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These are the user uploaded subtitles that are being translated: 1 00:00:00,900 --> 00:00:04,630 - [Instructor] Before we start animating our query character 2 00:00:04,630 --> 00:00:06,740 we need to understand the difference 3 00:00:06,740 --> 00:00:10,180 between world space and local space. 4 00:00:10,180 --> 00:00:12,760 If we have a look at this world object, 5 00:00:12,760 --> 00:00:16,150 as soon as I will change its value on the x-axis, 6 00:00:16,150 --> 00:00:18,300 it will move on the x-axis. 7 00:00:18,300 --> 00:00:20,320 If I change the Y the Z, 8 00:00:20,320 --> 00:00:25,320 it will follow the global axis, also known as world axis. 9 00:00:25,970 --> 00:00:30,850 So our sphere is currently moving following world space. 10 00:00:30,850 --> 00:00:34,490 If I now rotate my planet on the X axis, 11 00:00:34,490 --> 00:00:38,260 we can see that it's Y axis is no longer aligned 12 00:00:38,260 --> 00:00:42,660 with our seen axis also known as world axis. 13 00:00:42,660 --> 00:00:45,740 But if I change it's Y value, 14 00:00:45,740 --> 00:00:50,740 it will still slide along the Y axis of our world space. 15 00:00:50,920 --> 00:00:53,850 And this is because on any object, 16 00:00:53,850 --> 00:00:57,250 transform channel are read in hierarchy. 17 00:00:57,250 --> 00:01:00,420 The first transformed channel read are location, 18 00:01:00,420 --> 00:01:03,600 then rotation, and finally scale. 19 00:01:03,600 --> 00:01:06,020 That's why the rotation doesn't affect 20 00:01:06,020 --> 00:01:08,460 the location transform of the planet. 21 00:01:08,460 --> 00:01:12,180 It will be such a pain to animate or to read curve. 22 00:01:12,180 --> 00:01:17,180 But since scaling is read or is performed after rotation, 23 00:01:18,200 --> 00:01:22,230 we can see that when I scale on the Y, X or Z, 24 00:01:22,230 --> 00:01:26,740 it does follow the local space of the planet. 25 00:01:26,740 --> 00:01:29,740 To better illustrate what is local space 26 00:01:29,740 --> 00:01:32,420 let's display the Bob collection. 27 00:01:32,420 --> 00:01:34,550 This is Bob, and as you can see, 28 00:01:34,550 --> 00:01:37,150 he's aligned with world space. 29 00:01:37,150 --> 00:01:40,850 His head is pointing upward along the Z axis. 30 00:01:40,850 --> 00:01:43,730 His origin point is slightly offset 31 00:01:43,730 --> 00:01:46,520 from the center of our scene. 32 00:01:46,520 --> 00:01:50,220 And we can see this in its location coordinates. 33 00:01:50,220 --> 00:01:55,090 So what I will do now is to place Bob on our planet earth. 34 00:01:55,090 --> 00:01:57,780 So we can see that Bob has no rotation 35 00:01:57,780 --> 00:02:00,930 and is slightly offset from the Z axis. 36 00:02:00,930 --> 00:02:03,370 I will now parent Bob to the planet. 37 00:02:03,370 --> 00:02:05,480 So I will first select Bob, 38 00:02:05,480 --> 00:02:09,200 then the planet and press control P objects. 39 00:02:09,200 --> 00:02:13,310 Now, Bob is a parent of our planet object. 40 00:02:13,310 --> 00:02:17,990 And as soon as our planet object move or rotate, 41 00:02:17,990 --> 00:02:19,580 Bob will follow. 42 00:02:19,580 --> 00:02:22,750 When rotating the planet on the Y axis, 43 00:02:22,750 --> 00:02:26,400 we can see the coordinates in the rotation channel. 44 00:02:26,400 --> 00:02:29,130 And if I display my planet axis, 45 00:02:29,130 --> 00:02:32,150 we can see that they're aligned with Bob axis. 46 00:02:32,150 --> 00:02:36,340 So Bob has been rotated in world space his Z axis 47 00:02:36,340 --> 00:02:38,550 is no longer pointing up. 48 00:02:38,550 --> 00:02:41,770 But if we have a look at his rotation coordinate, 49 00:02:41,770 --> 00:02:44,540 we can see that they are still to zero. 50 00:02:44,540 --> 00:02:47,790 Because while the word has been rotated, 51 00:02:47,790 --> 00:02:51,650 Bob, hasn't rotated, he hasn't moved off an inch. 52 00:02:51,650 --> 00:02:55,480 He has visually rotated in world space 53 00:02:55,480 --> 00:02:59,510 but in its local space, he hasn't rotated. 54 00:02:59,510 --> 00:03:02,130 It's like when you are driving a car, 55 00:03:02,130 --> 00:03:05,610 you are moving in world space because the car is moving, 56 00:03:05,610 --> 00:03:10,230 but you you're not moving, you're still sit in the car. 57 00:03:10,230 --> 00:03:12,330 You are a child of the car. 58 00:03:12,330 --> 00:03:16,230 So if I now edit the z location of Bob, 59 00:03:16,230 --> 00:03:21,230 we can see that he's moving along its own Z axis, 60 00:03:21,280 --> 00:03:24,160 also known as local space. 61 00:03:24,160 --> 00:03:29,160 So world space correspond to the axis in our scene 62 00:03:29,400 --> 00:03:33,055 while Bob local space correspond to the axis 63 00:03:33,055 --> 00:03:35,880 that are displayed on top of his head. 64 00:03:35,880 --> 00:03:39,220 So if we now have look to the graph editor, 65 00:03:39,220 --> 00:03:44,130 whenever I will move the X curve of my planet, it will 66 00:03:44,130 --> 00:03:48,520 follow the world space as our bouncing ball previously. 67 00:03:48,520 --> 00:03:50,850 But if I now do the same with Bob, 68 00:03:50,850 --> 00:03:55,820 I will see that will be offset on its own X location, 69 00:03:55,820 --> 00:03:57,400 on its local space. 70 00:03:57,400 --> 00:03:59,740 And this is a very important concept 71 00:03:59,740 --> 00:04:02,180 when we will start animating characters. 72 00:04:02,180 --> 00:04:05,460 Think of the hand parented to the arm, 73 00:04:05,460 --> 00:04:09,300 we will need to animate it in its local space. 74 00:04:09,300 --> 00:04:12,270 As the hand will be the child of the arm. 75 00:04:12,270 --> 00:04:16,270 On top of this, we still have our channel sequence, 76 00:04:16,270 --> 00:04:20,090 meaning that the rotation occur before the scale 77 00:04:20,090 --> 00:04:21,650 and after the location. 78 00:04:21,650 --> 00:04:25,760 So I can still rotate the character in its local space 79 00:04:25,760 --> 00:04:27,680 and then scale it afterward. 80 00:04:27,680 --> 00:04:32,430 And both rotation and scaling will follow its local axis. 81 00:04:32,430 --> 00:04:35,780 So, basically you are always animating 82 00:04:35,780 --> 00:04:40,150 in the local space of your character, object, whatever. 83 00:04:40,150 --> 00:04:45,150 But by default it's local axes are aligned with world space. 84 00:04:45,740 --> 00:04:49,450 But as soon as you have a parent and child relationship, 85 00:04:49,450 --> 00:04:51,800 there are great changes that they're 86 00:04:51,800 --> 00:04:53,820 no longer aligned with space. 87 00:04:53,820 --> 00:04:56,360 If you are using the gizmo from your transformation, 88 00:04:56,360 --> 00:04:59,660 you can switch it to local space. 89 00:04:59,660 --> 00:05:03,770 And a lot of animators uses the gizmo to animate 90 00:05:03,770 --> 00:05:06,660 and uses them with a local space. 91 00:05:06,660 --> 00:05:08,330 As I've rotated the planet 92 00:05:08,330 --> 00:05:10,890 and Bob is still a child of the planet, 93 00:05:10,890 --> 00:05:13,210 it's local space has been rotated, 94 00:05:13,210 --> 00:05:16,750 and we can see that the axis of the manipulator 95 00:05:16,750 --> 00:05:18,890 or gizmo are aligned. 96 00:05:18,890 --> 00:05:23,890 So when I use the manipulator to move Bob on its Z axis, 97 00:05:24,060 --> 00:05:27,290 I can see his Z coordinate changing. 98 00:05:27,290 --> 00:05:30,650 So the gizmo give us a great representation 99 00:05:30,650 --> 00:05:33,000 of the local space of our character. 100 00:05:33,000 --> 00:05:36,720 And it does also work well whenever I'm performing 101 00:05:36,720 --> 00:05:38,670 a rotation around the nexus. 102 00:05:38,670 --> 00:05:42,441 And we also have a rotation and scaling gizmo 103 00:05:42,441 --> 00:05:44,190 at our disposal. 104 00:05:44,190 --> 00:05:47,180 But you have to be cautious with those manipulator 105 00:05:47,180 --> 00:05:49,160 because they can be misleading. 106 00:05:49,160 --> 00:05:53,390 It's totally fine to use them to manipulate your character, 107 00:05:53,390 --> 00:05:57,770 but don't rely on them too much when it comes to figure out 108 00:05:57,770 --> 00:06:00,480 what is the local space of your character. 109 00:06:00,480 --> 00:06:03,250 Because if I do rotate my character 110 00:06:03,250 --> 00:06:06,440 and then try to perform a translation, 111 00:06:06,440 --> 00:06:09,510 the manipulator will be visually aligned 112 00:06:09,510 --> 00:06:11,740 with the local space of my character. 113 00:06:11,740 --> 00:06:14,550 But the location coordinates of my character 114 00:06:14,550 --> 00:06:16,330 wont be aligned anymore. 115 00:06:16,330 --> 00:06:21,330 Because the rotation is performed after the translation. 116 00:06:21,550 --> 00:06:25,370 So when I will be editing my curve, I will be editing 117 00:06:25,370 --> 00:06:29,800 the current Y movement I see on the screen right now. 118 00:06:29,800 --> 00:06:34,100 Because the curve's output has the value of the location, 119 00:06:34,100 --> 00:06:37,810 rotation and scale that we can see in the transform channel. 120 00:06:37,810 --> 00:06:40,540 And it's not the case of the manipulator. 121 00:06:40,540 --> 00:06:43,340 So if I really want to align the manipulator 122 00:06:43,340 --> 00:06:45,340 with the local space of my character, 123 00:06:45,340 --> 00:06:49,010 I need to reset any rotation on my character. 124 00:06:49,010 --> 00:06:50,610 And now they are aligned. 125 00:06:50,610 --> 00:06:52,590 If my character is rotating, 126 00:06:52,590 --> 00:06:57,010 moving it using the manipulator in local space, 127 00:06:57,010 --> 00:07:00,850 will currently edit different location values. 128 00:07:00,850 --> 00:07:04,200 I know it can be a bit confusing, but don't worry. 129 00:07:04,200 --> 00:07:06,850 It will make sense whenever we are animating. 130 00:07:06,850 --> 00:07:09,330 And you won't have to take all those things 131 00:07:09,330 --> 00:07:13,120 in consideration, but it's important for you to learn them 132 00:07:13,120 --> 00:07:16,600 to better understand animation in 3D space. 133 00:07:16,600 --> 00:07:20,850 When editing your curve with a bit of trial and error, 134 00:07:20,850 --> 00:07:23,010 their behavior will make sense, 135 00:07:23,010 --> 00:07:25,740 even in local space, don't worry. 136 00:07:25,740 --> 00:07:30,380 To summarize, we have seen that by default an object space 137 00:07:30,380 --> 00:07:31,930 is world space. 138 00:07:31,930 --> 00:07:34,720 In a parent to child relationship, 139 00:07:34,720 --> 00:07:38,630 the child will follow any transformation of his parent, 140 00:07:38,630 --> 00:07:41,710 but it's transform channel won't be modified. 141 00:07:41,710 --> 00:07:44,430 And this is because transform channels 142 00:07:44,430 --> 00:07:48,200 output the local space coordinate of an object. 143 00:07:48,200 --> 00:07:51,720 Transform channel are read in sequence 144 00:07:51,720 --> 00:07:55,480 with location first, then rotation, and finally scale. 145 00:07:55,480 --> 00:07:58,650 You can use the gizmo in local space 146 00:07:58,650 --> 00:08:01,410 to make your manipulation easier, 147 00:08:01,410 --> 00:08:05,460 but don't rely on them to figure out the orientation 148 00:08:05,460 --> 00:08:06,487 of your object. 12038

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