All language subtitles for 02-06-Blocking the bouncing ball

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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:02,970 - Let's start blocking animation 2 00:00:02,970 --> 00:00:04,440 of the bouncing ball. 3 00:00:04,440 --> 00:00:07,890 Here, I still have my basic interpolation. 4 00:00:07,890 --> 00:00:09,980 So with all the key frames selected, 5 00:00:09,980 --> 00:00:14,250 I will press T and switch to constant interpolation. 6 00:00:14,250 --> 00:00:16,050 This way our ball will snap 7 00:00:16,050 --> 00:00:19,310 on the different position we have previously set. 8 00:00:19,310 --> 00:00:23,930 The idea is not to get disturbed by any interpolation 9 00:00:23,930 --> 00:00:27,000 and focus on the timing and shapes 10 00:00:27,000 --> 00:00:28,380 of our ball. 11 00:00:28,380 --> 00:00:33,010 Since our animation will be cycling upon 24 frame, 12 00:00:33,010 --> 00:00:36,740 the frames zero and the frame 24 will be exactly the same. 13 00:00:36,740 --> 00:00:40,420 So my timing will be a bit off if I read both frame zero 14 00:00:40,420 --> 00:00:41,790 and the frame 24. 15 00:00:41,790 --> 00:00:44,087 So I will reduce the length of my animation 16 00:00:44,087 --> 00:00:47,070 from frame zero to frame 23, 17 00:00:47,070 --> 00:00:48,280 talking about Shape. 18 00:00:48,280 --> 00:00:52,380 We will here now look at the squash and stretch. 19 00:00:52,380 --> 00:00:53,970 If you're into animation, 20 00:00:53,970 --> 00:00:56,510 I'm sure you already have heard about it. 21 00:00:56,510 --> 00:00:59,030 If you look for squash and stretch ball on YouTube, 22 00:00:59,030 --> 00:01:00,430 you may find this video. 23 00:01:00,430 --> 00:01:02,800 I put the link in the documentation . 24 00:01:02,800 --> 00:01:05,960 When the ball gets thrown at high speed on the surface, 25 00:01:05,960 --> 00:01:08,000 and it touches it, it squashes. 26 00:01:08,000 --> 00:01:10,894 With the power of the impact, the ball get tighter, 27 00:01:10,894 --> 00:01:13,530 but it's volume has to be preserved. 28 00:01:13,530 --> 00:01:15,760 So it also gets larger. 29 00:01:15,760 --> 00:01:16,800 But in this case, 30 00:01:16,800 --> 00:01:20,420 squashing will bring to us two information. 31 00:01:20,420 --> 00:01:23,550 The power of the impact, and the softness 32 00:01:23,550 --> 00:01:26,070 of the material of the ball. 33 00:01:26,070 --> 00:01:27,795 Regarding our animation, 34 00:01:27,795 --> 00:01:31,010 if we consider our frame zero to be the frame, 35 00:01:31,010 --> 00:01:34,060 where our object will touch the ground, 36 00:01:34,060 --> 00:01:37,270 we can go like one or two frame forward 37 00:01:37,270 --> 00:01:40,510 and start squashing the ball by scaling it 38 00:01:40,510 --> 00:01:42,610 on the Z axis down, 39 00:01:42,610 --> 00:01:46,950 but also scaling it on the X and Y axis. 40 00:01:46,950 --> 00:01:50,890 This way we will have some all volume preservation. 41 00:01:50,890 --> 00:01:52,850 You can see here that the key frame, 42 00:01:52,850 --> 00:01:53,770 hasn't been written, 43 00:01:53,770 --> 00:01:56,460 as I need to enable the auto recording. 44 00:01:56,460 --> 00:02:00,640 Since I haven't written any scaling key frame previously, 45 00:02:00,640 --> 00:02:03,040 you can see that the ball remained flat. 46 00:02:03,040 --> 00:02:06,400 I will just press ALT + S to reset the scale 47 00:02:06,400 --> 00:02:09,540 on the first frame and on all the other frames. 48 00:02:09,540 --> 00:02:13,033 As we have just created the scaling key frames, 49 00:02:13,033 --> 00:02:16,550 they have just been added to our animation. 50 00:02:16,550 --> 00:02:21,140 And so by default Lendo will switch their interpolation 51 00:02:21,140 --> 00:02:22,110 to basic. 52 00:02:22,110 --> 00:02:25,020 So we can see that our location is still 53 00:02:25,020 --> 00:02:28,210 in step mode, but we have a scaling interpolation. 54 00:02:28,210 --> 00:02:30,960 So I will select all the key frame press T 55 00:02:30,960 --> 00:02:32,680 and set them to constant. 56 00:02:32,680 --> 00:02:36,090 From there, we can work on the stretching of our ball. 57 00:02:36,090 --> 00:02:39,430 Stretching is physically less obvious when we 58 00:02:39,430 --> 00:02:41,752 are watching the tennis ball bouncing, 59 00:02:41,752 --> 00:02:44,550 but it's yet still here. 60 00:02:44,550 --> 00:02:48,930 So we can use stretching to input physical information 61 00:02:48,930 --> 00:02:50,034 to our bouncing ball, 62 00:02:50,034 --> 00:02:54,750 but we can also use it to input speed information. 63 00:02:54,750 --> 00:02:56,580 If we look at the very beginning 64 00:02:56,580 --> 00:02:57,413 of the video, 65 00:02:57,413 --> 00:03:00,380 we can see that the ball is blurry 66 00:03:00,380 --> 00:03:05,320 and it immediately translate to us some speed information. 67 00:03:05,320 --> 00:03:06,280 So why the ball 68 00:03:06,280 --> 00:03:08,860 is probably currently perfectly round, 69 00:03:08,860 --> 00:03:12,450 the way the camera is capturing it forms some kind 70 00:03:12,450 --> 00:03:13,663 of elliptic shapes. 71 00:03:13,663 --> 00:03:17,260 And we have the same feeling whenever we are watching 72 00:03:17,260 --> 00:03:18,950 something that goes fast. 73 00:03:18,950 --> 00:03:20,600 And if we watched a right hand 74 00:03:20,600 --> 00:03:21,550 of the scientist, 75 00:03:21,550 --> 00:03:24,034 we can see that his fingers are also blurred 76 00:03:24,034 --> 00:03:26,840 because his hand was moving very fast. 77 00:03:26,840 --> 00:03:29,580 It makes his finger looks a little larger 78 00:03:29,580 --> 00:03:31,370 and longer due to speed. 79 00:03:31,370 --> 00:03:33,070 When an object is falling 80 00:03:33,070 --> 00:03:34,280 and hitting the ground, 81 00:03:34,280 --> 00:03:39,000 it is at its maximum speed just before it hit the ground. 82 00:03:39,000 --> 00:03:40,260 On the frame zero, 83 00:03:40,260 --> 00:03:44,560 we can input stretching information by scaling the ball up 84 00:03:44,560 --> 00:03:47,480 and reducing it's scale on X and Y 85 00:03:47,480 --> 00:03:48,943 to preserve its volume. 86 00:03:48,943 --> 00:03:51,670 When the ball will leave the ground, 87 00:03:51,670 --> 00:03:54,500 it will also be it's highest speed. 88 00:03:54,500 --> 00:03:57,670 So I can duplicate frame zero and move it 89 00:03:57,670 --> 00:03:59,910 on frame three or frame four. 90 00:03:59,910 --> 00:04:03,154 The ball stretch, hit the ground, squash, 91 00:04:03,154 --> 00:04:06,290 and stretch again when leaving the ground. 92 00:04:06,290 --> 00:04:08,445 Just by looking those few frames, 93 00:04:08,445 --> 00:04:11,870 we start to have the feeling of the animation 94 00:04:11,870 --> 00:04:12,790 of the ball. 95 00:04:12,790 --> 00:04:15,260 And this is a very important input 96 00:04:15,260 --> 00:04:18,150 whenever we will be using the blocking method 97 00:04:18,150 --> 00:04:20,653 is that you have to feel your animation 98 00:04:20,653 --> 00:04:23,360 just through those poses. 99 00:04:23,360 --> 00:04:24,270 As told before, 100 00:04:24,270 --> 00:04:27,630 frame zero and frame 24 are supposed to be the same. 101 00:04:27,630 --> 00:04:29,030 So I will select frame zero, 102 00:04:29,030 --> 00:04:33,110 press Shift + D to duplicate it and move it on frame 20. 103 00:04:33,110 --> 00:04:35,850 From frame zero to frame four the ball is 104 00:04:35,850 --> 00:04:36,683 on the ground 105 00:04:36,683 --> 00:04:39,440 and then it's leaving the ground from frame four 106 00:04:39,440 --> 00:04:40,940 to frame 24. 107 00:04:40,940 --> 00:04:43,960 Timing wise, the ball should travel upward 108 00:04:43,960 --> 00:04:46,350 and downward almost evenly. 109 00:04:46,350 --> 00:04:47,670 So I can offset the 110 00:04:47,670 --> 00:04:50,230 up position to frame 14. 111 00:04:50,230 --> 00:04:53,210 This way, we have 10 frame and moving upward 112 00:04:53,210 --> 00:04:55,570 and 10 frame moving downward. 113 00:04:55,570 --> 00:04:57,910 As a more subtle detailed pass, 114 00:04:57,910 --> 00:05:01,560 what we can do is slightly squash the ball 115 00:05:01,560 --> 00:05:05,130 whenever it reaches its top position. 116 00:05:05,130 --> 00:05:08,660 This slight modification will translate the inertia 117 00:05:08,660 --> 00:05:10,890 of the ball whenever it's slowing down 118 00:05:10,890 --> 00:05:12,370 to its stop position. 119 00:05:12,370 --> 00:05:14,730 Currently our blocking is bringing 120 00:05:14,730 --> 00:05:16,890 the minimum information we need 121 00:05:16,890 --> 00:05:19,100 to go to the next step. 122 00:05:19,100 --> 00:05:21,998 All the extreme poses of the ball are keyed 123 00:05:21,998 --> 00:05:24,110 and we have a rough timing. 124 00:05:24,110 --> 00:05:26,666 For this very specific exercise, 125 00:05:26,666 --> 00:05:30,550 it could be enough for me to go into spline 126 00:05:30,550 --> 00:05:32,260 to go into the next step 127 00:05:32,260 --> 00:05:33,890 of the animation process 128 00:05:33,890 --> 00:05:36,900 but we can also input some more details 129 00:05:36,900 --> 00:05:38,570 into the blocking stage 130 00:05:38,570 --> 00:05:43,430 by inputting some intermediate poses or in-between. 131 00:05:43,430 --> 00:05:47,700 The in-between will help us figuring out the spacing 132 00:05:47,700 --> 00:05:50,420 of our ball whenever it's in the air. 133 00:05:50,420 --> 00:05:53,960 Our ball is making a eight meter high jump, 134 00:05:53,960 --> 00:05:56,870 so I will move it in between two, four meter 135 00:05:56,870 --> 00:05:58,660 and I will clear the scaling. 136 00:05:58,660 --> 00:06:01,570 Now, depending on where I will move 137 00:06:01,570 --> 00:06:02,540 this key frame, 138 00:06:02,540 --> 00:06:05,830 it will change the spacing of the animation. 139 00:06:05,830 --> 00:06:08,620 If I move this key frame closer up to frame four 140 00:06:08,620 --> 00:06:12,060 where it takes off, our spacing will be larger 141 00:06:12,060 --> 00:06:15,250 in the beginning of the jump than it is 142 00:06:15,250 --> 00:06:17,810 whenever it's reaching the highest point 143 00:06:17,810 --> 00:06:19,770 meaning that on frame seven, 144 00:06:19,770 --> 00:06:22,610 the ball will go faster than on frame 10, 145 00:06:22,610 --> 00:06:24,850 which is what we want because the ball 146 00:06:24,850 --> 00:06:27,360 is leaving the ground at full speed. 147 00:06:27,360 --> 00:06:32,240 So it will reach its mid-air position before frame nine. 148 00:06:32,240 --> 00:06:37,000 And when falling down it will be at full speed on frame 24. 149 00:06:37,000 --> 00:06:40,960 So it should be mid-air, closer to frame 24, 150 00:06:40,960 --> 00:06:42,420 than frame 14. 151 00:06:42,420 --> 00:06:45,730 I know spacing can be a bit complicated when you 152 00:06:45,730 --> 00:06:47,120 are on the blocking stage 153 00:06:47,120 --> 00:06:49,227 and it will be way more obvious 154 00:06:49,227 --> 00:06:50,830 in the next video. 155 00:06:50,830 --> 00:06:53,340 To summarize, during the blocking stage, 156 00:06:53,340 --> 00:06:56,270 we key frame the extreme poses, 157 00:06:56,270 --> 00:06:58,210 we make a rough timing paths, 158 00:06:58,210 --> 00:06:59,667 we can use breakdowns and 159 00:06:59,667 --> 00:07:04,667 in-between to input more spacing and timing informations. 160 00:07:05,060 --> 00:07:09,330 We can use squash and stretch to input speed 161 00:07:09,330 --> 00:07:11,153 and physical information. 12197

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