All language subtitles for 03-16-08-Polishing idle part 5

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These are the user uploaded subtitles that are being translated: 1 00:00:00,859 --> 00:00:05,293 This is the final part of the polishing stage of the idle. 2 00:00:06,300 --> 00:00:07,740 It's gonna be a quick one 3 00:00:07,740 --> 00:00:10,630 because there is not that much of an action. 4 00:00:10,630 --> 00:00:15,610 In the end, our character is getting into its anticipation 5 00:00:15,610 --> 00:00:20,290 before jumping into the run cycle to flee the danger. 6 00:00:20,290 --> 00:00:23,930 You now should know that we are going to track all the arts 7 00:00:23,930 --> 00:00:26,270 especially the head motion. 8 00:00:26,270 --> 00:00:28,240 For this segment of the animation, 9 00:00:28,240 --> 00:00:31,850 the body controller will lead the animation. 10 00:00:31,850 --> 00:00:35,810 Then the chest is dragging, then the head is dragging. 11 00:00:35,810 --> 00:00:39,533 We can really feel that the head is getting 12 00:00:39,533 --> 00:00:42,523 (indistinct) by the hips motion of the character. 13 00:00:43,940 --> 00:00:45,380 And since after the idle, 14 00:00:45,380 --> 00:00:50,250 we have a pretty extreme motion with our run cycle. 15 00:00:50,250 --> 00:00:55,250 The idea was to eat the extreme pose on frame 104. 16 00:00:55,600 --> 00:00:58,870 And on the next pose, we will push 17 00:00:58,870 --> 00:01:01,910 that extreme compressing our character 18 00:01:01,910 --> 00:01:06,910 to a maximum before it goes into the jumping action. 19 00:01:08,800 --> 00:01:12,070 Since most of the last pose were duplicated 20 00:01:12,070 --> 00:01:13,840 from the run cycle, 21 00:01:13,840 --> 00:01:16,710 the handle of the curve might be rotated. 22 00:01:16,710 --> 00:01:21,120 So, I will select them, press V and switch to auto clump. 23 00:01:21,120 --> 00:01:24,110 Then polishing the body controller was pretty fast. 24 00:01:24,110 --> 00:01:27,540 I, (indistinct) a bit on to the rotation curves 25 00:01:27,540 --> 00:01:32,380 so that I get a bit of easing before reaching the frame 104 26 00:01:32,380 --> 00:01:34,800 which is our extreme pose 27 00:01:34,800 --> 00:01:38,870 that we are going to push on frame 105. 28 00:01:38,870 --> 00:01:42,019 Then I've worked on the chest rotation, 29 00:01:42,019 --> 00:01:45,540 the idea was to make the chest dragging. 30 00:01:45,540 --> 00:01:48,150 So, I've slightly delayed the rotation 31 00:01:48,150 --> 00:01:51,840 by pulling a bit the curves down 32 00:01:51,840 --> 00:01:54,650 toward their previous value. 33 00:01:54,650 --> 00:01:59,490 And as I reach frame 103, I slightly rotate the curve 34 00:01:59,490 --> 00:02:02,580 so that I get a natural overshoot. 35 00:02:02,580 --> 00:02:06,410 'Cause I'm getting a nice arc with a nice spacing, 36 00:02:06,410 --> 00:02:09,700 you will see me pushing the X rotation curve 37 00:02:09,700 --> 00:02:11,543 down on frame 105. 38 00:02:12,400 --> 00:02:15,320 This is where I'm really pushing the pose 39 00:02:15,320 --> 00:02:19,593 to have a very strong anticipation before the jump forward. 40 00:02:20,980 --> 00:02:23,388 Polishing the head rotation was pretty simple. 41 00:02:23,388 --> 00:02:25,730 I've made the head dragging 42 00:02:25,730 --> 00:02:30,450 and I got rid of any twisting or unwanted rotation. 43 00:02:30,450 --> 00:02:34,250 The idea is to get a very clean rotation 44 00:02:34,250 --> 00:02:39,250 toward the extreme pose as our character is going to flee. 45 00:02:39,940 --> 00:02:43,570 There is no secondary motion in the head 46 00:02:43,570 --> 00:02:46,740 because it's a very fast transition 47 00:02:46,740 --> 00:02:49,350 to the anticipation before the run. 48 00:02:49,350 --> 00:02:54,160 Then I've quickly reworked the heels animation 49 00:02:54,160 --> 00:02:58,340 to make sure that their timing was a bit offset compared 50 00:02:58,340 --> 00:03:01,560 to the head timing and the whole body timing. 51 00:03:01,560 --> 00:03:04,290 The idea is to change the pose of the head 52 00:03:04,290 --> 00:03:08,200 within one or two frames to get to very snappy rotation, 53 00:03:08,200 --> 00:03:11,130 very snappy motion of the heels. 54 00:03:11,130 --> 00:03:14,860 Then I spent some time trying to create an eye blink 55 00:03:14,860 --> 00:03:17,420 as the character while he's rotating his head 56 00:03:17,420 --> 00:03:20,950 but I didn't kept this additional motion. 57 00:03:20,950 --> 00:03:23,460 Because as the eyes are blinking 58 00:03:23,460 --> 00:03:27,240 it creates a slight glitch into the animation. 59 00:03:27,240 --> 00:03:32,240 And we already have a very fast motion of the head rotating 60 00:03:32,290 --> 00:03:37,290 but the silhouette of our character get a drastic change 61 00:03:37,340 --> 00:03:41,450 and it creates a lot of visual information. 62 00:03:41,450 --> 00:03:44,460 Adding the eye blink on top of this, 63 00:03:44,460 --> 00:03:49,230 make this portion of the animation very noisy in the end. 64 00:03:49,230 --> 00:03:53,210 The other thing is that, this black dot that is the eye 65 00:03:53,210 --> 00:03:58,210 of our character, really help tracking the head motion. 66 00:03:58,360 --> 00:04:01,560 So, it really helps the audience following 67 00:04:01,560 --> 00:04:05,440 the head rotation in this particular case. 68 00:04:05,440 --> 00:04:08,270 So, if you make the eye disappear 69 00:04:08,270 --> 00:04:11,280 while the character is rotating very fast, 70 00:04:11,280 --> 00:04:15,930 it's like, he blinks and then he's in another pose. 71 00:04:15,930 --> 00:04:18,270 That really doesn't read well. 72 00:04:18,270 --> 00:04:20,775 So in end, I've just slightly squashed 73 00:04:20,775 --> 00:04:25,020 the eyes so that we get a different head shape 74 00:04:25,020 --> 00:04:28,160 but I've kept the eyes opened. 75 00:04:28,160 --> 00:04:30,075 So, adding secondary motion 76 00:04:30,075 --> 00:04:35,075 will sure bring more appeal to your animation, 77 00:04:35,450 --> 00:04:38,610 but sometime it will make sure animation worst 78 00:04:38,610 --> 00:04:41,650 by destroying its readability. 79 00:04:41,650 --> 00:04:44,945 So, be careful with this and if adding 80 00:04:44,945 --> 00:04:48,350 this kind of secondary motion then looks weird 81 00:04:48,350 --> 00:04:52,340 and you can't identify the problem on your animation 82 00:04:52,340 --> 00:04:54,060 just get rid of it. 83 00:04:54,060 --> 00:04:56,670 Secondary motion like an eye blink 84 00:04:56,670 --> 00:05:00,290 is here to support the animation. 85 00:05:00,290 --> 00:05:03,530 To make it more readable or more interesting. 86 00:05:03,530 --> 00:05:05,000 When polishing the hips, 87 00:05:05,000 --> 00:05:07,146 I've just make it drag a bit compared 88 00:05:07,146 --> 00:05:10,260 to the main body controller, 89 00:05:10,260 --> 00:05:14,020 and I've made sure that I add some kind of big drop 90 00:05:14,020 --> 00:05:18,100 between frame 104 and 105 91 00:05:18,100 --> 00:05:22,473 to again push the pause on frame 105. 92 00:05:22,473 --> 00:05:26,840 This is going to be our micro anticipation before the jump 93 00:05:26,840 --> 00:05:30,340 so every controller that defines 94 00:05:30,340 --> 00:05:33,703 the silhouette of our character should be pushed a bit. 95 00:05:34,850 --> 00:05:37,200 The feet steps were very fast. 96 00:05:37,200 --> 00:05:39,020 There is nothing new compared 97 00:05:39,020 --> 00:05:41,330 to the previous polishing stage. 98 00:05:41,330 --> 00:05:43,610 Just make sure that you have different timing 99 00:05:43,610 --> 00:05:45,510 for the different feet. 100 00:05:45,510 --> 00:05:48,770 And make sure that your spacing is correct, 101 00:05:48,770 --> 00:05:51,680 avoiding easing whenever the foot is going 102 00:05:51,680 --> 00:05:53,910 to contact with the ground. 103 00:05:53,910 --> 00:05:58,100 This is why I almost always switch my contacting 104 00:05:58,100 --> 00:06:02,830 location channels to vector. 105 00:06:02,830 --> 00:06:06,450 And then as usual, I will polish a bit more 106 00:06:06,450 --> 00:06:10,130 the foot motion by inputting a bit of rotation 107 00:06:10,130 --> 00:06:14,930 to make the tip of the feet drag compared to their location. 108 00:06:14,930 --> 00:06:18,310 One super important secondary motion I wanted 109 00:06:18,310 --> 00:06:20,660 to add was the breathing motion. 110 00:06:20,660 --> 00:06:23,800 To create it, you have to use the chest controller, 111 00:06:23,800 --> 00:06:27,630 and use the X and Z scale channels. 112 00:06:27,630 --> 00:06:31,490 Because the Y scale channel will push 113 00:06:31,490 --> 00:06:33,980 in a way the head forward 114 00:06:33,980 --> 00:06:38,350 while the X and Z scale will make the chest slightly bigger. 115 00:06:38,350 --> 00:06:42,480 To figure this out, I've just been moving the curve 116 00:06:42,480 --> 00:06:46,470 up and down and see how my character behaves. 117 00:06:46,470 --> 00:06:48,630 And once I was happy with it, 118 00:06:48,630 --> 00:06:52,990 I've tried to find the right spacing for this animation. 119 00:06:52,990 --> 00:06:54,520 After a couple of tests, 120 00:06:54,520 --> 00:06:59,463 I found that using six frame to make a full breathing cycle, 121 00:07:00,520 --> 00:07:04,930 kind of marched what I wanted to have for this character. 122 00:07:04,930 --> 00:07:07,000 When you watch the reference, you can see 123 00:07:07,000 --> 00:07:10,290 that the belly of the character is moving very fast. 124 00:07:10,290 --> 00:07:13,940 And this is very common, the smaller an animal 125 00:07:13,940 --> 00:07:16,560 the faster we'll be it's breathing. 126 00:07:16,560 --> 00:07:20,888 I haven't created any breathing variation 127 00:07:20,888 --> 00:07:23,670 on this animation because again, 128 00:07:23,670 --> 00:07:28,460 that will take time and the benefit was pretty low, 129 00:07:28,460 --> 00:07:30,637 but adding the secondary motion 130 00:07:30,637 --> 00:07:33,220 of the breathing was very important 131 00:07:33,220 --> 00:07:36,110 and it really brings something new to the table. 132 00:07:36,110 --> 00:07:40,648 So, in the end on frame 20 and 26, I've slightly scaled 133 00:07:40,648 --> 00:07:45,648 down the X and Z and on frame 23, I've slightly scaled up. 134 00:07:46,830 --> 00:07:50,700 Then I will get rid of all the next key frame, 135 00:07:50,700 --> 00:07:52,850 select those three key frame press Shift 136 00:07:52,850 --> 00:07:56,990 to duplicate X constraint on the X axis 137 00:07:56,990 --> 00:07:59,920 and move by six frame on the right. 138 00:07:59,920 --> 00:08:03,370 And then, I've pressed a Shift+R several time 139 00:08:03,370 --> 00:08:05,870 to repeat the operation. 140 00:08:05,870 --> 00:08:09,360 Just press Shift+R until you have filled 141 00:08:09,360 --> 00:08:13,560 your timeline until a frame 105. 142 00:08:13,560 --> 00:08:15,810 These little secondary action, 143 00:08:15,810 --> 00:08:19,867 the breathing motion really adds to the animation 144 00:08:19,867 --> 00:08:23,210 and I feel like it betterly define the kind 145 00:08:23,210 --> 00:08:25,830 of character we are currently animating. 146 00:08:25,830 --> 00:08:30,280 Adding these fast paced secondary action really 147 00:08:30,280 --> 00:08:33,650 makes our character feeling more alive. 148 00:08:33,650 --> 00:08:37,020 As I finished polishing this idle animation, 149 00:08:37,020 --> 00:08:40,360 I want to isolate it from the run cycle. 150 00:08:40,360 --> 00:08:42,380 So I will insert a keyframe 151 00:08:42,380 --> 00:08:46,320 on all the channels on the last frame, 105, 152 00:08:46,320 --> 00:08:50,800 and on the first frame of this idle, the frame 12. 153 00:08:50,800 --> 00:08:54,740 Then I will select all the keys on the frame 105, 154 00:08:54,740 --> 00:08:58,100 press the V key and switch the handle type to free. 155 00:08:58,100 --> 00:09:00,859 I will do the same on frame 20. 156 00:09:00,859 --> 00:09:05,859 This way we can remove the previous frame and the last frame 157 00:09:06,270 --> 00:09:10,657 without any influence on frame 12 and frame 105. 158 00:09:11,890 --> 00:09:14,420 From there, we can duplicate our action, 159 00:09:14,420 --> 00:09:19,420 make sure it does a fake user by clicking the shield icon. 160 00:09:19,610 --> 00:09:23,510 And then we can remove frame 0 to frame 11 161 00:09:23,510 --> 00:09:27,240 and all the key frame after frame 105. 162 00:09:27,240 --> 00:09:30,100 Then select all the keys and offset them 163 00:09:30,100 --> 00:09:33,900 so that the first key frame starts on frame zero. 164 00:09:33,900 --> 00:09:37,900 And now we have our cleaned up idle animation 165 00:09:37,900 --> 00:09:40,283 ready to be used later on. 13490

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