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These are the user uploaded subtitles that are being translated: 1 00:00:00,590 --> 00:00:02,670 - Let's gets starting with the blocking 2 00:00:02,670 --> 00:00:07,050 of the climbing cycle of our squirrel character. 3 00:00:07,050 --> 00:00:10,370 For the previous animation, we will start fresh. 4 00:00:10,370 --> 00:00:13,740 I will duplicate the keying action 5 00:00:13,740 --> 00:00:17,600 rename it off free climbing blocking 6 00:00:17,600 --> 00:00:20,120 and make sure that it does affect chooser 7 00:00:20,120 --> 00:00:22,910 by clicking the little shield icon. 8 00:00:22,910 --> 00:00:26,210 I will select the rig and instead of protecting 9 00:00:26,210 --> 00:00:28,700 the character vertically in pose mode, 10 00:00:28,700 --> 00:00:31,460 I will rotate it in object mode 11 00:00:31,460 --> 00:00:34,930 so that we can have a vertical representation 12 00:00:34,930 --> 00:00:39,010 of the character but it will still be moving forward 13 00:00:39,010 --> 00:00:41,140 whenever we are animating it. 14 00:00:41,140 --> 00:00:45,070 It's also better to create a tree trunk dummy. 15 00:00:45,070 --> 00:00:48,220 So in object mode, I will press Shift + A 16 00:00:48,220 --> 00:00:51,210 and add a cylinder and I will scale it 17 00:00:51,210 --> 00:00:53,350 in edit mode vertically. 18 00:00:53,350 --> 00:00:56,890 I will make sure that its silhouette is aligned 19 00:00:56,890 --> 00:00:59,620 with the z-axis so that it's aligned 20 00:00:59,620 --> 00:01:01,220 with the origin of the document. 21 00:01:02,130 --> 00:01:06,470 The initial pose I will use the squashed pose 22 00:01:06,470 --> 00:01:09,030 of the character in the video reference. 23 00:01:09,030 --> 00:01:12,980 Can use the corresponding then their file as a reference, 24 00:01:12,980 --> 00:01:15,350 all the picture in this video. 25 00:01:15,350 --> 00:01:18,120 First in object mode, I'm make sure that my character 26 00:01:18,120 --> 00:01:21,650 is properly aligned with the tree trunk. 27 00:01:21,650 --> 00:01:24,670 I always start the blocking off of pose 28 00:01:24,670 --> 00:01:28,160 by moving the main controller of the body 29 00:01:28,160 --> 00:01:32,030 and trying to find the contact pose for the feet. 30 00:01:32,030 --> 00:01:34,740 One important thing when you watch a reference 31 00:01:34,740 --> 00:01:38,340 is to see the position of the different body feature 32 00:01:38,340 --> 00:01:40,880 compared one to the other. 33 00:01:40,880 --> 00:01:42,650 If we have a look to the back feet, 34 00:01:42,650 --> 00:01:45,590 they're more forward than the hips. 35 00:01:45,590 --> 00:01:49,120 The hips are currently hanging in the void 36 00:01:49,120 --> 00:01:52,890 and the back legs are pulling the body up. 37 00:01:52,890 --> 00:01:56,540 The tail motion on this animation will be pretty subtle. 38 00:01:56,540 --> 00:02:00,280 So I just place it so that it's smoothly hanging 39 00:02:00,280 --> 00:02:02,760 and not clipping with the tree truck. 40 00:02:02,760 --> 00:02:06,140 Then I'm working on the feet and hand position 41 00:02:06,140 --> 00:02:09,400 so that they are contacting with the tree trunk, why? 42 00:02:09,400 --> 00:02:14,400 You generally aligned the feet with the running direction. 43 00:02:14,420 --> 00:02:16,750 In the case of this animation, 44 00:02:16,750 --> 00:02:20,840 I've opened the feet and the hands in a V-shape. 45 00:02:20,840 --> 00:02:24,030 This way, our character will have a better grab 46 00:02:24,030 --> 00:02:25,530 on the tree trunk. 47 00:02:25,530 --> 00:02:27,200 When they look at my reference, 48 00:02:27,200 --> 00:02:30,720 I would slightly push the hands up. 49 00:02:30,720 --> 00:02:34,430 Imagine you are hanging on to a wall or a tree, 50 00:02:34,430 --> 00:02:38,030 your arm will mainly be stretched. 51 00:02:38,030 --> 00:02:41,980 The main difference here is that the character is very light 52 00:02:41,980 --> 00:02:44,990 so he won't be stretching his arm 53 00:02:44,990 --> 00:02:49,760 or his arm won't be as extended as if he was very heavy. 54 00:02:49,760 --> 00:02:52,240 But this is something I will have to consider 55 00:02:52,240 --> 00:02:56,150 whenever I'm starting to polish my character animation 56 00:02:56,150 --> 00:02:58,220 is make sure that we have the feeling, 57 00:02:58,220 --> 00:03:00,570 he's pulling himself up. 58 00:03:00,570 --> 00:03:04,950 Finally as I felt that the character was a bit too squashed, 59 00:03:04,950 --> 00:03:09,950 I've just pulled a bit the hips and the chest controller. 60 00:03:10,070 --> 00:03:12,563 And we are done with this first pose. 61 00:03:13,560 --> 00:03:16,530 When it comes to block the second pose, 62 00:03:16,530 --> 00:03:20,750 I advise you to go for one of the most extreme pose. 63 00:03:20,750 --> 00:03:23,510 Don't try to block the next pose 64 00:03:23,510 --> 00:03:25,570 in the emotion of the character. 65 00:03:25,570 --> 00:03:27,930 The second advice is that you can choose 66 00:03:27,930 --> 00:03:30,630 whether you move the root bone or not. 67 00:03:30,630 --> 00:03:32,770 I've decided to move the root bone 68 00:03:32,770 --> 00:03:36,520 and try to compensate the position of the feet, 69 00:03:36,520 --> 00:03:39,740 and it was some kind of extra work. 70 00:03:39,740 --> 00:03:42,840 You can animate your character on place 71 00:03:42,840 --> 00:03:44,890 and then during the polishing stage 72 00:03:44,890 --> 00:03:47,440 or during the splaining stage, 73 00:03:47,440 --> 00:03:49,870 we will input some linear motion 74 00:03:49,870 --> 00:03:52,470 of the root bone to fix that. 75 00:03:52,470 --> 00:03:57,440 Important thing here is not to answer any technical issue, 76 00:03:57,440 --> 00:04:00,100 but really to match the references. 77 00:04:00,100 --> 00:04:03,420 As the second extreme pose, I've selected the one 78 00:04:03,420 --> 00:04:06,670 where our character is about to lose contact 79 00:04:06,670 --> 00:04:07,970 with the tree trunk. 80 00:04:07,970 --> 00:04:10,980 The front legs are already not contacting 81 00:04:10,980 --> 00:04:12,850 the tree trunk anymore, 82 00:04:12,850 --> 00:04:15,780 but the front leg are still in contact with it. 83 00:04:15,780 --> 00:04:17,600 The key feature we have seen that 84 00:04:17,600 --> 00:04:20,010 during the reference analysis, 85 00:04:20,010 --> 00:04:24,060 is that the body is getting closer to the tree trunk 86 00:04:24,060 --> 00:04:26,950 as the character is pushing the hips, 87 00:04:26,950 --> 00:04:30,160 chest and head get really extended, 88 00:04:30,160 --> 00:04:33,090 the head and chest extend first 89 00:04:33,090 --> 00:04:36,480 and those three body features gets more 90 00:04:36,480 --> 00:04:40,140 or less aligned into a straight pose. 91 00:04:40,140 --> 00:04:44,640 So one important thing too is that we have to push the pose. 92 00:04:44,640 --> 00:04:47,330 So here I feel like the pose is okay 93 00:04:47,330 --> 00:04:51,270 but not pushed as much as I liked it to. 94 00:04:51,270 --> 00:04:54,270 It's better to push it a little too much 95 00:04:54,270 --> 00:04:58,770 as it's going to be a very fast-paced animation. 96 00:04:58,770 --> 00:05:02,720 So we need quite of a striking silhouette change 97 00:05:02,720 --> 00:05:06,470 of our character so that the animation will read well. 98 00:05:06,470 --> 00:05:08,120 Only to the mistake I've made 99 00:05:08,120 --> 00:05:10,350 and I will need to fix later on, 100 00:05:10,350 --> 00:05:13,760 is that I've used the main body controller 101 00:05:13,760 --> 00:05:16,810 and pushed the character up a lot. 102 00:05:16,810 --> 00:05:18,900 So you can use the body controller 103 00:05:18,900 --> 00:05:21,340 for the left to right up and down motion, 104 00:05:21,340 --> 00:05:25,150 but avoid moving it too much forward and back 105 00:05:25,150 --> 00:05:28,580 because this is a motion that will be mostly generated 106 00:05:28,580 --> 00:05:33,260 by the root motion and the locomotion of the character. 107 00:05:33,260 --> 00:05:35,950 Slightly adjust the hands of my character 108 00:05:35,950 --> 00:05:38,823 and I think we are good to go for the next pose. 109 00:05:40,190 --> 00:05:43,870 As explained before, I haven't made my life easier 110 00:05:43,870 --> 00:05:47,010 by choosing to move the root bone. 111 00:05:47,010 --> 00:05:50,964 So what I'm doing here is that I'm trying to figure out 112 00:05:50,964 --> 00:05:54,700 how much of a distance the character is moving 113 00:05:54,700 --> 00:05:56,380 during one jump. 114 00:05:56,380 --> 00:06:00,810 So I'm trying to figure out a point on the tree trunk 115 00:06:00,810 --> 00:06:03,940 or the back of the tree and the head 116 00:06:03,940 --> 00:06:06,880 and hips position of the character. 117 00:06:06,880 --> 00:06:10,130 In the end, I figured that the character 118 00:06:10,130 --> 00:06:12,930 was moving his whole body 119 00:06:12,930 --> 00:06:17,840 and the hips were getting further away by one head. 120 00:06:17,840 --> 00:06:22,490 So the character is jumping off it's full body length 121 00:06:22,490 --> 00:06:24,440 plus one head. 122 00:06:24,440 --> 00:06:26,630 Since we are building a cycle, 123 00:06:26,630 --> 00:06:30,090 the first and last pose should be the same. 124 00:06:30,090 --> 00:06:34,180 So I will duplicate the first pose and move it on frame 20. 125 00:06:34,180 --> 00:06:37,150 And holding the D key and left clicking, 126 00:06:37,150 --> 00:06:39,140 I will draw some reference point 127 00:06:39,140 --> 00:06:41,640 to measure the position of the head 128 00:06:41,640 --> 00:06:44,560 and then the position of the hips of the character. 129 00:06:44,560 --> 00:06:46,710 So I move the base of the hips, 130 00:06:46,710 --> 00:06:50,200 one head further than the position of the head 131 00:06:50,200 --> 00:06:51,830 on the previous pose. 132 00:06:51,830 --> 00:06:53,500 This is not rocket science, 133 00:06:53,500 --> 00:06:56,350 you can push it a little further if you want 134 00:06:56,350 --> 00:07:01,100 it will make your jumping motion a little more dynamic. 135 00:07:01,100 --> 00:07:03,670 The next pose I want to work on 136 00:07:03,670 --> 00:07:06,460 is when our character is airborne. 137 00:07:06,460 --> 00:07:10,270 So I just push a bit the root bone up 138 00:07:10,270 --> 00:07:13,370 because our character is traveling through space. 139 00:07:13,370 --> 00:07:15,840 And then we can start reworking the silhouette 140 00:07:15,840 --> 00:07:17,650 of our character. 141 00:07:17,650 --> 00:07:19,940 This is the point where the front legs 142 00:07:19,940 --> 00:07:22,460 are fully extended forward, 143 00:07:22,460 --> 00:07:25,970 the body shape of the character is pretty straightened 144 00:07:26,810 --> 00:07:30,630 but the head and the chest are slowly catching up 145 00:07:30,630 --> 00:07:33,400 meaning that the distance between those two 146 00:07:33,400 --> 00:07:35,680 is getting a little smaller 147 00:07:35,680 --> 00:07:38,970 while the hips are really dragging. 148 00:07:38,970 --> 00:07:40,660 When you are posing the legs, 149 00:07:40,660 --> 00:07:43,730 make sure that you look at it from every angles 150 00:07:43,730 --> 00:07:46,523 and realign the knees with the body. 151 00:07:47,400 --> 00:07:50,210 I also make sure that both the feet 152 00:07:50,210 --> 00:07:54,310 and the ends of the character are not symmetrical, 153 00:07:54,310 --> 00:07:56,560 It will look a bit boring. 154 00:07:56,560 --> 00:08:00,930 For this motion, I haven't set any left to right motion 155 00:08:00,930 --> 00:08:04,100 into the spine nor any twisting. 156 00:08:04,100 --> 00:08:05,980 I guess there should be some 157 00:08:05,980 --> 00:08:09,340 but it's pretty hard to figure out right now, 158 00:08:09,340 --> 00:08:12,890 while in the polishing, based on the contacting pose 159 00:08:12,890 --> 00:08:16,800 we might be able to input a bit of it. 160 00:08:16,800 --> 00:08:21,450 As our main key poses or golden poses are now down, 161 00:08:21,450 --> 00:08:26,173 we can go ahead and add some in-betweens or breakdowns. 12903

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