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These are the user uploaded subtitles that are being translated: 1 00:00:00,840 --> 00:00:04,570 In this video, we will start blocking a new animation. 2 00:00:04,570 --> 00:00:08,340 This is going to be an idle animation of the squirrel. 3 00:00:08,340 --> 00:00:11,340 But we need our character to transition 4 00:00:11,340 --> 00:00:13,910 from the run cycle into a stop, 5 00:00:13,910 --> 00:00:17,700 do the idle, and then get back into the run cycle. 6 00:00:17,700 --> 00:00:19,860 At least to make our character 7 00:00:19,860 --> 00:00:22,900 checking the surrounding environment. 8 00:00:22,900 --> 00:00:25,250 And then as it hears some noise 9 00:00:25,250 --> 00:00:29,900 maybe it will go back into the run cycle to flee the danger. 10 00:00:29,900 --> 00:00:33,290 It is going to be a very fun idle to animate 11 00:00:33,290 --> 00:00:36,940 and the first step is always to check out references. 12 00:00:36,940 --> 00:00:40,520 Looking for some specific information. 13 00:00:40,520 --> 00:00:42,900 First one is the rhythm of the character. 14 00:00:42,900 --> 00:00:45,990 You can see how we jumped from a pose to another 15 00:00:45,990 --> 00:00:49,530 in a very fast motion and sometimes just stop. 16 00:00:49,530 --> 00:00:52,520 And then it almost stay still. 17 00:00:52,520 --> 00:00:55,210 Those various snappy motion really brings 18 00:00:55,210 --> 00:00:58,525 the fact that our character is lightweight. 19 00:00:58,525 --> 00:01:02,570 Squirrels use their tails also to communicate their feelings 20 00:01:02,570 --> 00:01:04,770 and to communicate between them. 21 00:01:04,770 --> 00:01:08,680 So we can use the tail to communicate surprise or fear, 22 00:01:08,680 --> 00:01:10,110 to our character. 23 00:01:10,110 --> 00:01:13,350 The last thing that really shines through those reference 24 00:01:13,350 --> 00:01:15,700 is the briefing pattern of the character. 25 00:01:15,700 --> 00:01:19,090 It is really fast paced and he does show a lot 26 00:01:19,090 --> 00:01:21,970 when the character is not moving that much. 27 00:01:21,970 --> 00:01:23,770 We'll be blocking five poses. 28 00:01:23,770 --> 00:01:26,550 The first one where our characters stop 29 00:01:26,550 --> 00:01:28,360 and look at the side. 30 00:01:28,360 --> 00:01:32,550 Then it will raise on its back leg and maybe smell the air. 31 00:01:32,550 --> 00:01:36,010 We will then pull his attention to the other side. 32 00:01:36,010 --> 00:01:39,090 Then he will turn his head in a more grounding pose 33 00:01:39,090 --> 00:01:42,160 because he heard something, transition into a pose 34 00:01:42,160 --> 00:01:45,320 where he will start running to flee the danger. 35 00:01:45,320 --> 00:01:48,380 Since we are going to transition from the run cycle 36 00:01:48,380 --> 00:01:51,556 the first thing I will do is clean the run cycle. 37 00:01:51,556 --> 00:01:56,210 So I will select older curve and press the Shift+E 38 00:01:56,210 --> 00:01:58,990 and clear the cyclic modifier. 39 00:01:58,990 --> 00:02:03,410 Then I will select the root bone and I will press Shift+E 40 00:02:03,410 --> 00:02:05,960 and get clear of the linear extrapolation 41 00:02:05,960 --> 00:02:08,510 by choosing constant extrapolation. 42 00:02:08,510 --> 00:02:11,030 Make sure you have all your keys selected 43 00:02:11,030 --> 00:02:12,740 when removing your modifiers 44 00:02:12,740 --> 00:02:16,850 or your character will be kind of behaving weirdly. 45 00:02:16,850 --> 00:02:18,280 At least it looks pretty fun 46 00:02:18,280 --> 00:02:20,620 but it will be hard to work with that. 47 00:02:20,620 --> 00:02:24,190 So once I'm done, I will duplicate my run cycle. 48 00:02:24,190 --> 00:02:26,960 So that I have a new action to work with 49 00:02:26,960 --> 00:02:28,800 that I will call idle. 50 00:02:28,800 --> 00:02:31,740 And I will keep the run cycle animation 51 00:02:31,740 --> 00:02:34,460 at the beginning of this new animation. 52 00:02:34,460 --> 00:02:37,220 This will help us creating the transition 53 00:02:37,220 --> 00:02:41,040 between the idle animation and the run cycle. 54 00:02:41,040 --> 00:02:44,610 We'll have to animate our character transitioning 55 00:02:44,610 --> 00:02:46,940 from the run cycle to the idle. 56 00:02:46,940 --> 00:02:50,700 But as we did for any of our animation so far, 57 00:02:50,700 --> 00:02:54,295 I will go on frame 15 and I will stop blocking 58 00:02:54,295 --> 00:02:57,250 the first pose of our idle. 59 00:02:57,250 --> 00:03:01,050 The first thing I do is to flatten the feet of the character 60 00:03:01,050 --> 00:03:04,770 because they're on the ground and since you will have 61 00:03:04,770 --> 00:03:09,310 some kind of still pose we need him to be grounded. 62 00:03:09,310 --> 00:03:11,650 And to make our life a little easier 63 00:03:11,650 --> 00:03:14,660 I will keep the back feet on the ground. 64 00:03:14,660 --> 00:03:16,970 In the same position they had 65 00:03:16,970 --> 00:03:20,450 when he land at the end of the run cycle. 66 00:03:20,450 --> 00:03:23,510 You can do the pose you want, but, I believe 67 00:03:23,510 --> 00:03:26,870 it will be better for you to follow what I'm doing 68 00:03:26,870 --> 00:03:28,700 so that you won't be lost 69 00:03:28,700 --> 00:03:31,300 if you're not use to animate that much. 70 00:03:31,300 --> 00:03:34,287 As I block the character pose I will give you 71 00:03:34,287 --> 00:03:37,940 the key component I'm looking for when doing so. 72 00:03:37,940 --> 00:03:40,990 I don't want my character to stay on his four leg 73 00:03:40,990 --> 00:03:42,660 in the straight pose. 74 00:03:42,660 --> 00:03:46,130 If you raise the one of your leg you will automatically 75 00:03:46,130 --> 00:03:49,690 shift your weight towards the other one. 76 00:03:49,690 --> 00:03:51,990 This way you will keep balance. 77 00:03:51,990 --> 00:03:55,180 And we can clearly see that on the reference poses. 78 00:03:55,180 --> 00:03:58,380 Our character has turned to its right side. 79 00:03:58,380 --> 00:04:01,380 His whole chest is slightly shifting 80 00:04:01,380 --> 00:04:04,320 to be right under his front leg. 81 00:04:04,320 --> 00:04:08,420 This way his center of mass is aligned with the front leg 82 00:04:08,420 --> 00:04:11,590 is aligned with these contact points. 83 00:04:11,590 --> 00:04:14,930 If we were to see our character from beneath, 84 00:04:14,930 --> 00:04:17,220 we can see that the three contact points 85 00:04:17,220 --> 00:04:22,080 the three legs contacting the ground are shaping a triangle. 86 00:04:22,080 --> 00:04:24,880 And the center of mass of our character 87 00:04:24,880 --> 00:04:28,270 is more or less centered with this triangle. 88 00:04:28,270 --> 00:04:31,230 This way our characters looks balanced. 89 00:04:31,230 --> 00:04:33,230 And this is a very important thing 90 00:04:33,230 --> 00:04:36,200 when you are doing these kind of idle poses. 91 00:04:36,200 --> 00:04:40,650 Since there is no more inertia like motion forward 92 00:04:40,650 --> 00:04:44,060 as in the run cycle, you need to make your character 93 00:04:44,060 --> 00:04:46,578 look in balance on each pose. 94 00:04:46,578 --> 00:04:50,020 The other very important thing to do is to twist 95 00:04:50,020 --> 00:04:52,760 the character to while the contact point. 96 00:04:52,760 --> 00:04:55,750 Looking at the reference again we can see that the shoulder 97 00:04:55,750 --> 00:04:59,090 are pointing down towards the contact point. 98 00:04:59,090 --> 00:05:03,960 And as in most cases you want to create an opposite twist 99 00:05:03,960 --> 00:05:05,120 with the hips. 100 00:05:05,120 --> 00:05:08,570 The cool trick to remember is to create a V shape, 101 00:05:08,570 --> 00:05:11,790 with the line of the shoulder and the line of the hips. 102 00:05:11,790 --> 00:05:16,330 We then try to give a nice curved shape to the tail. 103 00:05:16,330 --> 00:05:19,383 And when I feel like the pose is looking all right, 104 00:05:21,122 --> 00:05:22,550 I will use the tweak controllers 105 00:05:22,550 --> 00:05:25,040 to fix the shape of the front leg. 106 00:05:25,040 --> 00:05:28,750 On the current pose, the front leg contacting the ground 107 00:05:28,750 --> 00:05:32,170 is bending forward and it looks a bit weird. 108 00:05:32,170 --> 00:05:36,110 So I'm using this tweaker controller to fix it. 109 00:05:36,110 --> 00:05:37,700 Checking the rotation first 110 00:05:37,700 --> 00:05:40,513 and then just moving the joint a bit backward. 111 00:05:42,220 --> 00:05:45,290 As we did before, during this blocking stage 112 00:05:45,290 --> 00:05:49,433 I'm absolutely not considering the timing of the animation. 113 00:05:50,680 --> 00:05:53,210 I'm just setting the key poses 114 00:05:53,210 --> 00:05:57,060 or golden poses every five frame. 115 00:05:57,060 --> 00:06:01,330 I've seen people setting those key poses, every one frame 116 00:06:01,330 --> 00:06:05,280 and then moving them when they knew their first timing path. 117 00:06:05,280 --> 00:06:07,310 For the next two poses, 118 00:06:07,310 --> 00:06:11,603 I want my character to kind of relax and sit. 119 00:06:12,450 --> 00:06:15,960 On the first pose our character is transitioning 120 00:06:15,960 --> 00:06:19,760 from the previous pose watching to his right. 121 00:06:19,760 --> 00:06:22,690 And then I want him to watch to his left 122 00:06:22,690 --> 00:06:26,800 so that we have a cool rotation and the change in the pose. 123 00:06:26,800 --> 00:06:31,120 So, as usual, try to avoid the twinning in your poses. 124 00:06:31,120 --> 00:06:33,620 Think of the silhouette of your character. 125 00:06:33,620 --> 00:06:34,850 Does it read well? 126 00:06:34,850 --> 00:06:37,630 And think of the balance of your character 127 00:06:37,630 --> 00:06:39,550 and his emotional state. 128 00:06:39,550 --> 00:06:43,670 Is he relaxed, curious, in danger, stressed? 129 00:06:43,670 --> 00:06:47,480 As I'm building the very first sitting pose, 130 00:06:47,480 --> 00:06:51,340 I will kind of squash a bit the character backward. 131 00:06:51,340 --> 00:06:54,110 So I'm watching references from the video 132 00:06:54,110 --> 00:06:58,090 I've linked in the documentation, to check the curvature 133 00:06:58,090 --> 00:07:00,490 of the body of the character, for example. 134 00:07:00,490 --> 00:07:03,100 So I'm using both rotation 135 00:07:03,100 --> 00:07:06,010 and location of the different controller. 136 00:07:06,010 --> 00:07:08,680 Don't hesitate to move the controllers. 137 00:07:08,680 --> 00:07:12,380 A lot of people, especially beginners, tend to use 138 00:07:12,380 --> 00:07:15,469 only rotation, especially for the spine bone 139 00:07:15,469 --> 00:07:19,530 or the arm bone when using forward kinematic. 140 00:07:19,530 --> 00:07:23,567 And a lot of rig doesn't allow to move the joint, 141 00:07:23,567 --> 00:07:26,300 using the location channels. 142 00:07:26,300 --> 00:07:30,530 While this behavior can be physically correct 143 00:07:30,530 --> 00:07:33,410 because you can't really move your bone 144 00:07:33,410 --> 00:07:35,400 you can only rotate them, 145 00:07:35,400 --> 00:07:39,200 animation wise it's not necessarily relevant. 146 00:07:39,200 --> 00:07:42,910 Because unless you have a rig that perfectly simulate 147 00:07:42,910 --> 00:07:45,990 the physical behavior of your character, 148 00:07:45,990 --> 00:07:48,970 with the bones, the fat and everything, 149 00:07:48,970 --> 00:07:51,200 you may not get an interesting shape 150 00:07:51,200 --> 00:07:54,310 or a believable shape of the body of your character 151 00:07:54,310 --> 00:07:56,720 by only rotating the controllers. 152 00:07:56,720 --> 00:07:59,860 Especially with this kind of fluffy character. 153 00:07:59,860 --> 00:08:03,060 Because you're not currently animating it's skeleton 154 00:08:03,060 --> 00:08:06,850 you're animating everything from the skeleton, 155 00:08:06,850 --> 00:08:10,100 the muscles and the bones and the fur. 156 00:08:10,100 --> 00:08:13,660 So as usual, think of the shape of your character, 157 00:08:13,660 --> 00:08:15,470 think of its silhouette, 158 00:08:15,470 --> 00:08:18,550 and think of what you want to communicate. 159 00:08:18,550 --> 00:08:22,330 Here, I want him to be chilling on its back leg. 160 00:08:22,330 --> 00:08:24,610 So I'm compressing him a bit. 161 00:08:24,610 --> 00:08:27,610 A reminder, don't forget to set your keys 162 00:08:27,610 --> 00:08:29,650 to constant interpolation, 163 00:08:29,650 --> 00:08:33,140 and don't forget to key your whole character 164 00:08:33,140 --> 00:08:37,240 to avoid foot sliding and all this kind of shenanigans. 165 00:08:37,240 --> 00:08:40,540 For the third pose, I want my character to be 166 00:08:40,540 --> 00:08:44,374 kind of curious to what's happening in his environment. 167 00:08:44,374 --> 00:08:49,140 So I will turn him the other side so that we have contrast 168 00:08:49,140 --> 00:08:52,780 between the previous pose and the current one. 169 00:08:52,780 --> 00:08:56,990 One of the key component of this next pose is curiosity. 170 00:08:56,990 --> 00:09:00,640 I want the character to be smelling the air around him, 171 00:09:00,640 --> 00:09:03,770 as if something was catching his attention. 172 00:09:03,770 --> 00:09:08,620 This is why I will give to his body a more extended pose. 173 00:09:08,620 --> 00:09:12,600 He's pulling his head apart to smell the air. 174 00:09:12,600 --> 00:09:17,600 His body is kind of stretched or pulled by his curiosity. 175 00:09:18,080 --> 00:09:22,120 And since the pose is slightly bending forward, 176 00:09:22,120 --> 00:09:24,600 I've laid the tail backward 177 00:09:24,600 --> 00:09:27,120 so that the character is balanced. 178 00:09:27,120 --> 00:09:31,110 There is more weight of his head forward and the tail 179 00:09:31,110 --> 00:09:35,240 is counterbalancing the weight of the head backward. 180 00:09:35,240 --> 00:09:38,380 From my experience an unbalanced pose 181 00:09:38,380 --> 00:09:39,750 doesn't look right at all. 182 00:09:39,750 --> 00:09:42,280 So, before being appealing, 183 00:09:42,280 --> 00:09:44,910 I feel like a pose must be balanced. 184 00:09:44,910 --> 00:09:47,980 Like, we can feel that the character is well grounded 185 00:09:47,980 --> 00:09:50,030 and it won't be falling down. 186 00:09:50,030 --> 00:09:54,450 So when creating your pose, think first of the goal 187 00:09:54,450 --> 00:09:58,060 of your character, the purpose of the pose, his feeling. 188 00:09:58,060 --> 00:10:00,770 Then, think of the appeal of the pose, 189 00:10:00,770 --> 00:10:02,940 the silhouette, et cetera. 190 00:10:02,940 --> 00:10:07,250 And for any still pose or pose with very slight motion 191 00:10:07,250 --> 00:10:09,880 where there is not that much inertia, 192 00:10:09,880 --> 00:10:12,930 always think to balance your character. 193 00:10:12,930 --> 00:10:16,180 As I'm getting close to the pose I want, 194 00:10:16,180 --> 00:10:19,270 I can't think to fix the secondary shape 195 00:10:19,270 --> 00:10:22,420 like the elbow orientation, the knee orientation 196 00:10:22,420 --> 00:10:24,260 and all this kind of stuff. 197 00:10:24,260 --> 00:10:26,710 From there I've made a personal choice. 198 00:10:26,710 --> 00:10:30,370 I'm not sure that squirrel can really rotate their ears. 199 00:10:30,370 --> 00:10:32,610 Watching the reference, it seems that 200 00:10:32,610 --> 00:10:35,170 there is a slight rotation of the ears. 201 00:10:35,170 --> 00:10:39,010 And watching other video I can see a bit of rotation, 202 00:10:39,010 --> 00:10:42,680 but I'm not sure how much they can rotate their ears. 203 00:10:42,680 --> 00:10:47,670 But the ears are a fantastic feature to communicate emotion, 204 00:10:47,670 --> 00:10:49,730 to communicate curiosity. 205 00:10:49,730 --> 00:10:52,420 Think of the motion of a cat's ears 206 00:10:52,420 --> 00:10:54,070 when they've heard a noise 207 00:10:54,070 --> 00:10:57,830 their ear rotates almost 180 degrees. 208 00:10:57,830 --> 00:11:02,210 They can show also fear, aggressivity, et cetera. 209 00:11:02,210 --> 00:11:05,410 So I'm perfectly fine if this motion is wrong 210 00:11:05,410 --> 00:11:10,270 because I'm not here to reproduce a realistic motion. 211 00:11:10,270 --> 00:11:14,520 I'm here to give life to this character through emotions. 212 00:11:14,520 --> 00:11:17,050 I feel like, the pose look believable enough. 213 00:11:17,050 --> 00:11:19,770 Here I'm starting to work on the next pose 214 00:11:19,770 --> 00:11:22,470 and at first I also made a pose 215 00:11:22,470 --> 00:11:25,230 where the character was staying on his back legs. 216 00:11:25,230 --> 00:11:28,700 But it was way too similar to the current pose, 217 00:11:28,700 --> 00:11:31,480 so in the end, I've modified this pose. 218 00:11:31,480 --> 00:11:34,480 I wanted the character to feel surprised 219 00:11:34,480 --> 00:11:37,100 by some kind of noise or whatever, 220 00:11:37,100 --> 00:11:39,010 and scared at the same time. 221 00:11:39,010 --> 00:11:41,010 We will jump directly to the next pose 222 00:11:41,010 --> 00:11:45,180 and then we will see how I reworked the current one. 223 00:11:45,180 --> 00:11:47,370 Since the next pose is the last one 224 00:11:47,370 --> 00:11:50,740 before our character run again, I have duplicated 225 00:11:50,740 --> 00:11:54,453 all the key frame of the run cycle and them onto frame 35. 226 00:11:55,448 --> 00:11:59,110 I will also duplicate the last route motion key 227 00:11:59,110 --> 00:12:02,360 and put it on the first one of the second cycle. 228 00:12:02,360 --> 00:12:06,520 This way I don't get root motion on the second cycle. 229 00:12:06,520 --> 00:12:09,630 We will get rid of the root motion in the end, 230 00:12:09,630 --> 00:12:12,580 but it's important to have it, for the transition 231 00:12:12,580 --> 00:12:15,960 between the run cycle and the first pose of the idle. 232 00:12:15,960 --> 00:12:19,370 Here, I'm creating the anticipation pose. 233 00:12:19,370 --> 00:12:22,270 The next video will be a more in depth explanation 234 00:12:22,270 --> 00:12:25,450 of anticipation, but basically it's the moment 235 00:12:25,450 --> 00:12:28,350 where the character is compressing himself 236 00:12:28,350 --> 00:12:32,560 to gather energy before jumping forward into the run cycle. 237 00:12:32,560 --> 00:12:35,200 So I flatten the foot on the ground 238 00:12:35,200 --> 00:12:37,160 so that he's very stable. 239 00:12:37,160 --> 00:12:41,280 I'm pushing the chest backward and the hips forward 240 00:12:41,280 --> 00:12:44,260 to compress the torso as much as possible. 241 00:12:44,260 --> 00:12:47,260 And I'm also pushing the head inward. 242 00:12:47,260 --> 00:12:49,200 It's like squashing a spring 243 00:12:49,200 --> 00:12:51,700 before releasing to make it jump. 244 00:12:51,700 --> 00:12:55,090 I'm shaping the tail into a knock because I know 245 00:12:55,090 --> 00:12:59,530 that when he will be jumping he will whip the tail downward. 246 00:12:59,530 --> 00:13:02,250 So I'm kind of shaping the body 247 00:13:02,250 --> 00:13:06,280 the opposite way it will react on the next pose. 248 00:13:06,280 --> 00:13:08,220 I'm compressing it a lot 249 00:13:08,220 --> 00:13:12,650 while it will be stretched When the character is jumping. 250 00:13:12,650 --> 00:13:16,810 As explained before I'm revising the previous pose 251 00:13:16,810 --> 00:13:19,850 before the anticipation because I wasn't happy 252 00:13:19,850 --> 00:13:24,350 with him staying on his back legs while I wanted him to be 253 00:13:24,350 --> 00:13:27,980 kind of scared by some noise, or something, 254 00:13:27,980 --> 00:13:31,110 just before he decide to run away. 255 00:13:31,110 --> 00:13:35,590 So I want the squirrel to be well-grounded on his four legs. 256 00:13:35,590 --> 00:13:38,880 Slightly closer to the ground ready to jump 257 00:13:38,880 --> 00:13:43,880 and with the ears, head and torso pointing toward the noise. 258 00:13:43,890 --> 00:13:46,250 The tail is counterbalancing the pose 259 00:13:46,250 --> 00:13:49,290 creating a nice curve of the whole body. 260 00:13:49,290 --> 00:13:52,660 Again, I'm making sure that the character is well-balanced 261 00:13:52,660 --> 00:13:57,190 that's why I moving the right front leg a bit on the side. 262 00:13:57,190 --> 00:13:59,790 As explained before, as any art form 263 00:13:59,790 --> 00:14:03,380 don't hesitate to try to improve your animation. 264 00:14:03,380 --> 00:14:06,480 Revise them, change your mind, et cetera. 265 00:14:06,480 --> 00:14:09,460 If you are not convinced about what you are doing, 266 00:14:09,460 --> 00:14:10,610 then change it. 267 00:14:10,610 --> 00:14:13,560 If you don't feel like you're communicating anything, 268 00:14:13,560 --> 00:14:14,600 change it. 269 00:14:14,600 --> 00:14:16,890 If it's boring, change it. 270 00:14:16,890 --> 00:14:18,690 But if you can't figure why, 271 00:14:18,690 --> 00:14:21,890 don't hesitate to ask anybody around you. 272 00:14:21,890 --> 00:14:24,450 One of the cool thing about animation is that 273 00:14:24,450 --> 00:14:27,680 most of the people connect with animation. 274 00:14:27,680 --> 00:14:30,500 And while your mother might not be able 275 00:14:30,500 --> 00:14:33,870 to tell you what you have to do to improve your animation, 276 00:14:33,870 --> 00:14:38,340 she might point out things that looks weird to her. 277 00:14:38,340 --> 00:14:41,050 Or what she doesn't like about your animation. 278 00:14:41,050 --> 00:14:44,580 And then you can make the choice to modify it, 279 00:14:44,580 --> 00:14:48,750 or it can put you on the way to improve the animation. 280 00:14:48,750 --> 00:14:51,600 And if you know any professional animator 281 00:14:51,600 --> 00:14:54,560 that can give you feedback, don't hesitate. 282 00:14:54,560 --> 00:14:58,753 Or put your animation on forums, that's very important. 23433

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