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These are the user uploaded subtitles that are being translated: 1 00:00:00,840 --> 00:00:03,130 - It's now time to bring some details 2 00:00:03,130 --> 00:00:06,250 to our feet by moving the toes. 3 00:00:06,250 --> 00:00:08,900 Again, it's gonna be pretty straightforward 4 00:00:08,900 --> 00:00:13,160 since we already have the base motion of our foot. 5 00:00:13,160 --> 00:00:15,890 We'll first work on the front toe controller, 6 00:00:15,890 --> 00:00:17,910 and I will try to find the movement 7 00:00:17,910 --> 00:00:19,920 the foot is leaving the ground 8 00:00:19,920 --> 00:00:22,340 and duplicate the key Frame. 9 00:00:22,340 --> 00:00:25,660 Dissuade the toe will remain flat on the ground, 10 00:00:25,660 --> 00:00:28,750 from Frame zero to Frame 30 foot. 11 00:00:28,750 --> 00:00:31,160 I will set the end-all type two vector 12 00:00:31,160 --> 00:00:32,800 for this new key frame. 13 00:00:32,800 --> 00:00:35,710 Go a little further in the animation, 14 00:00:35,710 --> 00:00:38,740 and simply rotate the toes backward 15 00:00:38,740 --> 00:00:41,740 so that they will drag during this motion. 16 00:00:41,740 --> 00:00:44,340 I will then adjust the end (indistinct) 17 00:00:44,340 --> 00:00:46,050 of the first key frame, 18 00:00:46,050 --> 00:00:48,265 so that it doesn't clip with the ground 19 00:00:48,265 --> 00:00:51,123 whenever the foot is going backward. 20 00:00:52,030 --> 00:00:54,980 Then I will adjust to dragging motion 21 00:00:54,980 --> 00:00:57,520 as the foot is moving forward. 22 00:00:57,520 --> 00:01:01,670 I want the toes to point downward because of its weight, 23 00:01:01,670 --> 00:01:04,953 but also because of the forward motion of the foot. 24 00:01:05,890 --> 00:01:08,340 She's the kind of motion we have practiced 25 00:01:08,340 --> 00:01:09,270 with this key role. 26 00:01:09,270 --> 00:01:11,770 Whenever we were moving the limps, 27 00:01:11,770 --> 00:01:15,323 we were making the hands and the feet dragging. 28 00:01:16,490 --> 00:01:17,840 As we are done with this, 29 00:01:17,840 --> 00:01:21,340 we can go forward to the compacting frame, 30 00:01:21,340 --> 00:01:24,670 where we will make the toe raising. 31 00:01:24,670 --> 00:01:26,740 As the foot fall down, 32 00:01:26,740 --> 00:01:29,370 the toes are still dragging 33 00:01:29,370 --> 00:01:32,100 or there is a full of full motion. 34 00:01:32,100 --> 00:01:36,020 So there are pointing up (indistinct) emphasis 35 00:01:36,020 --> 00:01:37,240 the flap of the foot. 36 00:01:37,240 --> 00:01:40,630 So as the foot is getting flat on the ground, 37 00:01:40,630 --> 00:01:43,770 I will make sure that the toes are almost 38 00:01:43,770 --> 00:01:46,180 at their highest position. 39 00:01:46,180 --> 00:01:48,410 And then two frame letters, 40 00:01:48,410 --> 00:01:51,740 I will make the toes flat on the ground. 41 00:01:51,740 --> 00:01:56,050 Here, I will slightly offset the foot roll controller 42 00:01:56,050 --> 00:01:57,900 by one frame at back. 43 00:01:57,900 --> 00:02:02,140 I will then re-adjust the toe extreme position 44 00:02:02,140 --> 00:02:06,200 just before it hits the ground to frame 60. 45 00:02:06,200 --> 00:02:10,740 I will go to frame letter and press Alt+ R in the 3D view, 46 00:02:10,740 --> 00:02:13,350 to flatten the toe on the ground. 47 00:02:13,350 --> 00:02:15,750 Whenever I create a contacting post, 48 00:02:15,750 --> 00:02:18,840 I generally set the end-all type two vector. 49 00:02:18,840 --> 00:02:20,420 As the current motion, 50 00:02:20,420 --> 00:02:23,740 is kind of stop brutally as it hits the ground. 51 00:02:23,740 --> 00:02:27,362 So there is no easing before the curve gets flat. 52 00:02:27,362 --> 00:02:29,270 (indistinct) tell that will make the difference 53 00:02:29,270 --> 00:02:31,860 is to create a slight bounce of the toe, 54 00:02:31,860 --> 00:02:33,390 when it hits the ground. 55 00:02:33,390 --> 00:02:36,370 To do so, I will duplicate the current key frame, 56 00:02:36,370 --> 00:02:39,520 and move it two to four frame later. 57 00:02:39,520 --> 00:02:42,860 And we then duplicate the post key frame, 58 00:02:42,860 --> 00:02:45,550 lower rate and put it in between. 59 00:02:45,550 --> 00:02:48,080 This way, we have a more clunky motion, 60 00:02:48,080 --> 00:02:50,020 and we finally get something 61 00:02:50,020 --> 00:02:52,990 that looks like an animation for the foot. 62 00:02:52,990 --> 00:02:54,660 It's indeed a robot, 63 00:02:54,660 --> 00:02:58,720 but we are kind of briefing life into it if you will. 64 00:02:58,720 --> 00:03:02,770 From there, we can repeat the process with the back toe. 65 00:03:02,770 --> 00:03:06,140 Beware because these toe has two joint. 66 00:03:06,140 --> 00:03:09,700 One at the base of the foot on the heel, 67 00:03:09,700 --> 00:03:12,230 and one for the current back toe. 68 00:03:12,230 --> 00:03:15,740 I will create a motion for the first joint, 69 00:03:15,740 --> 00:03:20,740 that really looks like the front toe but in reverse. 70 00:03:20,870 --> 00:03:24,440 And I will keep the motion pretty slight. 71 00:03:24,440 --> 00:03:27,890 Whenever you are working on a chain of bone, 72 00:03:27,890 --> 00:03:29,990 we've Arrow Key, 73 00:03:29,990 --> 00:03:34,030 the more you move the roots to more the deep tip, 74 00:03:34,030 --> 00:03:36,320 and the other controller we move 75 00:03:36,320 --> 00:03:39,210 and it might look a bit too extreme. 76 00:03:39,210 --> 00:03:40,990 So keep it subtle. 77 00:03:40,990 --> 00:03:44,733 It's easier then to amplify the motion if needed. 78 00:03:46,130 --> 00:03:48,430 Remember that you have to make the toe drugging, 79 00:03:48,430 --> 00:03:51,310 so whenever the foot is moving forward, 80 00:03:51,310 --> 00:03:54,220 each will point backward a little down. 81 00:03:54,220 --> 00:03:57,190 And whenever the foot is falling down, 82 00:03:57,190 --> 00:03:59,850 this will drag so it will raise. 83 00:03:59,850 --> 00:04:04,400 I didn't input any bones on the contact bones, 84 00:04:04,400 --> 00:04:07,120 because it was a bit too much 85 00:04:07,120 --> 00:04:10,670 since I will input a bit of bouncing, 86 00:04:10,670 --> 00:04:12,410 on to the tip of the toe. 87 00:04:12,410 --> 00:04:16,970 So on the curve, the back to root is kind of phrasing 88 00:04:16,970 --> 00:04:19,350 just before the contact pose, 89 00:04:19,350 --> 00:04:21,860 and whenever to contact pose occur, 90 00:04:21,860 --> 00:04:24,200 it will flatten on the ground. 91 00:04:24,200 --> 00:04:27,460 So I have canceled in your rotation. 92 00:04:27,460 --> 00:04:29,470 I've used a Vector and (indistinct) 93 00:04:29,470 --> 00:04:31,680 because I don't want anything, 94 00:04:31,680 --> 00:04:35,250 but I didn't input any bounds. 95 00:04:35,250 --> 00:04:39,730 I did input the bones in motion on the tip, the toes. 96 00:04:39,730 --> 00:04:43,083 So on the next joint into the animation. 97 00:04:43,990 --> 00:04:47,740 So I did animate the tip of the back toe, 98 00:04:47,740 --> 00:04:51,810 as I did for the front toe, making it drug, 99 00:04:51,810 --> 00:04:56,030 so that we feel like there is a bit of delay in its motion, 100 00:04:56,030 --> 00:04:58,100 and then adding some bounds, 101 00:04:58,100 --> 00:05:00,220 as it contacts the ground. 102 00:05:00,220 --> 00:05:03,983 Be careful not to make it clip through the ground. 103 00:05:05,100 --> 00:05:06,170 When that was done, 104 00:05:06,170 --> 00:05:10,213 I repeat the process with the outer side toe. 105 00:05:11,820 --> 00:05:14,800 And since the foot is not tilting in space, 106 00:05:14,800 --> 00:05:19,800 I could then simply copy the curve of this outer side toe, 107 00:05:20,640 --> 00:05:23,150 onto the inner side toe. 108 00:05:23,150 --> 00:05:25,120 Again, nothing crazy here. 109 00:05:25,120 --> 00:05:26,690 It's pretty simple. 110 00:05:26,690 --> 00:05:29,140 So you will be able to watch me 111 00:05:29,140 --> 00:05:32,350 kind of animating those toes in the next video, 112 00:05:32,350 --> 00:05:36,000 that will be a short time lapse of this process. 113 00:05:36,000 --> 00:05:38,330 As all the toes were animated, 114 00:05:38,330 --> 00:05:40,550 the foot animation was done, 115 00:05:40,550 --> 00:05:44,810 and we now need to copy it onto the other foot. 116 00:05:44,810 --> 00:05:46,710 To do so, it's very simple. 117 00:05:46,710 --> 00:05:50,930 You just select all the controllers from the left foot 118 00:05:50,930 --> 00:05:51,823 we just animated. 119 00:05:52,930 --> 00:05:54,650 Open the graph editor, 120 00:05:54,650 --> 00:05:57,430 and press Alt+H to make sure that 121 00:05:57,430 --> 00:05:59,820 all the curve are available. 122 00:05:59,820 --> 00:06:02,330 Press A again to select them all, 123 00:06:02,330 --> 00:06:05,110 Press Ctrl+C to copy those curves. 124 00:06:05,110 --> 00:06:08,810 Then Select all the right foot controllers. 125 00:06:08,810 --> 00:06:12,700 Go on frame zero and press Ctrl+Shift+V. 126 00:06:12,700 --> 00:06:16,880 Since our rig is symmetrical, Blender will Paste the curve 127 00:06:16,880 --> 00:06:19,370 taking care of the symmetry for us. 128 00:06:19,370 --> 00:06:21,670 Now, both foot are moving 129 00:06:21,670 --> 00:06:24,310 in the same fashion with the same rhythm. 130 00:06:24,310 --> 00:06:28,930 We now just need to offset the motion of the right foot 131 00:06:28,930 --> 00:06:32,700 in time so that we get an alternate motion. 132 00:06:32,700 --> 00:06:35,500 To do so, simply select all the curve, 133 00:06:35,500 --> 00:06:40,500 Press Shift+D and offset them by the whole cycle. 134 00:06:40,570 --> 00:06:43,450 In my case, 72 frames. 135 00:06:43,450 --> 00:06:46,230 Then I will select again all the curve, 136 00:06:46,230 --> 00:06:48,850 and I will offset them back in time 137 00:06:48,850 --> 00:06:52,810 by half of the motion, 36 frames. 138 00:06:52,810 --> 00:06:55,530 We now have both our feet motion. 139 00:06:55,530 --> 00:06:58,320 Since I have now a better vision of the motion, 140 00:06:58,320 --> 00:07:01,900 I feel like the foot are two forward. 141 00:07:01,900 --> 00:07:03,300 So what I will do is that 142 00:07:03,300 --> 00:07:07,320 I will select both foot main controller, 143 00:07:07,320 --> 00:07:11,980 isolate the Y Location axis by inputting its name 144 00:07:11,980 --> 00:07:15,720 in the Search bar, Select all the available keys 145 00:07:15,720 --> 00:07:18,820 for both to (indistinct) location channels. 146 00:07:18,820 --> 00:07:22,200 And then I will slightly offset them up 147 00:07:22,200 --> 00:07:25,210 on the Y-Axis in the graph editor. 148 00:07:25,210 --> 00:07:28,570 This will push both feet backward, 149 00:07:28,570 --> 00:07:31,213 and it will look a little more natural. 150 00:07:32,060 --> 00:07:34,820 From there, you can adjust the eighth 151 00:07:34,820 --> 00:07:39,820 of the up-and-down motion by simply offsetting dizzy curve. 152 00:07:39,970 --> 00:07:43,620 You can also scale it on this Y-axis, 153 00:07:43,620 --> 00:07:47,800 so that we'll have more up and down motion if needed, 154 00:07:47,800 --> 00:07:49,700 or if you scale it down 155 00:07:49,700 --> 00:07:52,993 you will reduce the bounciness of the motion. 156 00:07:54,120 --> 00:07:57,100 From there, it's really a matter of personal taste 157 00:07:57,100 --> 00:07:59,810 and experience to make it look good 158 00:07:59,810 --> 00:08:02,060 but you have the whole method. 159 00:08:02,060 --> 00:08:04,550 Now we just need to get rid 160 00:08:04,550 --> 00:08:08,510 of the unused key frame on the right foot. 161 00:08:08,510 --> 00:08:10,760 To do so, we simply need to Select 162 00:08:10,760 --> 00:08:13,600 all the controller of the right foots. 163 00:08:13,600 --> 00:08:15,570 Go onto the Frame Zero, 164 00:08:15,570 --> 00:08:19,740 Press I to insert a key frame on all the channels 165 00:08:19,740 --> 00:08:23,720 then Press V and set those new key frame to Free. 166 00:08:23,720 --> 00:08:27,770 From there we can get rid off any previous key frame 167 00:08:27,770 --> 00:08:31,840 and then, Select all those key frame on Frame Zero. 168 00:08:31,840 --> 00:08:34,650 Press Shift+D to duplicate them, 169 00:08:34,650 --> 00:08:38,890 and move them on the very last frame of our cycle. 170 00:08:38,890 --> 00:08:40,860 Frame 72 for me. 171 00:08:40,860 --> 00:08:44,090 Then I can get rid off all the key frame, 172 00:08:44,090 --> 00:08:47,380 after this frame 72. 173 00:08:47,380 --> 00:08:49,330 Our foot animation is done, 174 00:08:49,330 --> 00:08:50,400 the next step, 175 00:08:50,400 --> 00:08:53,730 will be to input some left to right motion 176 00:08:53,730 --> 00:08:55,270 to the toss or root, 177 00:08:55,270 --> 00:08:57,023 and animate a bit the feet. 13631

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