, 134 00:06:23,790 --> 00:06:26,070 watch the shoulder, watch the head, 135 00:06:26,070 --> 00:06:30,340 and watch their relationship in space, their position. 136 00:06:30,340 --> 00:06:33,310 Observation, whether it's a pose right now 137 00:06:33,310 --> 00:06:35,810 or everything in your everyday life, 138 00:06:35,810 --> 00:06:40,810 will allow you to catch the very truth in any motion. 139 00:06:40,820 --> 00:06:44,730 But most importantly, the behavior or the purpose. 140 00:06:44,730 --> 00:06:48,660 Behavior, whether you're working on a humanoid character, 141 00:06:48,660 --> 00:06:52,160 a creature, an animal, or even an object, 142 00:06:52,160 --> 00:06:55,840 will bring personality to your character 143 00:06:55,840 --> 00:06:58,330 and personality will bring life to it. 144 00:06:58,330 --> 00:07:01,350 And this is the whole purpose of this course, 145 00:07:01,350 --> 00:07:03,850 breathing life into our character. 146 00:07:03,850 --> 00:07:06,210 And to build a personality, 147 00:07:06,210 --> 00:07:09,770 you first need to get believability. 148 00:07:09,770 --> 00:07:12,200 This is why you need to observe 149 00:07:12,200 --> 00:07:16,180 and translate what you see into a believable pose. 150 00:07:16,180 --> 00:07:20,440 And then you can push it to input personality, 151 00:07:20,440 --> 00:07:22,310 to make it more appealing. 152 00:07:22,310 --> 00:07:26,200 And if people can connect to something they know 153 00:07:26,200 --> 00:07:29,210 or something they feel they know into your character, 154 00:07:29,210 --> 00:07:31,250 it will become real to them. 155 00:07:31,250 --> 00:07:35,260 And so, you will be breathing life into your character. 156 00:07:35,260 --> 00:07:36,180 Back to the posing, 157 00:07:36,180 --> 00:07:38,330 don't forget to look at your elbows 158 00:07:38,330 --> 00:07:40,500 and the overall arm orientation. 159 00:07:40,500 --> 00:07:42,550 And as I feel the left arm is okay, 160 00:07:42,550 --> 00:07:44,580 I will just copy and paste the pose 161 00:07:44,580 --> 00:07:46,210 on the other pole targets. 162 00:07:46,210 --> 00:07:48,667 Then I will go back into object mode 163 00:07:48,667 --> 00:07:50,900 and I will set up the camera. 164 00:07:50,900 --> 00:07:54,620 So I will give it back a horizontal format 165 00:07:54,620 --> 00:07:55,770 by changing the size. 166 00:07:55,770 --> 00:07:59,570 On the reference picture, there is almost no perspective. 167 00:07:59,570 --> 00:08:02,740 So we can keep a long focal length. 168 00:08:02,740 --> 00:08:04,590 19 millimeters is okay. 169 00:08:04,590 --> 00:08:09,140 And since we can barely see the top part of the feet, 170 00:08:09,140 --> 00:08:13,030 it means that the camera is just above the feet level, 171 00:08:13,030 --> 00:08:15,270 maybe the middle of the shin level. 172 00:08:15,270 --> 00:08:19,480 So, I'm moving and rotating the camera from the camera view. 173 00:08:19,480 --> 00:08:21,400 Choosing its local axis, 174 00:08:21,400 --> 00:08:23,527 as we have seen in the previous videos. 175 00:08:23,527 --> 00:08:25,420 Having this new point of view 176 00:08:25,420 --> 00:08:29,140 does help me to see some of the mistakes I've made. 177 00:08:29,140 --> 00:08:31,480 I need to raise a bit my character 178 00:08:31,480 --> 00:08:35,240 and slightly rotate the hips inward. 179 00:08:35,240 --> 00:08:37,540 One of the issue I have with my character 180 00:08:37,540 --> 00:08:39,300 is the shape of the butt. 181 00:08:39,300 --> 00:08:42,580 Fortunately, if you enable the leg tweaker, 182 00:08:42,580 --> 00:08:45,240 you should be able to find some controller 183 00:08:45,240 --> 00:08:48,010 that allow you to reshape a bit the butt. 184 00:08:48,010 --> 00:08:49,830 So I will lower them a bit 185 00:08:49,830 --> 00:08:53,030 and rotate them a bit inward to reshape the back. 186 00:08:53,030 --> 00:08:56,950 Another thing I did have some difficulties to get right 187 00:08:56,950 --> 00:08:59,240 is the shape of the head and the neck. 188 00:08:59,240 --> 00:09:01,620 As my character is the bit skinnier 189 00:09:01,620 --> 00:09:03,430 compared to the reference, 190 00:09:03,430 --> 00:09:07,360 and don't forget that the rig has also its limitation, 191 00:09:07,360 --> 00:09:09,410 I will be able to get a better shape 192 00:09:09,410 --> 00:09:12,110 by simply pushing the head inward. 193 00:09:12,110 --> 00:09:15,600 I feel like it makes a huge different in the pose. 194 00:09:15,600 --> 00:09:20,150 We do feel like the neck is pushed with blood pressure. 195 00:09:20,150 --> 00:09:23,820 Finally, I will use some of the tweaker inside the foot 196 00:09:23,820 --> 00:09:25,480 to flatten the foot, 197 00:09:25,480 --> 00:09:28,620 as if there was a lot of weight on top of them 198 00:09:28,620 --> 00:09:30,060 and it flattened them. 199 00:09:30,060 --> 00:09:32,380 One interesting thing on the reference, 200 00:09:32,380 --> 00:09:33,950 it's the shape of the shoes. 201 00:09:33,950 --> 00:09:37,090 It seems that there is something to raise a bit the heel. 202 00:09:37,090 --> 00:09:39,100 It's probably to keep balance, 203 00:09:39,100 --> 00:09:42,040 avoiding the foot to get absolutely flat 204 00:09:42,040 --> 00:09:43,480 and falling backward. 205 00:09:43,480 --> 00:09:45,020 Regarding the hand pose, 206 00:09:45,020 --> 00:09:49,000 I start with the pinky because he does a very special shape 207 00:09:49,000 --> 00:09:50,880 whenever I'm looking at the reference. 208 00:09:50,880 --> 00:09:53,760 It feels like it's not totally closed, 209 00:09:53,760 --> 00:09:57,080 that the first joint is not rotated that much. 210 00:09:57,080 --> 00:09:58,430 Another thing that I'm doing 211 00:09:58,430 --> 00:10:01,620 is that I will slightly scale each finger 212 00:10:01,620 --> 00:10:04,800 using the first joint 213 00:10:04,800 --> 00:10:07,580 and scaling them on their local X-axis. 214 00:10:07,580 --> 00:10:12,070 And they will also do this on some of the pan builds. 215 00:10:12,070 --> 00:10:16,300 With the weight and the pressure applied upon the hands 216 00:10:16,300 --> 00:10:20,620 and the fingers, they are squashed against the metal 217 00:10:20,620 --> 00:10:22,690 and it makes them looking larger. 218 00:10:22,690 --> 00:10:25,250 So whenever you are posing the hands, 219 00:10:25,250 --> 00:10:28,250 while you should favorize rotation, 220 00:10:28,250 --> 00:10:30,550 don't forget that you can scale the bone, 221 00:10:30,550 --> 00:10:32,910 you can move them also in space. 222 00:10:32,910 --> 00:10:36,040 The important thing as usual is what we see. 223 00:10:36,040 --> 00:10:39,410 So use the whole range of transformation you have 224 00:10:39,410 --> 00:10:41,370 to get where you want to be. 225 00:10:41,370 --> 00:10:43,190 Once you're happy with your end pose, 226 00:10:43,190 --> 00:10:45,950 select all the bones in the hand 227 00:10:45,950 --> 00:10:48,640 and mirror the pose onto the other hand. 228 00:10:48,640 --> 00:10:51,840 While posing, I did feel like the weight were a bit too big, 229 00:10:51,840 --> 00:10:53,610 so I've scaled them down. 230 00:10:53,610 --> 00:10:55,870 From there, I did some minor tweaking 231 00:10:55,870 --> 00:10:57,480 on the pose of the character. 232 00:10:57,480 --> 00:11:00,060 But I just wanted to straighten a bit the legs 233 00:11:00,060 --> 00:11:03,290 since they are a bit angling backward. 234 00:11:03,290 --> 00:11:06,394 While I wasn't able to perfectly match the pose, 235 00:11:06,394 --> 00:11:07,640 it feels a little better 236 00:11:07,640 --> 00:11:10,820 with the legs slightly bent forward. 237 00:11:10,820 --> 00:11:14,660 But as a final touch, you can enable the face controller 238 00:11:14,660 --> 00:11:17,460 and create a slightly angry face. 239 00:11:17,460 --> 00:11:20,360 And I feel like we can call this pose done. 240 00:11:20,360 --> 00:11:22,580 It's time to push the pose. 241 00:11:22,580 --> 00:11:24,900 And it was a little harder than usual 242 00:11:24,900 --> 00:11:28,510 because we generally amplify the line of action. 243 00:11:28,510 --> 00:11:31,320 We often elongate the arcs 244 00:11:31,320 --> 00:11:34,343 to amplify the motion or the sense of motion. 245 00:11:34,343 --> 00:11:36,520 And the first thing I was thinking of 246 00:11:36,520 --> 00:11:38,180 was to raise the character. 247 00:11:38,180 --> 00:11:42,470 But in the end, what we want to communicate here is weight, 248 00:11:42,470 --> 00:11:46,180 the fact that our character is pulled toward the ground. 249 00:11:46,180 --> 00:11:50,700 So what I did instead was to compress the line of action. 250 00:11:50,700 --> 00:11:52,440 I've shortened the torso, 251 00:11:52,440 --> 00:11:54,880 I've made arm as straight as possible 252 00:11:54,880 --> 00:11:56,590 using the tweaker bones. 253 00:11:56,590 --> 00:12:00,010 And since I wanted my character to be squashed, 254 00:12:00,010 --> 00:12:04,360 I've scaled up most of the parts of the character, 255 00:12:04,360 --> 00:12:07,860 but only to make them larger, not longer. 256 00:12:07,860 --> 00:12:10,420 So I'm inflating the torso. 257 00:12:10,420 --> 00:12:13,530 I will do the same with the thigh, with the chest, 258 00:12:13,530 --> 00:12:17,830 using the tweaker controllers available upon the whole rig. 259 00:12:17,830 --> 00:12:21,880 Increasing the thigh volume better sells the effort, 260 00:12:21,880 --> 00:12:25,210 and we feel like the character is going to explode. 261 00:12:25,210 --> 00:12:28,480 But I've also slightly inflated the neck. 262 00:12:28,480 --> 00:12:31,170 And since I've built a bit of a face pose 263 00:12:31,170 --> 00:12:34,950 on the previous pose, I've decided to push it. 264 00:12:34,950 --> 00:12:38,620 So I will enable the tweaker bone of the face 265 00:12:38,620 --> 00:12:41,090 and I will raise a bit a lower lids 266 00:12:41,090 --> 00:12:43,130 and raise a bit the cheeks. 267 00:12:43,130 --> 00:12:45,930 This way, the whole body of our character, 268 00:12:45,930 --> 00:12:48,750 from the tip of the toes to the eyes, 269 00:12:48,750 --> 00:12:52,800 will communicate the fact that he's pulling on this weight 270 00:12:52,800 --> 00:12:54,380 as hard as he can. 271 00:12:54,380 --> 00:12:58,340 Again, as an animator, you have to communicate something. 272 00:12:58,340 --> 00:12:59,810 I've built this rig 273 00:12:59,810 --> 00:13:03,120 so that we don't have too many facial stuff 274 00:13:03,120 --> 00:13:05,730 that are going to be distracting. 275 00:13:05,730 --> 00:13:08,610 But with those Spider-Man's like eyes, 276 00:13:08,610 --> 00:13:12,680 that will be a shame if we don't try to shape them. 277 00:13:12,680 --> 00:13:15,460 And beyond that, this is another tool 278 00:13:15,460 --> 00:13:17,950 to sell the pose we are currently building. 279 00:13:17,950 --> 00:13:19,957 From there, since I've slightly moved the weight, 280 00:13:19,957 --> 00:13:23,010 I will go back into object mode, select the weight, 281 00:13:23,010 --> 00:13:25,670 add a keyframe on its position 282 00:13:25,670 --> 00:13:28,101 and reposition it on the previous pose 283 00:13:28,101 --> 00:13:31,700 so that I can jump between the two poses and compare them. 284 00:13:31,700 --> 00:13:35,300 And I feel like I can call this posing done. 285 00:13:35,300 --> 00:13:39,750 While the difference between the two poses are pretty subtle 286 00:13:39,750 --> 00:13:42,950 I feel like the new pose better communicates 287 00:13:42,950 --> 00:13:47,760 the fact that our character is trying to lift this weight. 288 00:13:47,760 --> 00:13:49,833 So I'm pretty happy with the results. 23328

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