All language subtitles for 03-03-Animating with an armature

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These are the user uploaded subtitles that are being translated: 1 00:00:00,720 --> 00:00:01,870 - [Instructor] From the time being, 2 00:00:01,870 --> 00:00:04,820 we've been animating only object. 3 00:00:04,820 --> 00:00:08,330 And we have seen that each time we try to animate 4 00:00:08,330 --> 00:00:11,190 a new object, the new animation 5 00:00:11,190 --> 00:00:14,100 or a new action data is created. 6 00:00:14,100 --> 00:00:17,000 And when it comes to animating an object, 7 00:00:17,000 --> 00:00:21,390 we are currently only animating at point, its origin point. 8 00:00:21,390 --> 00:00:23,700 But what if we want to animate 9 00:00:23,700 --> 00:00:26,370 a more complex object or a character, 10 00:00:26,370 --> 00:00:30,400 will we have to create an action for each finger, 11 00:00:30,400 --> 00:00:34,500 or do you bend an armor if it's not a separated object? 12 00:00:34,500 --> 00:00:37,240 There is one tool that allow us to do this, 13 00:00:37,240 --> 00:00:40,070 and you've probably already heard about it. 14 00:00:40,070 --> 00:00:42,520 It's a rig or an armature. 15 00:00:42,520 --> 00:00:45,980 So if you think of a human with character rig, 16 00:00:45,980 --> 00:00:48,290 it's generally a skeleton 17 00:00:48,290 --> 00:00:51,140 with a bunch of constraints and mechanism 18 00:00:51,140 --> 00:00:54,960 that allow the animator to manipulate the character 19 00:00:54,960 --> 00:00:56,707 in an intuitive fashion. 20 00:00:56,707 --> 00:00:58,910 And you can rig absolutely anything. 21 00:00:58,910 --> 00:01:01,450 Here is a new version of our bouncing ball. 22 00:01:01,450 --> 00:01:03,380 So there is a new object in my scene, 23 00:01:03,380 --> 00:01:05,420 I can find my ball object, 24 00:01:05,420 --> 00:01:09,150 but I also can find this ball armature object, 25 00:01:09,150 --> 00:01:12,260 and as an object, it has transformed channels. 26 00:01:12,260 --> 00:01:13,643 And as any other object, 27 00:01:13,643 --> 00:01:16,290 it's a container with specific data, 28 00:01:16,290 --> 00:01:19,620 we can't find armature data and bone data. 29 00:01:19,620 --> 00:01:23,920 Also as a specific object, it has a specific mode, 30 00:01:23,920 --> 00:01:28,060 an edition mode, that allow to bird the armature, 31 00:01:28,060 --> 00:01:30,300 and that is used by a riggers, 32 00:01:30,300 --> 00:01:34,210 so you won't need to enter edit mode at any time 33 00:01:34,210 --> 00:01:38,010 and a pose mode, that is the mode that will allow us 34 00:01:38,010 --> 00:01:42,560 to manipulate the armature and animate whatever character 35 00:01:42,560 --> 00:01:46,100 or object that is bound to this armature. 36 00:01:46,100 --> 00:01:49,330 We can change mode from object to pose 37 00:01:49,330 --> 00:01:51,300 by pressing Control + Tab. 38 00:01:51,300 --> 00:01:54,560 So let's have a closer look to this rig or armature. 39 00:01:54,560 --> 00:01:57,890 When in pose mode, you can select whatever controller 40 00:01:57,890 --> 00:02:01,930 you want, those are called bones, and you can consider them 41 00:02:01,930 --> 00:02:05,110 as being sub object of the armature. 42 00:02:05,110 --> 00:02:06,750 It means that each bone 43 00:02:06,750 --> 00:02:09,960 will have its own transformed channels 44 00:02:09,960 --> 00:02:14,960 and each bone have a specific behavior or a specific task 45 00:02:15,060 --> 00:02:17,040 such as being created by the rigor. 46 00:02:17,040 --> 00:02:20,140 On our bone domain controller is called the root 47 00:02:20,140 --> 00:02:22,670 and allow us to move the entire ball. 48 00:02:22,670 --> 00:02:25,500 Moving the green controllers allow us 49 00:02:25,500 --> 00:02:27,720 to use squash and stretch, 50 00:02:27,720 --> 00:02:31,070 the yellow controller allow us to rotate the ball. 51 00:02:31,070 --> 00:02:34,020 So instead of transforming the ball directly, 52 00:02:34,020 --> 00:02:36,400 here we are using those controllers 53 00:02:36,400 --> 00:02:38,690 to create those transformation. 54 00:02:38,690 --> 00:02:42,610 And it will allow us to create way more complex 55 00:02:42,610 --> 00:02:45,390 transformation on to a character 56 00:02:45,390 --> 00:02:48,320 than animating simple objects, 57 00:02:48,320 --> 00:02:52,303 because the armature can deform the object 58 00:02:52,303 --> 00:02:54,300 that is bound to it. 59 00:02:54,300 --> 00:02:58,340 The armature is actually a simple modifier 60 00:02:58,340 --> 00:03:01,020 that deform our object. 61 00:03:01,020 --> 00:03:05,320 So a versatile armature or rig will allow you 62 00:03:05,320 --> 00:03:08,640 to give the pose you want for your character 63 00:03:08,640 --> 00:03:11,770 and the good rig will give you the maximum 64 00:03:11,770 --> 00:03:15,950 of posing possibilities with intuitive fashion. 65 00:03:15,950 --> 00:03:19,720 So before we start animating this query character, 66 00:03:19,720 --> 00:03:21,820 I will give you some good practice 67 00:03:21,820 --> 00:03:25,443 when it comes to animating using an armature. 68 00:03:25,443 --> 00:03:26,330 (swooshing slide) 69 00:03:26,330 --> 00:03:31,150 With my ball rig file open, I will enable the Auto King 70 00:03:31,150 --> 00:03:35,110 and I will switch to pose mode by pressing Control + Tab. 71 00:03:35,110 --> 00:03:37,730 As soon as I transform one of the controller 72 00:03:37,730 --> 00:03:41,570 by selecting it pressing G, S or R 73 00:03:41,570 --> 00:03:43,640 as I will do for any object, 74 00:03:43,640 --> 00:03:47,800 I can see that my Auto King is recording what I'm doing 75 00:03:47,800 --> 00:03:50,570 and Blender is creating a keyframe 76 00:03:50,570 --> 00:03:53,370 for the transform channels of the controllers. 77 00:03:53,370 --> 00:03:57,070 The first awesome thing is that if I switch to the doc sheet 78 00:03:57,070 --> 00:04:00,160 in the action editor and switch to see 79 00:04:00,160 --> 00:04:02,740 all the keyed channel, I can see that 80 00:04:02,740 --> 00:04:05,810 all the different manipulator animation 81 00:04:05,810 --> 00:04:08,920 are stored into a single action 82 00:04:08,920 --> 00:04:13,920 because the action is associated to the armature object 83 00:04:14,307 --> 00:04:17,010 and we can consider each manipulator 84 00:04:17,010 --> 00:04:21,150 as being a sub object that can be animated. 85 00:04:21,150 --> 00:04:22,680 And as for any object, 86 00:04:22,680 --> 00:04:26,840 I can see that each of the manipulator has their location, 87 00:04:26,840 --> 00:04:30,847 rotation and scale key, but each of those controller 88 00:04:30,847 --> 00:04:35,100 has a specific desk, for example, this rotation controller, 89 00:04:35,100 --> 00:04:38,320 if I try to move it or scale it, I can't. 90 00:04:38,320 --> 00:04:40,290 And when I try to rotate it, 91 00:04:40,290 --> 00:04:43,820 it only rotates around its x-axis. 92 00:04:43,820 --> 00:04:48,090 So instead of having a keyframe for every transform channel, 93 00:04:48,090 --> 00:04:51,460 that couldn't be better if I add only a keyframe 94 00:04:51,460 --> 00:04:54,830 on its x rotation, since I won't be using 95 00:04:54,830 --> 00:04:57,090 any other of its transform channel. 96 00:04:57,090 --> 00:05:00,270 So I've selected all the transform channel I don't want, 97 00:05:00,270 --> 00:05:03,170 And I will simply press X to get rid of them. 98 00:05:03,170 --> 00:05:05,680 Now, I will go a little further in time 99 00:05:05,680 --> 00:05:08,380 and I will try to rotate the ball. 100 00:05:08,380 --> 00:05:11,300 As soon as I rotate to rotation controller, 101 00:05:11,300 --> 00:05:15,760 I can see Auto King is on and the x value being arranged, 102 00:05:15,760 --> 00:05:18,720 meaning that it's being transformed but not recorded. 103 00:05:18,720 --> 00:05:23,390 But as soon as I release the transform Blender, right again, 104 00:05:23,390 --> 00:05:26,300 a keyframe on all the transform channels, 105 00:05:26,300 --> 00:05:28,570 and I can go ahead for a long time like that, 106 00:05:28,570 --> 00:05:30,390 removing the keyframe I don't want 107 00:05:30,390 --> 00:05:33,170 and whenever I try to transform this manipulator, 108 00:05:33,170 --> 00:05:35,570 Blender writes a keyframe on everything. 109 00:05:35,570 --> 00:05:37,800 So to get rid of this issue, 110 00:05:37,800 --> 00:05:41,150 we need to create what we call a king set. 111 00:05:41,150 --> 00:05:45,920 To access the king option, we need to go into the timeline. 112 00:05:45,920 --> 00:05:49,330 So the first thing I do is renaming the action 113 00:05:49,330 --> 00:05:52,240 and call it zero zero so that it will be first 114 00:05:52,240 --> 00:05:55,640 in the alphabetic order, king set ball. 115 00:05:55,640 --> 00:05:58,390 Now I will check each controller 116 00:05:58,390 --> 00:06:01,560 and for each transform channel that is locked, 117 00:06:01,560 --> 00:06:05,010 I will get rid of the corresponding keyframe 118 00:06:05,010 --> 00:06:07,670 because these are the only keys 119 00:06:07,670 --> 00:06:11,030 that will really serve the animation of the ball. 120 00:06:11,030 --> 00:06:14,730 In the end I only have 14 keyframes remaining 121 00:06:14,730 --> 00:06:17,480 instead of the 36 initial I had. 122 00:06:17,480 --> 00:06:20,140 So my action editor and my graph editor 123 00:06:20,140 --> 00:06:24,640 will sure be way cleaner, I now need to open the timeline. 124 00:06:24,640 --> 00:06:29,070 So I will drag a new editor and switch to the timeline. 125 00:06:29,070 --> 00:06:32,530 In the timeline header I will go to the king set 126 00:06:32,530 --> 00:06:34,100 and in the active king, 127 00:06:34,100 --> 00:06:37,520 I can see that I have a lot of different options. 128 00:06:37,520 --> 00:06:40,440 So I will choose rotation and I will try rotating 129 00:06:40,440 --> 00:06:43,830 my manipulator then Blender is still recording 130 00:06:43,830 --> 00:06:46,300 all the keyframe, and this is because 131 00:06:46,300 --> 00:06:49,400 we need to tell Blender to use this king set 132 00:06:49,400 --> 00:06:53,380 by clicking the arrow near the auto recording button 133 00:06:53,380 --> 00:06:56,250 and choose only active king set. 134 00:06:56,250 --> 00:06:59,130 Now when I try transforming my manipulator, 135 00:06:59,130 --> 00:07:01,910 all the rotation channel will be keyframe. 136 00:07:01,910 --> 00:07:03,130 So we are getting close, 137 00:07:03,130 --> 00:07:06,050 I will get rid of the unwanted keyframe 138 00:07:06,050 --> 00:07:08,280 and if we go back into the king set, 139 00:07:08,280 --> 00:07:10,860 we can see that there is a lot of option 140 00:07:10,860 --> 00:07:14,620 and the one that is interesting for us is available. 141 00:07:14,620 --> 00:07:19,240 From there Blender will only auto record the keyframe 142 00:07:19,240 --> 00:07:22,570 that has already been written, meaning that to channel 143 00:07:22,570 --> 00:07:27,570 where we have inserted a keyframe file to use this king set. 144 00:07:28,180 --> 00:07:30,500 If you haven't set the first keyframe 145 00:07:30,500 --> 00:07:33,030 before applying the king set, 146 00:07:33,030 --> 00:07:36,050 then the Auto King won't write any keyframe 147 00:07:36,050 --> 00:07:39,030 and if I try inserting a new keyframe pressing I, 148 00:07:39,030 --> 00:07:41,170 I will get this error message. 149 00:07:41,170 --> 00:07:45,290 Basically, I can't write a keyframe with the actual setup. 150 00:07:45,290 --> 00:07:49,360 To fix that, we only need to insert a keyframe directly 151 00:07:49,360 --> 00:07:51,810 into the transform channel panel, 152 00:07:51,810 --> 00:07:55,180 then I can get rid of the two channels I don't want, 153 00:07:55,180 --> 00:07:57,000 the Y and Z channel. 154 00:07:57,000 --> 00:07:59,800 There is another way to set the Auto King 155 00:07:59,800 --> 00:08:04,520 on available by default, it's by going into the preferences, 156 00:08:04,520 --> 00:08:07,450 animation, only insert available. 157 00:08:07,450 --> 00:08:10,650 It's really a matter of personal preferences. 158 00:08:10,650 --> 00:08:13,140 I personally use the king filter, 159 00:08:13,140 --> 00:08:17,870 please note that I'm using Blender 2.92 Alpha, 160 00:08:17,870 --> 00:08:21,670 so the position of the different option might change. 161 00:08:21,670 --> 00:08:25,320 All right, now you are ready to animate using an armature. 162 00:08:25,320 --> 00:08:27,670 We have seen that we can use an armature 163 00:08:27,670 --> 00:08:30,690 to perform more complex transformation, 164 00:08:30,690 --> 00:08:35,650 that an armature can deform the object that is bound to it. 165 00:08:35,650 --> 00:08:39,370 So the armature object is made of super object 166 00:08:39,370 --> 00:08:44,370 and called bone, each of those controller bone can be king, 167 00:08:44,490 --> 00:08:47,630 but Blender will create a single action 168 00:08:47,630 --> 00:08:50,860 that will hold the different key 169 00:08:50,860 --> 00:08:54,200 of all the controller of a single armature. 170 00:08:54,200 --> 00:08:58,970 It is highly recommended to create a king set to keep 171 00:08:58,970 --> 00:09:02,753 your dopesheet and graph editor as clean as possible. 14035

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