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These are the user uploaded subtitles that are being translated: 1 00:00:01,150 --> 00:00:04,310 - [Pierre] In this video, we will start animating the feet 2 00:00:04,310 --> 00:00:07,730 based on the root of the torso motion. 3 00:00:07,730 --> 00:00:08,740 The first thing to do 4 00:00:08,740 --> 00:00:13,450 is to double the length of the motion we just created. 5 00:00:13,450 --> 00:00:16,520 And we need to repeat this up and down cycle. 6 00:00:16,520 --> 00:00:19,160 With all my curve controllers selected, 7 00:00:19,160 --> 00:00:20,570 I will duplicate them. 8 00:00:20,570 --> 00:00:23,600 But first, make sure that the very first controller 9 00:00:23,600 --> 00:00:26,120 and the very last are exactly the same. 10 00:00:26,120 --> 00:00:27,860 Then press Shift + D to duplicate 11 00:00:27,860 --> 00:00:30,800 and offset by the length of your animation. 12 00:00:30,800 --> 00:00:33,350 In my case, 36 frames. 13 00:00:33,350 --> 00:00:38,110 So that my whole cycle run through 72 frames. 14 00:00:38,110 --> 00:00:42,030 Again, this is the rhythm I have chosen for this animation. 15 00:00:42,030 --> 00:00:45,240 Your animation can be faster or slower. 16 00:00:45,240 --> 00:00:49,060 From there, I will press Alt + H to un-hide my controller, 17 00:00:49,060 --> 00:00:51,880 select the visibility property bone 18 00:00:51,880 --> 00:00:54,480 and they will re-enable the legs. 19 00:00:54,480 --> 00:00:58,500 Since the legs are using an inverse kinematic mechanism, 20 00:00:58,500 --> 00:01:01,740 we will just have to animate the foot controller. 21 00:01:01,740 --> 00:01:04,000 The cool thing with this animation method 22 00:01:04,000 --> 00:01:08,050 is that it's easy to tweak the position of any controller 23 00:01:08,050 --> 00:01:10,440 by slightly offsetting the curves. 24 00:01:10,440 --> 00:01:13,890 If I want to raise the up and down motion of the character, 25 00:01:13,890 --> 00:01:16,770 I just need to select the root controller 26 00:01:16,770 --> 00:01:18,820 and offset the whole curve 27 00:01:18,820 --> 00:01:21,370 on the y-axis in the graph editor. 28 00:01:21,370 --> 00:01:23,940 The up and down motion will occur higher, 29 00:01:23,940 --> 00:01:26,830 giving more space for the foot motion. 30 00:01:26,830 --> 00:01:30,030 But it doesn't matter, even if it doesn't look good 31 00:01:30,030 --> 00:01:32,730 I will be able to get back onto this curve 32 00:01:32,730 --> 00:01:34,653 and offset it at will. 33 00:01:36,240 --> 00:01:38,120 The first thing to do from there 34 00:01:38,120 --> 00:01:42,950 is to position our feet based on the motion of the torso. 35 00:01:42,950 --> 00:01:45,160 Generally, the up pose, 36 00:01:45,160 --> 00:01:49,490 the moment where the torso is at its highest point 37 00:01:49,490 --> 00:01:51,970 is close to the passing pose. 38 00:01:51,970 --> 00:01:54,350 It is generally slightly delayed. 39 00:01:54,350 --> 00:01:57,600 When the foot contacts the ground, the torso goes down. 40 00:01:57,600 --> 00:02:02,480 And when the foot is pulling back, the torso is raising. 41 00:02:02,480 --> 00:02:07,270 Since the torso is almost at its highest point on frame 20, 42 00:02:07,270 --> 00:02:11,750 I will slightly move the foot back on this frame. 43 00:02:11,750 --> 00:02:13,430 And on frame zero, 44 00:02:13,430 --> 00:02:17,030 whenever the torso is at its lowest point, 45 00:02:17,030 --> 00:02:19,420 I will push the foot forward. 46 00:02:19,420 --> 00:02:22,410 The idea is not to get 100% accurate 47 00:02:22,410 --> 00:02:24,370 but just create a few landmark 48 00:02:24,370 --> 00:02:27,690 before we use the curve and adjust the rhythm. 49 00:02:27,690 --> 00:02:31,550 Finally, the foot will be third or away on the back 50 00:02:31,550 --> 00:02:35,550 whenever we have just hit the down pose. 51 00:02:35,550 --> 00:02:39,340 And then when the character is pushing on the other leg, 52 00:02:39,340 --> 00:02:41,790 the current foot will be raising. 53 00:02:41,790 --> 00:02:44,880 The idea here is to work only on one axis 54 00:02:44,880 --> 00:02:47,100 as we did for the torso, 55 00:02:47,100 --> 00:02:49,080 setting the position of the foot 56 00:02:49,080 --> 00:02:51,700 just before it leaves the ground. 57 00:02:51,700 --> 00:02:54,130 Finally, I need to find the moment 58 00:02:54,130 --> 00:02:57,260 where this foot will get back forward, 59 00:02:57,260 --> 00:03:01,810 and this should have happen just before the body is falling. 60 00:03:01,810 --> 00:03:03,610 The foot contact the ground 61 00:03:03,610 --> 00:03:07,420 and then we have the down pose of the torso. 62 00:03:07,420 --> 00:03:10,170 Our animation doesn't look pretty at all 63 00:03:10,170 --> 00:03:13,110 but at least we have the main landmarks. 64 00:03:13,110 --> 00:03:17,070 Since the forward motion of the foot will be mostly linear, 65 00:03:17,070 --> 00:03:20,800 I will select all the key frames of the foot, 66 00:03:20,800 --> 00:03:25,090 press V and change the handle type to vector. 67 00:03:25,090 --> 00:03:28,150 As we did before with our squirrel character, 68 00:03:28,150 --> 00:03:31,150 we will consider the cycle to be linear, 69 00:03:31,150 --> 00:03:35,440 meaning that the character is moving at a constant speed. 70 00:03:35,440 --> 00:03:40,440 Hence, I can remove the key frame prior to key 33, 71 00:03:40,690 --> 00:03:42,960 because we just need to key frame, 72 00:03:42,960 --> 00:03:45,860 one starting point and one and point 73 00:03:45,860 --> 00:03:48,560 to create this linear motion. 74 00:03:48,560 --> 00:03:50,330 Let's switch to the graph editor. 75 00:03:50,330 --> 00:03:54,830 To get the right pace of the foot when on the ground, 76 00:03:54,830 --> 00:03:59,830 I need to interpolate from frame 60 back to frame 33 77 00:04:01,030 --> 00:04:03,000 through the whole cycle. 78 00:04:03,000 --> 00:04:07,680 Because frame 59 or 60 mark the moment 79 00:04:07,680 --> 00:04:10,870 our character is contacting with the ground, 80 00:04:10,870 --> 00:04:15,720 while frame 33 is the moment the foot is leaving the ground. 81 00:04:15,720 --> 00:04:18,020 So this plateau is not correct 82 00:04:18,020 --> 00:04:22,680 nor the interpolation between frame zero and frame 33. 83 00:04:22,680 --> 00:04:25,260 But what I can do or what I should do, 84 00:04:25,260 --> 00:04:27,610 because I've made a slight mistake, 85 00:04:27,610 --> 00:04:32,610 is to duplicate the key from frame 34 on frame 105, 86 00:04:34,950 --> 00:04:39,390 which stand for frame 72, the end of the cycle, 87 00:04:39,390 --> 00:04:41,440 plus frame 33. 88 00:04:41,440 --> 00:04:45,660 This way, between frame 60 and frame 105, 89 00:04:45,660 --> 00:04:50,660 I have the whole motion of the foot sticking to the ground 90 00:04:50,750 --> 00:04:52,870 with the right interpolation. 91 00:04:52,870 --> 00:04:57,490 From there, I can go on frame 72, the end of the cycle, 92 00:04:57,490 --> 00:05:00,070 and insert a key frame on this channel. 93 00:05:00,070 --> 00:05:02,960 I can now duplicate to this key frame 94 00:05:02,960 --> 00:05:05,400 and move it on frame zero 95 00:05:05,400 --> 00:05:08,850 and set both to free or to vector. 96 00:05:08,850 --> 00:05:12,980 Now, both the first and last key frame are the same 97 00:05:12,980 --> 00:05:16,038 and they have the right interpolation 98 00:05:16,038 --> 00:05:20,270 and the foot is moving at the right speed on the ground. 99 00:05:20,270 --> 00:05:24,490 Now I just need to work on the up and down motion 100 00:05:24,490 --> 00:05:28,140 between frame 33 and frame 60. 101 00:05:28,140 --> 00:05:30,510 We can also adjust the moment 102 00:05:30,510 --> 00:05:32,140 the foot is leaving the ground, 103 00:05:32,140 --> 00:05:35,480 I think it could happen a little later. 104 00:05:35,480 --> 00:05:39,240 Now that we know how to fix the interpolation 105 00:05:39,240 --> 00:05:41,850 between the beginning and the end of the motion, 106 00:05:41,850 --> 00:05:43,530 that's perfectly fine. 107 00:05:43,530 --> 00:05:45,310 The other thing to consider 108 00:05:45,310 --> 00:05:48,980 is that while the foot has linear or motion on the ground, 109 00:05:48,980 --> 00:05:52,320 it won't have linear motion in the air. 110 00:05:52,320 --> 00:05:54,040 By rotating this handle, 111 00:05:54,040 --> 00:05:57,000 I will create a slight overshoot backward 112 00:05:57,000 --> 00:06:00,500 as if the foot was projected the backward 113 00:06:00,500 --> 00:06:04,380 because of its inertia when leaving the ground. 114 00:06:04,380 --> 00:06:06,280 With this row editing done, 115 00:06:06,280 --> 00:06:09,090 I will switch to the Z location curve 116 00:06:09,090 --> 00:06:12,440 and they will simply add a new key frame 117 00:06:12,440 --> 00:06:16,130 between the landing pose, between the contacting pose 118 00:06:16,130 --> 00:06:18,750 and the pose where the foot is leaving the ground. 119 00:06:18,750 --> 00:06:21,530 As usual, you can see here the final curve 120 00:06:21,530 --> 00:06:24,480 for both the Y and Z axis. 121 00:06:24,480 --> 00:06:29,480 As I did for the torso, to get a satisfying sense of weight, 122 00:06:29,900 --> 00:06:33,940 I will make a slight plateau or moving halt 123 00:06:33,940 --> 00:06:36,890 just before the foot hit the ground, 124 00:06:36,890 --> 00:06:41,760 so that it will have some kind of a hard time to raise. 125 00:06:41,760 --> 00:06:46,070 It will stay up before landing very quickly 126 00:06:46,070 --> 00:06:48,140 because it's very heavy 127 00:06:48,140 --> 00:06:52,000 and the robot is kind of releasing the foot. 128 00:06:52,000 --> 00:06:56,580 So it creates some kind of nice contrast on the curve 129 00:06:56,580 --> 00:07:00,280 that currently translates on the animation. 130 00:07:00,280 --> 00:07:02,830 The tricky thing about this method 131 00:07:02,830 --> 00:07:06,370 is to focus on one motion at a time. 132 00:07:06,370 --> 00:07:10,140 And here, you may find out the motion looks a bit weird 133 00:07:10,140 --> 00:07:12,910 because there is no rotation in the foot. 134 00:07:12,910 --> 00:07:15,660 But we will input some rotation in the foot 135 00:07:15,660 --> 00:07:17,610 slightly later on. 136 00:07:17,610 --> 00:07:20,220 Just focus on one channel at a time, 137 00:07:20,220 --> 00:07:22,280 one controller at a time. 138 00:07:22,280 --> 00:07:26,780 And even focus on the motion of the controller itself. 139 00:07:26,780 --> 00:07:30,570 Not necessarily the motion of the whole robot. 140 00:07:30,570 --> 00:07:32,700 As any other animation technique, 141 00:07:32,700 --> 00:07:35,940 it will take you a bit of time to get used to it 142 00:07:35,940 --> 00:07:39,440 but it's very handy for this kind of animation. 143 00:07:39,440 --> 00:07:43,100 Before we call the base motion of the foot down, 144 00:07:43,100 --> 00:07:46,880 I want to slightly push forward the foot 145 00:07:46,880 --> 00:07:48,630 just before it lands. 146 00:07:48,630 --> 00:07:51,260 To do so, I've slightly rotated the handle 147 00:07:51,260 --> 00:07:53,090 just before the contacting pose, 148 00:07:53,090 --> 00:07:56,790 so that the foot gets a little more forward 149 00:07:56,790 --> 00:07:58,890 before it hits the ground. 150 00:07:58,890 --> 00:08:02,720 From there, I can adjust the up motion of the foot. 151 00:08:02,720 --> 00:08:06,740 Don't hesitate to track the arcs of your animation 152 00:08:06,740 --> 00:08:11,340 using the motion path we have seen in the previous chapter. 153 00:08:11,340 --> 00:08:12,870 In the next video, 154 00:08:12,870 --> 00:08:15,800 we will use the foot roll controller 155 00:08:15,800 --> 00:08:20,373 to add a bit of rotation on the ankle and on the whole foot. 12483

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